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Messages - willo182

Pages: 1 [2]
26
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-08-10 17:57:45 »
Thanks for the info Vgr, just looking at it now, found this funny Barrier/Magic Barrier instead of Protect/Shell.

Before i install is tho, it edits Kernel2.bin and so does Menu overhaul (well i picked it tho option to do so) so would it be ok to use?

27
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-08-10 17:43:18 »
Willo, you need to use a fresh 1.02 exe, then install my mod, see if there is a problem.  If there is, come here, and post the contents of the app log.

Nothing is wrong with the menu mod man, the issues i had were fixed, except the one with the buster sword missing from the new game menu but as i said before i am not bothered by that. (and when i did a fresh install with only M003 it wasnt fixed)

I am completely have with how my game is running.

I was thinking though, was there any plans to change the spell names at all? (or maybe an option to change them?) Cure Cura Curaga instead of Cure Cure2 Cure3 etc.
Always was perplexed at why they dropped the classic Final Fantasy naming system.

But yeah I am completely happy right now (have an issue with FMV's but that isnt related to this in anyway)

Thanks by the way to everyone who added their opinions and fix ideas btw, was cool of everyone.

28
Releases / Re: [REL] Final Fantasy VII FMV Restoration
« on: 2011-08-10 17:32:54 »
OS: Windows 7 x64 Home Premium SP1
CPU: Core2 Quad Q8200 2.33Ghz @ 2.8Ghz
Graphics Card: ATI Radeon X1900XT 256Mb
Driver version: Catalyst 7.12 (newer driver versions cause me to completely lose opengl support - stupid ATI!)
Resolution: 1280x960 windowed
Soundcard: Creative SB X-fi Xtreme Gamer
Aali Driver: 0.7.11b
Issue: any FMV except the originals crashes my game, did manage to get the restored opening one to run (used original sqlogo) but then got a crash from a short FMV during the mako reactor bombing.

29
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-08-10 10:52:16 »
@willo182-- you may also want to try erasing this line from your opengl.cgf:

# 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

That line  showed up in my opengl after I ran Pit's Bootleg installer and gave me issues until I just completely erased it from my opengl and saved it. Then ran FF7Config.exe and set up the custom driver, then installed Menu Overhaul and everything was fine again.  Give it a shot.  A million apologies if this is posted in the wrong section.  I just really want to help willo182...

Thanks Vengadawg, unfortunately it didnt change anything.

30
Releases / Re: [REL] Final Fantasy VII FMV Restoration
« on: 2011-08-10 10:37:02 »
Just to be clear i tried trojaks movies after and those didnt work either, the exact same problem occured.

Its cool though I dont mind using the opriginal fmv's, I think something from my game should be original at least lol, pretty much nothing else is lol

31
Releases / Re: [REL] Final Fantasy VII FMV Restoration
« on: 2011-08-10 01:24:31 »
and it crashed on that video?  Well I cant see how that happens...  you are using latest aali driver?  send the crash dump to aali.

Yeah using the latest driver (0.7.11b) and yeah i am stumped as to why it crashes too, maybe its my graphics card driver.

Anyway sent Aali the app.log and crash.dmp hopefully he can shed some light onto it.

Watched your fmv's in vlc player and i really hope it can be resolved cos they look awesome.

32
Releases / Re: [REL] Final Fantasy VII FMV Restoration
« on: 2011-08-09 23:35:08 »
Yeah i really dont think it is an issue with any mods or anything maybe a setting in the driver or maybe windows or my hardware, also rereading through notice that sound issues are inherant with windows 7

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: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218
ERROR: unhandled exception

33
Releases / Re: [REL] Final Fantasy VII FMV Restoration
« on: 2011-08-09 23:17:57 »
i copied the fmv's from the game discs into a movies directory and edited the registry to point to it, that worked fine, ff7 played like a dream.

installed restoration and every time it tries to play the sqlogo video ff7 crashes with the "oops!...." dialogue box.

i swithed out that vid for the original and then it gets to menu fine and plays fine, if i select new game though the new opening fmv plays but the sound is sparadic.

i know i should do an install with just fmv restoration installed but to be honest if you or anyone can think of something it could be i will just stick to the old fmv's

34
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-08-09 23:07:51 »
yeah i thought that might be the case, so finished my full install of mods and everything works great (except the buster sword in new game menu, but i dont care about that anymore) did fmv restoration and ran into an issue which i will post in that thread

35
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-08-09 21:59:32 »
oh DLPB your FMV restoration mod is fine with this too yeah?

36
Releases / Re: [REL] Menu Overhaul Project
« 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.




37
Releases / Re: [REL] Menu Overhaul Project
« 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\

38
Completely Unrelated / Re: The Ultimate Fighting Game
« on: 2011-08-09 11:05:24 »
Having not played a great deal of fighting games myself my choices are a bit limited but here goes

Ken - Street Fighter II - IV (namely IV due to his ultra combo's being completely awseome and me being able to do them lol)

Kenshi - Mortal Kombat Deception (not sure what other MK's he is in but he was a only character i could perform all special moves and decent combo's with, also a tele-kinetic blind swordsman is just a great gimic)

Glacius - Killer Instinct (loved that game and again its the character i was best with)

39
Releases / Re: [REL] Menu Overhaul Project
« 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

40
Releases / Re: [REL] Menu Overhaul Project
« 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:

41
Releases / Re: [REL] Menu Overhaul Project
« 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

42
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-08-08 21:11:07 »
Hey guys, before i say anything i just want to say what a wonderful job you all have been doing, after watching ACC on blu-ray the other day i got the urge to play through FF7 again and started doing research on mods.

So after digging out my old discs i got to work setting up my modded install.

now i have some slight issues with m003 and i wonder there are any fixes

first is the starting credits screen, half the screen is missing and the text is distorting.


http://i46.photobucket.com/albums/f119/willo182/ff7/credits.jpg


http://i46.photobucket.com/albums/f119/willo182/ff7/credits2.jpg

and then this is my new game/continue screen (hmm the image/link isnt working for this in the preview) the Cloud's sword texture isnt present.


http://i46.photobucket.com/albums/f119/willo182/ff7/newgamemenu.jpg

and i'm not sure if this is how it just is or not but some of the fonts in my menu are a little wierd (probably need to use the link to see the slight issues with font)


http://i46.photobucket.com/albums/f119/willo182/ff7/menu.jpg

I installed the 1.02 patch then Aali's custom driver 0.7.11b, then m003, then i inserted a bunch of texture and model mods both lgp and png and finally ff7music.

none of the texture mods effected the the exe at all because they were either drag n drop or involved recompiling .lgp's.

anyone else had an issue like this? am i just gonna have to do a new install?

Anyway thanks again for the brilliant work you are all doing it really does give ff7 that new game feeling!

Edit: Just installed the Hi-Def opening credits that will be in m004 and that now works perfectly! the other issues still persist tho

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