Qhimm.com Forums

Project forums => Q-Gears => Topic started by: Akari on 2012-06-27 20:11:53

Title: Q-Gears v0.21 Run Wild
Post by: Akari on 2012-06-27 20:11:53
Version 0.21 was just released. Full changelog are

Code: [Select]
================================================================================
Q-Gears v0.21 (3rd run wild) | 2012-06-26
--------------------------------------------------------------------------------

2012-06-26
----------
* [Script] Make auto runned script list and scripts directory to easy adding new scripts and system script entities. [Akari]

2012-06-25
----------
* [UI] Fix a lot of errors with main menu shown at wrong times. [Akari]
* [UI] Change button used to be more like on PC. [Akari]

2012-06-25
----------
* [Script] Fix bug where game crushed when map loaded without script file. [Akari]

2012-06-24
----------
* [Background] Add console command "background2d_manual" to enable manual background scrolling. [Akari]
* [Script] System, Entity and Ui script debug can be shown separately. "debug_script" now workd as bit flags 0x1, 0x2, 0x4. [Akari]
* [Script] Fix ScriptEntity was updating even if EntityManager was paused. [Akari]
* [Script] Entity, System and Ui scripts has been separated internaly to better handle updates and debug. [Akari]

2012-06-23
----------
* [Content Map] Add all background animations on md1_2. [Akari]
* [Export Background] Rework export algorythm. [Akari]

2012-06-06
----------
* [Background] All animations now can be played at once. [Akari]

2012-06-05
----------
* [Content Map] Add empty map used in main menu to remove 3d content from background. [Akari]
* [Content Map] Clean up test maps included in v0.21. Set camera and update scripts. [Akari]
* [Content UI] Add new option to mainmenu (Entity Testing) where most of entity movement features tested. [Akari]
* [Content UI] Add pause menu to enable exiting from game back to main menu. [Akari]

2012-06-04
----------
* [Export Background] Add export for palette (CLUT) animations. [Akari]
* [Entity] Auto and Manual move speed has been separated. [Akari]
* [Script] Add binding to enable script to run console commands. [Akari]

2012-06-02
----------
* [Entity] Movement direction on fields has been exported and implemented. [Akari]

2012-06-01
----------
* [Camera] Add reset of ingame FOV when switch to free cemera. [Akari]
* [Background] Add config variable to disable range limitations. [Akari]
* [Background] Range of Background2D scrolling has been exported and implemented. [Akari]

2012-05-31
----------
* [Content FFVII] Add md1_2 map. [Akari]
* [Camera] Camera now set and scrolled correctly in free camera mode. [Akari]
* [Background & Camera] Make background and camera correctly recalculate on resolution change. [Akari]
* [Camera] Make "camera_free" config command instead of config variable. [Akari]
* [Entity] Add entity animation speed and related lua binds. [Akari]
* [Background & Camera] Move a lot of camera related code from Background2D to CameraManager. [Akari]

2012-05-30
----------
* [Content] Add start menu options for v0.21. [Akari]
* [Background] Add autoscrolling of background and camera to given position. [Akari]

2012-05-28
----------
* [Background & Camera] Add autoscrolling of background and camera to given entity. [Akari]

2012-05-26
----------
* [Export FFVII] Fix eye export (Wedge and Guard has only 1 eye). [Akari]

2012-05-22
----------
* [Content Field] Cleanup md1stin. [Akari]
* [Content Field] Add all posible scripts for md1_1. [Akari]
* [Content UI] Main menu now can be called from within game. it correctly pauses game if is onscreen [Akari]
* [Content UI] Start menu now correctly starts md1stin. [Akari]
* [Content Script] Add "player_lock" helper function that disables player input. [Akari]
* [Content Script] Fix spawning entity in "load_field_map_request" system function. Now it correctly assigns player entity. [Akari]
* [Camera] Remove camera states (at least for now) and add console variable "camera_free" that enables free camera mode. [Akari]
* [Entity] Add pause functionality to EntityManager and "set_paused" bind to LUA. [Akari]
* [Debug] Separate usual update and debug update. When game is on pause debug still must be drawn. [Akari]
* [Export FFVII] Fix export for offset opcode 0xC3. Make it downscaled like all others position data. [Akari]
* [Export FFVII] Fix export for turn opcode 0xB4 and 0xB5. Forgot that turns are always syncronized in FFVII. [Akari]

2012-05-21
----------
* [Entity] Add player lock and same lua function "player_lock". [Akari]

2012-05-19
----------
* [Export FFVII] Add exporting with correct scale (must be set in export.cfg for now). [Akari]
* [Entity] Spawn point now set rotation as well. [Akari]

2012-05-17
----------
* [Background] Add background init and resizing corrently depending on resolution. [Akari]

2012-05-16
----------
* [Export FFVII] Fix background depth export. [Akari]

2012-04-28
----------
* [Content] Modify "MapChanger" entity to load player in given spawn point after map loading. [Akari]
* [Content] Add Savemap lua table to save all variables that was hold in real savemap. [Akari]
* [Entity] Set default run speed to 0.8 instead of 3.6 and default speed to 0.7 instead of 0.9. This is more like speeds in FFVII. [Akari]
* [Entity] Unite default and move idle animation. [Akari]
* [Entity] Rework inner animation state and play types handling. [Akari]
* [Content] Start of "ffvii_md1stin" scripting and markup gateways on maps "ffvii_md1stin", "ffvii_md1_1", "ffvii_md1_2". [Akari]
* [Export FFVII] Add gateway map names and spawn position exporting. [Akari]

2012-04-23
----------
* [Script] Add functions to work with entity points. [Akari]
* [Entity] Add entity points that declares position in 3d world. Need for gateway mechanics. [Akari]

2012-04-14
----------
* [Debug] Add 3d triangles to debug draw to improve visualization of walkmesh.

2012-04-13
----------
* [Entity] Add base line trigger like triggers and gateways in FFVII. [Akari]

2012-04-08
----------
* [Script] Add background animation management opcodes and background script object. [Akari]
* [Background] Add background animation. [Akari]
* [Export FFVII] Add exporting of tile animation. [Akari]

2012-04-03
----------
* [Background] Add blending type support to correctly draw different types of tiles. [Akari]
* [Export FFVII] Add exporting of blending types. [Akari]

2012-03-27
----------
* [Background] Add camera settings export. [Akari]
* [Content] Move FFVII models to separate folder. [Akari]
* [System] Add read quaternion from xml. [Akari]

2012-03-20
----------
* [Background] Add clearing of background on map reload. [Akari]

2012-03-14
----------
* [Console] Tab only work if command match any existed command. [Akari]
* [Entity] Finalize movement features and make them work lime in v0.17. [Akari]

2012-03-13
----------
* [Entity] Add debug draw to jump movement. [Akari]
* [Entity] Fix reseting animation to Idle during time stop. [Akari]
* [Entity] Add ability to unset entity from player with "unset_player_entity". [Akari]
* [Entity] Return all jump fucntionality from v0.17. [Akari]

2012-03-09
----------
* [Console] Add console notification to show lines from console in normal view. Cvar "console_notification = true". [Akari]
* [Content] Add Weltall and some robo from Xenogears to demo. [Akari]
* [Export Xeno] First version of Xeno animated model exporting. [Akari]

2012-03-07
----------
* [Entity] Made state for looped animation. Climb and all other looped animation now works correctly. [Akari]

2012-03-05
----------
* [Entity] Return all climb (now linear move) fucntionality from v0.17 except animation. [Akari]

2012-03-03
----------
* [Content] Add Zidane to demo. [Akari]
* [Export FFIX] Finish first version of FFIX field model exporter. [Akari]

2012-02-19
----------
* [Script] Add move_auto_animation function for entity. [Akari]
* [EntityManager] Add handling for player run button. [Akari]
* [Entity] Return all move fucntionality from v0.17. [Akari]
* [Script] Rename move_walkmesh to move_to_position. [Akari]
* [Entity] Turn to model now correctly turns to model if model moves during turn. [Akari]

2012-02-15
----------
* [Entity] Return all turn fucntionality from v0.17. [Akari]
* [Entity] Add move_sync function. [Akari]
* [Entity] Fix solid and talk radius debug draw. [Akari]

2012-02-14
----------
* [Entity] Add auto play animation on move. [Akari]

2012-02-11
----------
* [Script] Rename Ui and Entity tables to UiContainer and EntityContainer to avoid name collision with Entity class. [Akari]
* [Entity] Return all offseting fucntionality from v0.17. [Akari]

2012-02-09
----------
* [Console] Fix bug when only slash was entered. [Akari]

2012-02-08
----------
* [Entity] Add basic player movement. [Akari]
* [Script] Add script function "set_player_entity" to make entity controlled by player. [Akari]
* [Entity] Add player controlled entities. [Akari]

2011-11-23
----------
* [Background] Increase buffer for background from 256 to 1024 tiles. [Akari]
* [Debug] Increase buffer for 3d lines from 128 to 1024 lines. [Akari]

2011-11-22
----------
* [Content] Create field map changer and helper function "load_field_map_request". [Akari]
* [UI] Create fade screen effect. [Akari]
* [Script] Add system table to handle and customize system specific things. [Akari]

2011-11-18
----------
* [UI] Add alpha to animatable parameter. [Akari]
* [Background] Add 2d background base draw. [Akari]

Images are
(http://ic.pics.livejournal.com/crazy_otaku/1138305/15317/600.jpg)
(http://ic.pics.livejournal.com/crazy_otaku/1138305/17377/600.jpg)
(http://ic.pics.livejournal.com/crazy_otaku/1138305/16213/600.jpg)
(http://ic.pics.livejournal.com/crazy_otaku/1138305/16630/600.jpg)
(http://ic.pics.livejournal.com/crazy_otaku/1138305/16855/600.jpg)
(http://ic.pics.livejournal.com/crazy_otaku/1138305/16995/600.jpg)
(http://ic.pics.livejournal.com/crazy_otaku/1138305/16025/600.jpg)
(http://ic.pics.livejournal.com/crazy_otaku/1138305/15810/600.jpg)

Video for release here: http://www.youtube.com/watch?v=YPnej8iKMPg

Release itself can be downloaded for windows here: https://sourceforge.net/projects/q-gears/files/q-gears/q-gears_v0.21.zip/download
Title: Re: Q-Gears v0.21 Run Wild
Post by: Covarr on 2012-06-27 21:10:43
Holy cow, this is really coming along! I'm crazy impressed, man.
Title: Re: Q-Gears v0.21 Run Wild
Post by: PitBrat on 2012-06-27 22:05:07
Wow, that's the best Q-Gears has ever looked.
And no half naked Asian women . . . thanks!
Now throw in some half naked Asian men and I'll give it 5 stars.
Title: Re: Q-Gears v0.21 Run Wild
Post by: SpooX on 2012-06-27 22:34:59
Oh my....
Do we have to reverse QGears to get High Res backgrounds in here? :-o well at least we have access to the source this time ;D
Or could I overlay my 3d models (in OgreMesh) right in there?? Now that would be really cool :-)

Keep em comming Akari, all my cudo's to you.
 8)
Title: Re: Q-Gears v0.21 Run Wild
Post by: BloodShot on 2012-06-28 00:22:09
God damn, this is pretty sick
Title: Re: Q-Gears v0.21 Run Wild
Post by: Cyberman on 2012-06-28 00:59:52
I was laughing at the idol stuff AHEM.

Erstwhile the battle and dialogue part is a matter of time.
The debugging tools is awesome.

You are using LUA script for the engine to run FF7 data correct?
So to answer SpooX, you just modify the script a bit (that simple).

Notice he mixed xeno stuff in? So adding new back grounds probably isn't too hard. The data is meta data to begin with (IE XMLized FF7 data) that's converted using the included utilities.

Scary but I think I've been paying attention!
Title: Re: Q-Gears v0.21 Run Wild
Post by: LeonhartGR on 2012-06-28 01:17:43
I have no words... Amazing project!
Title: Re: Q-Gears v0.21 Run Wild
Post by: SpooX on 2012-06-28 20:27:00
So to answer SpooX, you just modify the script a bit (that simple).

hmmmpf... do I yet have to learn another language...?? :roll:
.....
Ohw, got an extra menu option, seems like we got a bonus disc....
(http://farm8.staticflickr.com/7129/7462718056_f1c0ee457f_b.jpg) (http://www.flickr.com/photos/39897743@N05/7462718056/)

I'm so easily distracted...got side tracked again....
 8-)
Title: Re: Q-Gears v0.21 Run Wild
Post by: Hellbringer616 on 2012-06-28 20:38:26
So if i'm correct on this..

Dialog boxes and battles, thats all we have left? Seems like a low version number to have only those things missing haha. Or is that just for FF7?

And if i can play FF9 on this thing... Lord, i will love you forever Akari!
Title: Re: Q-Gears v0.21 Run Wild
Post by: Cyberman on 2012-06-29 00:29:21
I attempted a SVB check out and got an error regarding UTF-8 encoding conversion.
Code: [Select]
svn: Can't convert string from 'UTF-8' to native encoding:
svn: q-gears/trunk/output/data/game_data/battle/?\208?\154?\208?\190?\208?\191?\208?\184?\209?\143 battle.lua
Reading a bit through the manual for SVN I found this tid bit
Code: [Select]
Subversion tries hard not to limit the type of data you can place under version control. The contents of files and property values are
stored and transmitted as binary data, and the section called “File Content Type” tells you how to give Subversion a hint that
“textual” operations don't make sense for a particular file. There are a few places, however, where Subversion places restrictions on
information it stores.
Subversion internally handles certain bits of data—for example, property names, pathnames, and log messages—as UTF-
8-encoded Unicode. This is not to say that all your interactions with Subversion must involve UTF-8, though. As a general rule,
Subversion clients will gracefully and transparently handle conversions between UTF-8 and the encoding system in use on your
computer, if such a conversion can meaningfully be done (which is the case for most common encodings in use today).
In WebDAV exchanges and older versions of some of Subversion's administrative files, paths are used as XML attribute values,
and property names in XML tag names. This means that pathnames can contain only legal XML (1.0) characters, and properties are
further limited to ASCII characters. Subversion also prohibits TAB, CR, and LF characters in path names to prevent paths from be-
ing broken up in diffs or in the output of commands such as svn log or svn status.
While it may seem like a lot to remember, in practice these limitations are rarely a problem. As long as your locale settings are
compatible with UTF-8 and you don't use control characters in path names, you should have no trouble communicating with Sub-
version. The command-line client adds an extra bit of help—to create “legally correct” versions for internal use it will automatic-
ally escape illegal path characters as needed in URLs that you type.
Anyhow one of the file names in the repository gave SVN a hiccup looks like on my end. It appears to be a script file in battle (likely your battle menu). I am using Linux so it may be that my native encoding of text under linux doesn't like whatever file name choice you used.

Cyb
Title: Re: Q-Gears v0.21 Run Wild
Post by: Akari on 2012-06-29 02:28:07
I attempted a SVB check out and got an error regarding UTF-8 encoding conversion.
Code: [Select]
svn: Can't convert string from 'UTF-8' to native encoding:
svn: q-gears/trunk/output/data/game_data/battle/?\208?\154?\208?\190?\208?\191?\208?\184?\209?\143 battle.lua

Lastest source are under merkurial not under SVN. Remove SVN from code list on sourceforge.

Quote
You are using LUA script for the engine to run FF7 data correct?
So to answer SpooX, you just modify the script a bit (that simple).

Yes =)

Quote
Dialog boxes and battles, thats all we have left? Seems like a low version number to have only those things missing haha. Or is that just for FF7?

Of course not. There is sounds and videos too to make ffvii blow reactor mission fully playable. Model lighting is missing too. And other part's of games have some minor issuies too. So there are a lot of work still left.
Title: Re: Q-Gears v0.21 Run Wild
Post by: KnifeTheSky77 on 2012-06-29 14:26:07
Holy christmas! Qgears has grown up a lot since .20. I cannot wait to see the path this project takes
Title: Re: Q-Gears v0.21 Run Wild
Post by: Cyberman on 2012-06-29 21:37:17
Lastest source are under merkurial not under SVN. Remove SVN from code list on sourceforge.
In a word of one syllable (SIGH). Mutter mutter.

Could someone add THIS to a sticky in the forum?

Code: [Select]
hg clone http://q-gears.hg.sourceforge.net:8000/hgroot/q-gears/q-gears
Cyb
Title: Re: Q-Gears v0.21 Run Wild
Post by: Covarr on 2012-06-29 23:00:01
Sure thing. I updated the *READ THIS FIRST* sticky to be more mercurial and less svn.

I didn't recommend any clients though, not having used mercurial myself. I did copy that code though. Also, the sourceforge page (http://q-gears.sourceforge.net/) needs updated, but I can't do that. halkun or Akari will have to fix it.
Title: Re: Q-Gears v0.21 Run Wild
Post by: halkun on 2012-06-30 05:24:28
Yea, that thing is ancient! This when I started the project many, many moons ago.
Title: Re: Q-Gears v0.21 Run Wild
Post by: ice_cold513 on 2012-06-30 09:49:26
Since I've given up on finishing prp. I check the forum every 2 or 3 days and wait to post on something that blows me away
This is one of them time can't believe Q has come this far with basicly one man at the helm
Just goes to show the type of person you are
Title: Re: Q-Gears v0.21 Run Wild
Post by: Cyberman on 2012-06-30 12:14:57
Since I've given up on finishing prp. I check the forum every 2 or 3 days and wait to post on something that blows me away
This is one of them time can't believe Q has come this far with basicly one man at the helm
Just goes to show the type of person you are
As Akari would say "it's not done yet". It is too the point where it does a LOT more than it ever did. The big difference is the fact it supports enough of the script engine operation to be quasi functional.

Akari:
I presume Main.cpp is in a state of flux (IE the current implementation isn't close too the final)?
The complier is complaining about pure virtual functions being called, I think, something is missing for the core to overload the OGRE virtual functions for the UI stuff (on my part my guess).
Code: [Select]
g++ `pkg-config OGRE OIS openal vorbisfile --cflags` -DTIXML_USE_STL -I. -Iviewer -Icore -I/usr/include -I/usr/include/OGRE -I/usr/include/OIS -Icore/library -c Main.cpp -o Main.o
In file included from Main.cpp:12:
core/EntityManager.h:65: error: cannot declare field 'EntityManager::m_Background2D' to be of abstract type 'Background2D'
core/Background2D.h:14: note:   because the following virtual functions are pure within 'Background2D':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note: virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp: In function 'int main(int, char**)':
Main.cpp:53: error: no matching function for call to 'Ogre::Root::setRenderSystem(std::vector<Ogre::RenderSystem*, std::allocator<Ogre::RenderSystem*> >&)'
/usr/include/OGRE/OgreRoot.h:278: note: candidates are: void Ogre::Root::setRenderSystem(Ogre::RenderSystem*)
Main.cpp:88: error: cannot allocate an object of abstract type 'DebugDraw'
core/DebugDraw.h:13: note:   because the following virtual functions are pure within 'DebugDraw':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note: virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp:104: error: cannot allocate an object of abstract type 'UiManager'
core/UiManager.h:15: note:   because the following virtual functions are pure within 'UiManager':
/usr/include/OGRE/OgreRenderQueueListener.h:82: note: virtual void Ogre::RenderQueueListener::renderQueueEnded(Ogre::uint8, const Ogre::String&, bool&)
make: *** [Main.o] Error 1
I'll have to examine it in code blocks. Cross compilation may become a bit more interesting. A lot does compile however without a hitch ( a good thing ). At least I remembered how to use hg to fetch the source tree (duh).

Cyb
Title: Re: Q-Gears v0.21 Run Wild
Post by: Akari on 2012-06-30 18:39:32
As Akari would say "it's not done yet". It is too the point where it does a LOT more than it ever did. The big difference is the fact it supports enough of the script engine operation to be quasi functional.

Akari:
I presume Main.cpp is in a state of flux (IE the current implementation isn't close too the final)?
The complier is complaining about pure virtual functions being called, I think, something is missing for the core to overload the OGRE virtual functions for the UI stuff (on my part my guess).
Code: [Select]
g++ `pkg-config OGRE OIS openal vorbisfile --cflags` -DTIXML_USE_STL -I. -Iviewer -Icore -I/usr/include -I/usr/include/OGRE -I/usr/include/OIS -Icore/library -c Main.cpp -o Main.o
In file included from Main.cpp:12:
core/EntityManager.h:65: error: cannot declare field 'EntityManager::m_Background2D' to be of abstract type 'Background2D'
core/Background2D.h:14: note:   because the following virtual functions are pure within 'Background2D':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note: virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp: In function 'int main(int, char**)':
Main.cpp:53: error: no matching function for call to 'Ogre::Root::setRenderSystem(std::vector<Ogre::RenderSystem*, std::allocator<Ogre::RenderSystem*> >&)'
/usr/include/OGRE/OgreRoot.h:278: note: candidates are: void Ogre::Root::setRenderSystem(Ogre::RenderSystem*)
Main.cpp:88: error: cannot allocate an object of abstract type 'DebugDraw'
core/DebugDraw.h:13: note:   because the following virtual functions are pure within 'DebugDraw':
/usr/include/OGRE/OgreRenderQueueListener.h:67: note: virtual void Ogre::RenderQueueListener::renderQueueStarted(Ogre::uint8, const Ogre::String&, bool&)
Main.cpp:104: error: cannot allocate an object of abstract type 'UiManager'
core/UiManager.h:15: note:   because the following virtual functions are pure within 'UiManager':
/usr/include/OGRE/OgreRenderQueueListener.h:82: note: virtual void Ogre::RenderQueueListener::renderQueueEnded(Ogre::uint8, const Ogre::String&, bool&)
make: *** [Main.o] Error 1
I'll have to examine it in code blocks. Cross compilation may become a bit more interesting. A lot does compile however without a hitch ( a good thing ). At least I remembered how to use hg to fetch the source tree (duh).

Cyb

Which ogre version you use when compile it?
Title: Re: Q-Gears v0.21 Run Wild
Post by: HangLikeAStar on 2012-07-14 02:13:41
Have to say, I'm thoroughly impressed. You modders never cease to amaze me.
Title: Re: Q-Gears v0.21 Run Wild
Post by: Cyberman on 2012-07-15 03:02:04
Ok I corrected the Ogre Version (which is why I like an automake as often it will say what is wrong however cmake should have complained as well <much head scratching>)

Back to oblivion for me.

Cyb
Title: Qgears for Linux
Post by: professorhojo on 2012-07-15 18:50:54
The last couple of releases zipped up on SF only contain .exes and .dlls.  Is making Qgears linux compatible still a goal?

Either way, thank you for what you're doing Akari.  Eidos never got it right but I'm sure you can.
Title: Re: Qgears for Linux
Post by: Cyberman on 2012-07-18 00:28:23
The last couple of releases zipped up on SF only contain .exes and .dlls.  Is making Qgears linux compatible still a goal?

Either way, thank you for what you're doing Akari.  Eidos never got it right but I'm sure you can.
I suggest you look at some of the messages  (http://forums.qhimm.com/index.php?topic=13252.msg184310#msg184310)posted in this thread. you need to have the correct version of Ogre (LUA boost?) and a few other packages installed for it to get close to compiling. Depending on what variation of linux you are running you will need to pick through the package list.

You have to download it via mercurial to git it (pun intended!)

Cyb
Title: Qgears for Linux
Post by: professorhojo on 2012-07-26 22:27:43
Thanks for the suggestion.  When I initially saw the code, it didn't mean anything to me.  Never used mercurial before.  But here's what I get with your code:

Quote
hg clone http://q-gears.hg.sourceforge.net:8000/hgroot/q-gears/q-gears

Turns into:

Quote
% hg clone --verbose -- hg clone http://q-gears.hg.sourceforge.net:8000/hgroot/q-gears/q-gears /home/user/Public
repository hg clone http://q-gears.hg.sourceforge.net:8000/hgroot/q-gears/q-gears not found
[command returned code 255 Thu Jul 26 18:16:46 2012]

Anybody else get that or did I do something wrong?

Thanks for pointing me in the right direction.
Title: Re: Q-Gears v0.21 Run Wild
Post by: myst6re on 2012-07-28 18:47:09
I executed this command a few days ago and I have not had any problems.
Title: Re: Q-Gears v0.21 Run Wild
Post by: InuRa on 2012-08-19 20:37:14
...just WOW! Forget about the Final Fantasy VII 2012 fiasco or the problem filled 1998 release! THIS is the future Final Fantasy VII (and Xenogears! :D) deserve.

Full 16:9 mode without that god-awful stretching (seriously, the characters are already short and "fat", why do people like make them even more that way) that actually shows small image areas you couldn't see before in the 4:3 format,
3D models are incredibly sharp and nice\acurate,
source material is converted on setup(?) making it easier to add small changes,
and... so much is already working, very impressive and promising indeed Akari.

Must have lost 2+ hours just today playing around with that small demo, will be coming back very often to check for changes from now on. :P
Title: Re: Q-Gears v0.21 Run Wild
Post by: fishinsoup on 2012-11-02 18:21:32
It's nice that things are going along so well. I've recently just discovered this project.

Just how far along are you, if I can ask? With 0.21 I suppose it's 21% complete?

From other posts I found on this forum I assume you will be able to create your own 3D FF type game. Nice.
Title: Re: Q-Gears v0.21 Run Wild
Post by: Fischkopf on 2012-11-04 09:44:46
I was asking myself, too but i didn't wanna bump this thread.  :lol:
Title: Re: Q-Gears v0.21 Run Wild
Post by: fishinsoup on 2012-11-04 12:33:22
Well, last post was last month, and this is the last thread, so my little bumping is justifiable.

And I am suprised that only one person is working on this project ( I assume that only one ). If miracle happens and this project will get all of it's goal's accomplished, there is a possibility of a real FFVII sequel (hopefully, without the emo-ish char design of Advent Children).

At least Akari said that it could be possible if project will be completed (since he wants to make his own RPG with this engine).

Also, I like that graphics will be reminiscent of old PS1 RPG games.

Can't believe only one man is working on this. How is it possible that no one else is interested in this?
Title: Re: Q-Gears v0.21 Run Wild
Post by: Fischkopf on 2012-11-06 08:52:38
[...] If miracle happens and this project will get all of it's goal's accomplished, there is a possibility of a real FFVII sequel (hopefully, without the emo-ish char design of Advent Children).

At least Akari said that it could be possible if project will be completed (since he wants to make his own RPG with this engine).
[...]

Oh yes, with all the environments in actual 3D, that would make my life complete.  :mrgreen:
Title: Re: Q-Gears v0.21 Run Wild
Post by: InuRa on 2012-11-06 17:37:12
Oh yes, with all the environments in actual 3D, that would make my life complete.  :mrgreen:

That would require a complete remake of the game, since the backgrounds for Final Fantasy VII are all static images, very likely created and\or painted my a human and not rendered on a computer in the most part.
Also, from my understanding, the objective of this project is to later also allow it to be compatible with games built with the same or slightly modified engine for the PSOne, like Xenogears and Parasite Eve.

Regarding the other question, no 0.21 does not mean it's 21% complete in any way. The only think it transmits is that it's not complete. Heck he might even decide to call next version 0.21.8. :D

Around 7 weeks ago, there were some new submissions to the project related to the battle system, however, I don't think it would be enough for a new release (plus that was what got submitted, he might have more work done that he's saving to himself ;P), and I can't really compile to check.
It is truly a shame that only Akari is working on it, he has a lot of hard work to do still, even tho the initially barrier of creating a working partially demo has already been taken care of, plus the FF7 engine wasn't 100% exposed yet (But it's slowly getting there :D).
Title: Re: Q-Gears v0.21 Run Wild
Post by: fishinsoup on 2012-11-06 23:08:01
This thread kind of answers about original game creation, where Akari also says he is planning to make his own JRPG.

http://forums.qhimm.com/index.php?topic=8651.0

Good luck on your task.

P.S. I may know a few talented people who would help, only they live in Japan, and they made this obscure (but awesome) FFVII modification on a PSOne.

http://www.youtube.com/watch?v=bxAJDoCLxs0

Also they had this pretty cool Net Yaroze 3D action adventure game.

Probably these guys are in their late 20s/early 30s, but who knows, if we ever get in touch with them, they could help Akari, because this fan modification/expansion/whatever was made in 90s for Net Yaroze. Pretty impressive PSone hacking even for today.

Square Enix should make a rival for RPGMaker, based on FFVII engine. They are not doing so well recently, and something like that would surely gain them some lost respect points. Another advantage would be the use of 3d graphics (I think that RPGMaker had a pretty sh*tty version on PS2 (lol) with 3d graphics), so that would already be a huge plus.

But probably something cool as this would be too much to ask from modern Square.

Title: Re: Q-Gears v0.21 Run Wild
Post by: Fischkopf on 2012-11-08 16:11:05
That would require a complete remake of the game, since the backgrounds for Final Fantasy VII are all static images, very likely created and\or painted my a human and not rendered on a computer in the most part.
I think the backgrounds were created in 3D and then rendered to 2D images by the look of it. As far as new backgrounds are concerned, the people from 'Team Avalanche' are  rebuilding some scenes in 3D at the moment. I don't think that you need to completely remake the game in order to have 3D backgrounds. Once Q-Gears is in a state where the game is finishable, you could apply most of the old scripts to the 3D backgrounds, and the battle scenes are in 3D already, so that's just a matter of graphics enhancement.
Title: Re: Q-Gears v0.21 Run Wild
Post by: Mayo Master on 2012-11-09 20:29:45
As a newbie modeller from Team Avalanche, my feeling is that the originals were, for the most part, not 2D renders of 3d models. My judgement is mostly based on the fact that, when you try to remodel a scene (and we can have direct input regarding walkmesh and camera location), there are always some elements whose perspective is wrong, or have misalignment. These "errors" can hardly be noticed until you make actual 3d representations of them, but there you have it.
Now, as in Team Avalanche we do make 3d environments to make 2d renders, such work can be later re-used within the scope of a remake, in my opinion. However, some scenes may need revision, as I do know that some modellers did the texturing by "applying textures from view", which works when there's only one still image, but is completely wrong if the camera is moved around.
Title: Re: Q-Gears v0.21 Run Wild
Post by: SpooX on 2012-11-09 20:44:15
As a newbie modeller from Team Avalanche, my feeling is that the originals were, for the most part, not 2D renders of 3d models. My judgement is mostly based on the fact that, when you try to remodel a scene (and we can have direct input regarding walkmesh and camera location), there are always some elements whose perspective is wrong, or have misalignment. These "errors" can hardly be noticed until you make actual 3d representations of them, but there you have it.
Now, as in Team Avalanche we do make 3d environments to make 2d renders, such work can be later re-used within the scope of a remake, in my opinion. However, some scenes may need revision, as I do know that some modellers did the texturing by "applying textures from view", which works when there's only one still image, but is completely wrong if the camera is moved around.
I must disagree with that. Most scenes are rendered as 3d models.
see this (http://www.youtube.com/watch?v=GW1e5OauZ44) at about 30sec.
apart from that:
interview with Nomura (http://thelifestream.net/weekly-famitsu-issue-no-1224-tetsuya-nomura-interview/)
Quote from: Tetsuya Nomura
Nomura: I originally handled the pixel graphics, so I thought that if there were no pixels then my work would be gone (laughs). Later I took some training to learn CG, but I went into design and direction rather than working as a modeller.
More evidence can be found in the field-files in ways of reflections, light and shadows.
But that's just my opinion of course.... :roll:

Quote from: Mayo Master
...I do know that some modellers did the texturing by "applying textures from view"

who is?
 8)
Title: Re: Q-Gears v0.21 Run Wild
Post by: Mayo Master on 2012-11-10 03:57:00
I must disagree with that. Most scenes are rendered as 3d models.
see this (http://www.youtube.com/watch?v=GW1e5OauZ44) at about 30sec.
apart from that:
interview with Nomura (http://thelifestream.net/weekly-famitsu-issue-no-1224-tetsuya-nomura-interview/)More evidence can be found in the field-files in ways of reflections, light and shadows.
But that's just my opinion of course.... :roll:
I don't deny it's true for a bunch of scenes, I'm just not sure it's the majority. One other aspect of my opinion is about the amount of work that would represent, in comparison to the scope of more modern Final Fantasys. For instance, it seems to me like Final Fantasy X is quite smaller than the ones of the PSOne era, which much fewer environments both in quantity and diversity, and I think it took 3 years to make. If all environments of FFVII were each modelled in 3d, I don't know if such staggering amount of work could have been actually done in the same development time. But, eh, I may be wrong  :-P
who is?
 8)
Anaho mentioned that, admitting it was not good practice, but that it was really speeding up the process. Or at least that's what I understood.
Title: Re: Q-Gears v0.21 Run Wild
Post by: Hellbringer616 on 2012-11-12 16:01:27
Akari,

I sadly have no coding experience so i probably can't help with this project, But is there anything that can be done on the bugtesting side of things to lighten your load at all? I'd love to see this project come to light faster.