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Messages - Red46

Pages: 1 [2]
26
Hello, I have a small problem with the 2d overhaul.


What mod are you installing? (2DO or WMRP)

GUI Overhaul:Main components, upgraded spell effects

What other mods have you installed?

Apz Cloud, Millenia swords

What version is your game?

1.2, using 0.7.8 Aali's Driver

Include your APP.log (enclose it in "code" tags)

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.8b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 5800 Series 4.0.9901 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Original resolution 640x480, window size 1680x1050, output resolution 1680x1050, internal resolution 1680x1050
INFO: Fragment shader(s) linked, vertex shader(s) linked.
WARNING: warning(#276) Symbol 'fb_texture' usage doesn't match between two stages
WARNING: warning(#276) Symbol 'fb_texture' usage doesn't match between two stages

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, 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: K:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

I am using the last release of the graphic overhaul patch, and I have a fairly minor problem. The white border in the ingame windows are slightly corrupted, displaying a slight overlapping of the border. Here is a picture:


Uploaded with ImageShack.us

I am playing at 1680 x 1050, bilinear filtering is on, fancy transparency is on and preserve aspect is set to off. Anyone has any ideas on how I can get a smooth border?

27
Hello, I've recently reinstalled FFVII and since last time I played it the custom driver was working so well, I tought I'd use it again. However, it seems like the driver is not working, nor I can't provide further information as the APP.log file is empty. The steps I did were the following:

-Install the driver as instructions
- Run as admin the FFconfig and select custom driver in the graphics tab
-Run as admin the notepad to edit the cfg options
-Run as admin FF7.exe

However, it looks like the game is still using the software rendering over Aali's driver, anyone has some ideas?

My OS is windows 7 64 bit and the videocard I am using is a radeon hd5870.

EDIT: Also, while in game the character portraits in the menu, look all jagged on their edges.

28
Well guess that's it. The shadow is there only on the psx version which is the one I was referring to, my bad :P

29
Found a little bug in disc 2. After you defeat diamond weapon, you get to see a FMW where the weapon turns away from cloud and the others, at this point you get a small scene where cloud and the rest of the party runs a bit after her, and barret says "Wassup, Mr.monster? Wassup?". Whilst in that scene, the 3 characters should get the diamond weapon shadow casted over them, however instead of the shadow you get a huge white thing that totally makes the screen white until the weapon is passed by.

30
Thanks Aali, your latest driver fixed my movie problem. Thanks a lot for looking into it even tho I was the only one that experienced such a problem.

31
Same ol'problem for me, despite msvcr90.dll being gone.  For be specific

AppName: ff7.exe AppVer: 0.0.0.0 ModName: ff7_opengl.fgd ModVer 0.0.0.0 Offset: 00272309

Windows xp 64 bit, intel quad core, hd4870.

The game crashes when clouds give sephiroth the black materia and you see lighting bolts into the materia block where sephiroth is held. The movie freeze and the exe will crash, that does not happen whilst using d3d.

Those are the last lines of applog.log
Quote
current volume: 127
MIDI is playing SUCCESSFULLY!!!
INFO: J:\ff7\movies\c_scene3.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 13.400000, frames: 201

No crashdump is generated so I am afraid I am unable to provide it.

P.S. nice_movies option is off

32
It also fixed the part in which Sephiroth disguises in order to get the black materia from the party, last time i saw that part rendered correctly was back when I had a pc with an ati rage pro turbo, too bad I still get that crash after the cscene3.avi ends, but that has to do more with my windows config/hardware than with the driver,  awesome joob Aali :D.

33
took a pic of the glitch happening when sephiroth tricks your party member in the north cave, http://img39.imageshack.us/my.php?image=crater.jpg that I reported few posts ago.

34
Nope, I am playing with that option off.

35
Well, another bug report :P. In the crater, when cloud hands sephiroth the black materia, ff7 exe crashes with the following report:

Application that caused the error ff7.exe, version 0.0.0.0, module that caused the error msvcr90.dll, version 9.0.21022.8, address 0x0003b439.

I tried to play through that part with the d3d driver and, the fmw will play flawlessly. Also I noticed that the bug about the screen turning white is present also in the d3d driver, so perhaps is something related to the nvidia fix aswell.

36
I have been playing the game and now I reached the whirlwind maze, however I noticed something weird at the barriers. The wind never seems to stop, as in graphically you always get the image of the wind gust blowing, however the image is deceiving as it could be possible to pass despite the wind blowing full force. The only way to see changes, is to slam against the wind gust and fight the enemy, after the fights the screen will be "updated". I literally just stood there for a good 10 mins watching the wind and it has never changed once. Also, on the second barrier those green waves, have a weird behaviour, if the wind is not at full force, they will move from right to left as they should, however just before making contact with the stone path you are walking on, they will disappear and appear immediately to the left of the stone path, "skipping" it basically. Third and last, when sephiroth disguises as one of your party members to deceive your party member into bringing the black materia to the crater, the moment where your party mates disappear, and the character you gave the materia to wonders where they are gone, the rock path turns totally white.

37
Just a small heads up for anyone using an ATI card. Using catalysts 9.4 with this driver, will cause massive fps drop in materia/items menu, and fields. Stick to 9.3.

38
I noticed something weird, if I activate AA and AF in the control panel of my video card, they will show ingame just fine without creating artifacts and such. However, if I reboot my system, and launch FF7 the AA and AF will not work ingame, despite them being already active in the CP and working in other games. However it is easily fixed by going to my control panel and moving to off and back on the AA and AF slides.

39
I started replaying the game and actually I have to say that playing the game in 640x480, without using the software filter, really makes them look waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay nicer than they used to, I never saw ff7 movies on pc look that good. Graet job again aali.

40
I didn't notice that, the game runs smooth as silk, it feels way smoother than in d3d. Kudos to aali for that. Perhaps a small bug, if in my control panel at the voice "v-sync" I select "always on unless the application specifies otherwise" and I select true both on the vsync and the minigame fps limiter in the driver configuration, in the minigames there won't be any v-sync.

41
Troubleshooting / Re: FF7 movie crash help!
« on: 2009-04-27 20:23:26 »
You could download gypt and use that to download the movies, or you could configure the game so it plays the movie from the HD and rename a working movie (I used to rename the eidoslogo movie) to the name of the movie that is corrupted. So, when you will reach that point, the eidoslogo movie will play and you will be able to continue playing afterwards.

42
I've just tried the snowboard game, and now it's awesome, the only glitches I can see are a small white line that randomly appears over the "speed xx km" text and when in the tree section of the track, if you crash on a tree, it fills the screen with garbage, that immediately disappears once you are back on the board and start moving again. A time, I had the exe crashing for an error at the offset 0x6356d08a, but that was one out of perhaps 30 playthrough of the minigame.

43
For the KOTR crash, the casting start and the game itself works until the ground starts to collapse and the blue aura appears, so it crashes as soon the background should turn black. That's what windows reports:

Appname: ff7.exe (1.02 patch, nvidia/tnt checks on, unpatched) Appver: 0.0.0.0 Modname:FF7.exe Modver 0.0.0.0 Offset: 0028d2c3

clicking on the "detailed informations button" returns this:

Exception information

Code: 0xc0000005 Flags: 0x00000000 Record: 0x0000000000000000 Address: 0x000000000068d2c3

The applog.ini doesn't seem to show anything relevant the last lines are those:

[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 108
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop

44
The FF7music problem arises from the fact that shaders are loaded from a relative path (which means it depends on current working directory), I could solve this by reading the install dir reg key and using that as base dir for all file operations.

Bilinear filtering isn't "working" for three reasons:
1. D3D has to force it on you, FF7 can request it for any texture but it doesn't (the driver does provide filtering if FF7 wants it).
2. It makes everything look terrible in my opinion (low-res textures are filtered "too much" ruining what little detail they have)
3. You can't enable it all the time without introducing really bad glitches with fonts and field. (field has the layering problem, fonts are filtered differently when you change palette/size which ruins anything but plain static text)

I could probably get it "working" (i.e. do what D3D does) if I wanted to, but its low priority for now.

:EDIT: I need to look into the KOTR crash, I don't have any 100% completion saves available for testing at the moment, so I've been doing all the testing with my 11:30 speedrun, needless to say it doesn't have KOTR :-P (aka do what the release post says, provide the info I need to fix it)

Thanks for the reply and for the explanation.
Yeah what I meant was to get some kind of filtering on the polygonal objects in the exact same way it happens in the d3d mode, but well it's also understandable it has a low priority, especially when compared to game breaking issues.  My bad :P

45
A thing I discovered while trying to get this to work with FF7Music, if you launch FF7 via the "run FF7" button in FF7music, the driver will fail to load the shaders, despite them being in the correct folder. In order to solve it, just put the shaders folder into the same folder where your FF7music is located, doing so will make the game run with the open gl driver and your custom music.

One thing that has been bothering me though, I have played around with the various settings, and I seem to be unable to get some kind of bilinear filtering on the textures with this driver, the driver just doesn't support it, or I am missing something?

46
General Discussion / Re: FF7 with ENB Series???
« on: 2009-03-16 10:19:08 »
Perhaps it's possible to get ENB working with the ePSXe, however the image in the pic it's obviously a fake, as the version depicted it's obviously the PC one. Why? Just look at the characters, at the fonts especially. The fonts look like that only on PC, they are kinda "anti-aliased", the PSX version emulated through ePSXe still retains the "low-res" fonts. You can clearly see the difference here:


47
Troubleshooting / Re: strange FFVII crash atimcenc.dll
« on: 2009-03-15 20:19:39 »
For how unhortodox this may sound, try to locate the file and just delete it, it may show you some error when you start up the pc but this won't affect games/applications alltogether.

48
Troubleshooting / Re: FFVII, Dialog boxes background color
« on: 2009-03-14 16:01:19 »
I kinda sorted it out from myself, if I do apply a 32 bit patch, then the background boxes will display properly, however the 32 bit patch ruins movies. So what I ask myself now is, how my previous video cards (that I was not using the 32 bit patch with) were able to correctly renderer the boxes background, well guess it's one of those question without an answer, thanks a lot for all the help again!

49
Troubleshooting / Re: FFVII, Dialog boxes background color
« on: 2009-03-14 02:56:42 »
I did that, however the awful looking menus/boxes still remain, thanks for the help tho.

50
Troubleshooting / FFVII, Dialog boxes background color
« on: 2009-03-13 09:19:52 »
Hello all, I have recently re-installed FFVII on my computer. My system specs are as following:

Intel Q9450 2.66Hz
4GB ram
Hd4870 512MB
windows xp 64bit

Final fantasy VII runs perfect, FMVs are smooth, backgrounds looks as they are supposed to, the game does not crash nor hangs. My problem resides elsewhere, the dialog boxes. Whereas on my old computer the dialog boxes/menus background used to have a pretty smooth transitioning between all the different shades of blue, now that's not the case anymore. The transition looks awful now, and on every menu/dialog boxes, you can see some huge diagonal stripes in different shades of blue.  This is an image for better show what I mean
http://img7.imageshack.us/img7/5713/backgroundq.png.

I've tried to search in the forums, however I was unable to find any thread/post were this issue was discussed. If someone would be able to help me out or point me to a possible fix, it would be greatly appreciated, thanks in advance.

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