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Messages - Kaldarasha

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1
You don't need to deal with the other languages. The GamesConverter main purpose was actually to uniform the different versions to use the English file system. So we have the files to patch the game language.

2
The exe is a packed rar archiv. You can open it with WinRAR or 7zip.

3
In the script itself. Usually you call a window and then the text it should display.

4
My way of doing it allows for a degree of leniency but is more catered to entire mods that are self contained - because I think that's the best way of doing it.  7H is nice but it adds so many issues and will never manage to work out all the inconsistencies.

My way will be open source if using aali's driver code.  It's a fairly simple system that makes use of whole lgp reads and directmode.

The only issue we have is the need of the downpatch. Most problems occurs there. Once Aali's driver works with the re-release and 7H works with FF7_en.exe a lot of the troubleshooting will be gone.
7H does a very good job to increase compatibility between mods. If I want to change only one model I can do it for every mod. It also allows breaking through the limitations of the game. We could make for example an ingame difficulty selection by swapping scene.bin through another or make the early areas enemies harder when Meteor appears.
I don't think that the new modmanager will replace 7H, but I could imangine that 7H in return could make use of it. For example files which doesn't need to be activated through a certain condition, could be written to the new modmanagers folder and 7H takes care only of the conditional files. This may decrease load times when many mods are selected.

5
7thHeaven / Re: trouble using catalogue
« on: 2018-04-27 04:16:26 »
Could it be that your firewall is blocking 7H to get internet access?

6
C2 could be the pan or the marker if it is a stereo or mono effect. At last I can't see in the list that this is handled somewhere.

7
It would be interesting to see, if we can implement your tool into the game to play the sound. It is also interesting for FF9. And I'm pretty sure FF8 has also problems with playing the correct sound effects even though nobody has complained about it yet.

9
FF7 Tools / Re: [PC] Mod manager - 7thHeaven (v1.54)
« on: 2018-04-24 19:34:04 »
As far as I know EQ2Alyza has a release candidate of a newer version, but waits as everyone one here, for the next version of the Reunion. Depending on the mod manager which comes with the Reunion 7H needs adjustments. However, I would also like to take a look on both managers and see how compatible they are.

10
7thHeaven / Re: Game Converter not working
« on: 2018-04-23 18:30:33 »
You can open it with WinRAR or 7.zip. It's just an archive with a batch file and some folders in it.

11
Looks like someone has beaten your mod.
https://youtu.be/WW1lKXqrNkg

12
The problem is, when someone manages it to share the game this way and your hosted files are part of it, then you get also a problem with the law even if you host the files for an entirely different purpose. But as the moding guides on Steam has proven it, SE has currently now interest in this game other than remaking it for the next five years. There are plenty of copy-n-paste mods there.

13
Not really, if I understand Shunsq correctly then the game use int var to calculate the 3D. So the function needs to be rewritten with float or double precision. I probably said this but it might be a good idea to ask Kaldaien on steam if he has an idea how to deal with this. He seems to be very competent with working on graphic interfaces and with the source of Aali's driver he may have more possibilities to hack the game.

14
Other Mods / Re: [FF7PC] Post bug reports here
« on: 2018-03-30 16:01:16 »
I'll do it next time.

15
Other Mods / Re: [FF7PC] Post bug reports here
« on: 2018-03-30 02:46:03 »
It seems that the script in Bone Village has a logic error. When you successfully finish the condor minigame of the main story, but don't pick up the Phoenix materia, you can also get the materia on disc three in Bone Village, while you can still pick up the materia in Fort Condor. I guess the game should check if the minigame is won or not, instead of checking if the materia is in the inventory.
See here:
http://steamcommunity.com/sharedfiles/filedetails/?id=442678385

16
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-30 00:28:56 »
I prefer the blue one, now it looks too pale for me.

17
As long as you give credits to where they belong, I have no problems, if you share the models I (or we ;)) have made or edited. You should also check out my Steam release
http://steamcommunity.com/sharedfiles/filedetails/?id=1248483437

Sorry I drink really cheap whine and hearing (old school) dance music.
https://www.youtube.com/watch?v=g2IHfOWDrCY
https://www.youtube.com/watch?v=NNQYh-ns6Mg
https://www.youtube.com/watch?v=qtUW27MbrPo  :-P :-P :-P :-P :-P

18
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-26 12:38:01 »
That's definitely better. It looks less noisy and the other objects are better visible.

19
Maybe, maybe not. I haven't experimented with setting it to 2 in the different modules. With Aali's driver 2 results in not rendering the p-file on field. Maybe some magic files do use different values for certain effects, maybe it is used to activate some material effects, which were planed but not implemented. All I know is that the value has to be 1 and I should avoid too long file names or I got trouble with the rerelease. For Aali's driver it doesn't matter if it is 0 or 1 it will always be handled as 1. And I never knew that this value exist if we hadn't had the problems with my models in MakouReactor in the first place.

20
So far this value affects minigames and textures in battle. In the minigames the models have this strange rainbow shader effect and in battle the texture turns black.

21
I have found what is causing trouble to my minigame models for the rerelease. It turns out that the rerelease isn't as tolerant as Aali's driver and the flag in the p-files must set to 1 for vertex rendering mode. I fix this at the moment.

22
Team Avalanche / Re: Jusete´s field scenes
« on: 2018-03-21 21:18:53 »
 ;D ;D ;D
I looked at the picture and saw the funny details you added and though "Hey, Jusete would be funny to see the original mo... WTF!? You already used them!"
Really, well-made.

23
http://steamcommunity.com/groups/SpecialK_Mods

His tool can dump directx11 textures. It's used for FFX moding.

24
Hopefully you find a way! Changing them to a more realistic looking level would be awesome. Though, what I would really like to see, would be a mod which changes the look of the characters depending on the equipment they wear.

Now, where I think about it, it's a shame that SE didn't use that engine to make a 'Secret of' game maker. And using this remake and the GB remake as demonstration of what can be done. This would absolutely satisfy the prize of $40. They could have made even money with the games some people would have created. Then the engine failure would have become the best engine ever.

25
What would be interesting, would be a random dungeon challenge like in Lufia II. A 100 level dungeon where you start with no equipment and level 1 and must find and fight your way through it. The treasure chests should have some random items based on the current enemy level of the area but with a chance to get a higher or lower leveled items. The enemies should be bound by the location so you can't predict which enemies you will fight. If we put in some boss and subboss fights this could become really cool. Though, while a proof of concept of this could be done with 7th Heaven already, I don't think we have all necessary tools for it yet.

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