Author Topic: [FF7] Original and Outdated Tutorial - Bootleg Configurator  (Read 1846226 times)

F|at|ine____

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #175 on: 2011-09-04 01:10:28 »
ok newest error..."Failed to load shaders check APP log for more information"

PitBrat

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #176 on: 2011-09-04 01:43:49 »
F|at|ine____,
FacePalmer updates the majority of the field scenes.
Bootleg requires all 20 FacePalmer files: FacePalmer.part01.rar thru FacePalmer.part20.rar.
If any of the FacePalmer.part.?? files is missing, Bootleg won't update those field graphics.

I discovered a potential bug in the way Bootleg installs avatars and FF7Music.
If you're using 'ff7music_install_15111.exe' there isn't a problem.
I've fixed the error.  Expect an update soon.

The other problems you're experiencing seem related to file access.
Are you using antivirus software or data encryption or compression on the FF7 install drive?

F|at|ine____

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #177 on: 2011-09-04 01:47:42 »
I downloaded and have everything Facepalm 1-20 RAR and ZIP along with the torrent file facepalm.zip and went to the forum and downloaded the script as well...with music all I have to do is open the ff7music player and open the game through there....just want to make it, it's full potential...it doesn't look much different from the remix...and the opening video looks exactly as the ps1 intro...doesn't look very clean and the music doesn't sync correctly...that can be a hardware thing...but I am a lot further than I was...it is actually playable now! it is very strict in installing

PitBrat

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #178 on: 2011-09-04 02:44:50 »
I updated the required files list.
File names must match exactly.
There are two versions of FacePalmer: FacePalmer.zip and the 20 FacePalmer.part??.rar files.
You do not need both versions.

From the Bootleg.log you posted, the Remix updates and Avalanche are the only mods installed.
Bootleg must complete and display the Bootleg_Readme file before mods are installed to the game folder.

F|at|ine____

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #179 on: 2011-09-04 18:13:08 »
Everything went through in the install...it finished with opening the opengl config file and the bootleg read me...I installed the default of all the options that were selected through BFE.exe...the game was playable just didn't see much of a difference between this and remix except sound effects and the intro was the original intro didn't look that much cleaned up then again I'm on a 50 inch sony bravia

PitBrat

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #180 on: 2011-09-04 18:50:01 »
I've fixed quite a few errors found in the Remix.
All of the field, world and battle scenes are upgraded.
The Menu Overhaul is new.
There are additional soundtracks and they loop correctly.
There are new models and many fixes for broken models.
The Hardcore Mod is the newest available version
Aeris Revival is included an integrated with other mods.

The Remix does a nice job of gussying up the game.  Bootleg just fixes a few niggles and adds all of the new content that has arrived on the scene in the last couple of years.

Bootleg also makes it easy to install to locations other than the default Program Files.

Also, Bootleg offers customization of some of the game elements.

Many of the fixes you won't notice unless you've played FF7 with Remix and experienced crashes or models with missing pieces or a foot sticking out in the wrong place.

It's not an entirely new game, just a few tweaks, fixes and updates in an easy to install package.

I do not plan on supporting any of the ripped content available elsewhere.
I don't want to tempt fate.
I'm amazed at the content already available.
With all the mods here and the Remix, you barely need to install FF7.
Nearly every last bit of the content is available in pieces.

Vgr

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #181 on: 2011-09-04 18:54:16 »
While school got back to me, I've got free time and thus would be able to help/fix models/stuff if needed.

Btw PitBrat, I don't know if you noticed my PM :D

(Do you know that there is an option in your profile that you can turn on to get notified of PMs)

F|at|ine____

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #182 on: 2011-09-04 19:33:03 »
I am using bootleg...the intro FMV sequence and the music does not sync other than that it plays fine and I get an error upon start up but runs anyways...had no errors at all during bootleg installation.

PitBrat

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #183 on: 2011-09-04 20:31:17 »
The FMV music not syncing is because I'm using the Rumbah intro video.
I'm not happy with it, so from now on I'm sticking with Trojak's intro.
I'll still include an option for Rumbah.  I believe he's working on a new release.
There are a few errors that are expected but don't break the game.
Most of the errors are related to sloppy mods and the way Aali's driver handles models and textures.

I'll release an update to Bootleg before the 6th.
Bootleg has assimilated Mago's Battle Pack 3.  This is a must have update!  Now nearly all battle scenes are reconstructed.

I'm gradually working in the ability to turn off each set of modifications.
You can choose to only use PNG's and not add the battle scene textures to the LGP file.
This greatly decreases load times but might result in missing battle textures on some systems.
I've assimilated a few new mods, but mostly just refined the Bootleg process.

Vgr

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #184 on: 2011-09-05 01:38:20 »
Bootleg shuts itself down after installing Aali's driver. It wasn't the case on older versions, but now it is...

BTW sent you (another) PM. Yes I know I'm annoying :P

PitBrat

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #185 on: 2011-09-05 02:45:03 »
VGR,
What are the last few lines of Bootleg.log?
Are you using an unmodified version of ff7_opengl-0.7.11b.zip?
Bootleg will end if the OpenGL driver is missing.
Does the Avalanche or Avalanche GUI installer start?

Vgr

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #186 on: 2011-09-05 12:12:01 »
Installing Aali's OpenGL Driver . . .
Extracting "ff7_opengl-0.7.11b.zip"
OpenGL Driver completed.

I used the version downloaded here... No, TA installer doesn't start.

PitBrat

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #187 on: 2011-09-05 16:43:16 »
VGR,
Okay, I identified the error.  I was missing an ending " on the file name.
Very unusual that it was working some of the time.
I also found a bug with Mike's models installation.
I'll have a fixed version of Bootleg up very soon.

Vgr

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #188 on: 2011-09-05 16:46:19 »
Can you also make it to be able to install to another directory, but as an option? Like this :

Install to FF7 installed directory? Y/N

If No, then Bootleg would come with something to enter the path. Just an idea though.

Covarr

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #189 on: 2011-09-05 23:10:13 »
Your list of mods on the first page currently links to an old revision of ff7moviedir, I updated it yesterday to always run as administrator. The up-to-date link is http://www.mediafire.com/?hub4jd8mngqwha6

UGerstl

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #190 on: 2011-09-06 00:42:08 »
Hi PitBrat,

i have tested your last Bootleg (Bootleg0032.zip) and i had some thoughts about it.
  • The template directory must be selectable, or you run out of free space (e.g. if you use a SDD).

    This selected place should be verified:
       Is the space big enough to hold the needed files during installation ?

    At the moment you use the user's TMP/TEMP variable.

  • We need a little program, that checks all the files in the "Mod Source" folder.

    The output could look like this:
    • green = file   available and supported
    • red   = file unavailable but supported
    • blue  = file is not important for installation (documentation, ...)
    • black = older versions
    • white = files not listed in Bootleg_Mods.htm

  • Did you notice this file:  C:\sky_b.tex

    Where does it belong to ? Is this file deletable ?

  • Please can you delete these old log files (less confusing for novice users):

       .\ficedula\APP.LOG        16.09.2009 17:57:10
                  ff7music.log   26.02.2010 09:36:35


  • There is a "beauty error" in Bootleg_Mods.htm, because the alignment of the headline
    (FILE AUTHOR DESCRIPTION INFO NOTE) is not correct.

  • You should get a separated read-only-for-all-others topic like
       "Aali's Custom graphics driver for FF7/FF8".

    So your Bootleg documentation is not fragmented like it is now.

Thanks for reading.  :wink:


Edit: Please add blank lines in "Bootleg.log" for better reading.
« Last Edit: 2011-09-06 01:27:15 by UGerstl »

F|at|ine____

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #191 on: 2011-09-06 07:47:50 »
I made it to the Shinra headquarters on the floor where you save Aerith and get RED XIII the glass they are inside is glitched and has no texture its just a white square, can't see anything then the game crashes and says that it made a log in app.log after looking at APP.log I noticed like 100's of texture errors...here is a few:

ERROR: failed to find file battle/RUAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: TIFA.T07 RUAJ
ERROR: could not open file TIFA.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T07
ERROR: failed to find file battle/RUAK (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: TIFA.T08 RUAK
ERROR: could not open file TIFA.T08
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T08
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T08
ERROR: failed to find file battle/RUAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: TIFA.T09 RUAL
ERROR: could not open file TIFA.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE TIFA.T09

PitBrat

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #192 on: 2011-09-06 19:55:58 »
Those texture errors are expected.  They're related to the weapons modifications.  They don't effect the game negatively.
The white light is also expected at that locations.  It is a result of yarLson's field upscale textures.

I've not experienced a crash in that area.
Did you install any kernel modifications?
In Bootleg.log, is everything completed?

I've already fixed a few potential problems.  I'm implementing some of the suggestions from this thread.
A new release is imminent.

vaccine.exe

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #193 on: 2011-09-06 20:19:01 »
I cant seem to get the first three .ogg files under the "sounds" section of your mod links.

F|at|ine____

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #194 on: 2011-09-06 21:23:37 »
apparently it ran out of memory that is why it crashed...I played for hours straight lol worked fine this time around...

UGerstl

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #195 on: 2011-09-06 22:46:47 »
@vaccine.exe: For downloading these three .ogg files use this link:

http://bryanbilocura.com/content/directory-listing/116/final-fantasy-vii-reorchestrations-and-remasters?sort=asc&order=Display%2Bname


@PitBrat: Please update "Bootleg_Mods.htm" accordingly.
« Last Edit: 2011-09-06 23:21:19 by UGerstl »

PitBrat

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #196 on: 2011-09-07 06:09:40 »
I've done quite a bit of investigation regarding the file 'C:\sky_b.tex'.
For some reason, the Avalanche installer relocates the file within magic.lgp.
Afterward, using Aali's LGP tools to extract magic.lgp places that file in the root of the system drive.
I don't know if this is a bug in Avalanche or if the file is intentionally moved within the archive.
As a fix, I placed a duplicate of the file in the original folder within magic.lgp.
The file is only used as a pointer to the external textures folder.
When I find out where the magic PNG textures go in the mods folder, I'll move the rest of the PNG's out of the textures folder and into the mods folder.
I've already moved the Avalanche world textures to the mods folder.

I'm updating Bootleg with the fixes Covar made to the FF7Music installer.
There are a few more fixes I'd like to cram in before 0033 is ready to go.
I'm focusing on fixes right now.  I might save some of the new features for a future release so that I can do 'em up right.
I don't want to play catch up with bug finding again!

Thanks for providing all the links!  Y'all make is so easy for me . . . I could really get used to this!
I'll have a new mods list up soon.  It's way too long for one post, so I have to find a creative way to break things up.
I keep cannibalizing posts on the first page.  I wish Qhimm allowed for longer posts.

Keep playing!  And remember to post the names of glitched lighting textures.

vaccine.exe

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #197 on: 2011-09-07 07:04:00 »
Thanks for that, this stuff is all very new to me but im really enjoying it. I have always had a desire to get into programming/modding im sure I will have a whole bunch more questions!

vaccine.exe

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #198 on: 2011-09-07 09:30:34 »
Found some more that are not working ATM

Missing file links or broken:

Multi DLL Loader (put DLLs in LOADR folder).zip
touphScript_v0.6.7z
PCreator.exe

UGerstl

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Re: [Tutorial] Bootleg Edit for the FFVII Remix 2.5.1
« Reply #199 on: 2011-09-07 14:07:38 »
@vaccine.exe

Multi DLL Loader (put DLLs in LOADR folder).zip
   http://www.mediafire.com/?7stwae4kahla0n5

touphScript_v0.7.7z
   http://dl.dropbox.com/u/3227870/touphScript_v0.7.7z

no problems with: PCreator.exe
   http://www.mediafire.com/?12b6w15i3lj3gq1


@PitBrat: Please update "Bootleg_Mods.htm" accordingly.