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Messages - Insight

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26
Here is the copy of the APP.log

[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: Intel Intel(R) HD Graphics 4.0.0 - Build 10.18.10.4358
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 64, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] : unhandled exception

what I see is the ff7 launch window, I hear a faint beep, then an error that goes something like oops something horrible has gone wrong.
I reinstalled the game converter and tested all the audio stuff and the test worked. I only have one mod going and its just the weapon mod. I have triple check on the config options.
I hope there is a fix for this
I used the steam version of the game and made a new dir c:/games/final fantasy 7

thanks in advance


Have the same error on my win 10 notebook,64-bit, machine.

Check your event log and you will see probably a clr.dll error. I have to figure out what to do in that case. You might want to update your .net version.

EDIT:
I fixed it. Try this:

- Rerun the GameConverter (as admin) -> Give 7th and the appropriate ff7.exe admin rights. Try it again.
- If its not working, delete everything from 7th and install it, download the mods again and it should work.


Edit2:
It seems it depends on acivating certain mods. Describe what you have done from the beginning.

27
I am following this forum for around (let me check my profile :-P) eight years now and i have seen great tools / mods / changing stuff for different games, but mainly ff7.
Most mods have been started within their own little universe and contributed to the modding scene. That's great. But it got highly complex with the time with those different mods and dependencies of each other.
As far as i can guess, that was the time when the "Bootleg Configurator" (for FF7) came into action. It deserved its purpose, but couldn't withstand the advanced mechanics of the 7th tool.

It has now been around eight months and i am asking myself: Is Iro is coming back or not? What will happen to 7th?
I mostly fear that we might being stuck with the current version which is far from being perfect (imo).

Since the last two projects were being developed by behind closed doors, which always is a risk if it gets abandoned, and it got shot down because the key developers have been absent (like now with PitBrat? and Iro).

I am just wondering what will be the next step when it comes to modding for ff7 (or 8, other titles)?
I currently see three options:

1) Recreate 7th heaven (checking the compiled code and try to continue the work, and put it on GitHub e.g.)
2) Start a fresh community project on GitHub (or other platforms, idk) where the code can be viewed and might continued by any person who is strong in coding.
3) Moving to another platform which already implements the features we have. Idk if such a platform already exists.

What do you guys think? Any opinions / leads?

Greetings :-)

28
7th Heaven / Re: Eliza please read, it's not a complaint
« on: 2016-07-18 20:06:34 »
Yop,sounds cool. I had a similar idea/approach: refresh the ui of 7th and then bit by bit make one big tool which does everything for you.didn't work out so well, but it might happen someday.

Also it is common sense to read the tutorials and so on, but some ppl can't handle that.dont know why.

29
Catalogs / Re: Catalog v2.2 Report / Mod Requests
« on: 2016-07-18 06:34:16 »
Just to clarify a little with the Sephiroth Story Mod. It needs work still, and enough work that I don't want it released in its current state. Why? Because anyone who plays it will come to me for troubleshooting, and I simply don't have the knowledge to give.


1. There are 5 variations of files I was given.

> Sephiroth - No Weapons Change (vanilla Cloud weapons I assume)
> Sephiroth - Weapons v1
> Sephiroth - Weapons v2
> Safer Sephiroth - Weapons v1
> Safer Sephiroth - Weapons v2

I haven't tested all of them because I can't get them all working. The Sephiroth versions supposedly require the ff7_ss.exe to work (ss = Sephiroth Story), however it is not currently compatible with Menu Overhaul and can only be played with the vanilla game menu. Safer Sephiroth versions supposedly require the ff7_ss_safer.exe, however it is only compatible with Menu Overhaul enabled. Disabling Menu Overhaul will give you the squashed text and window alignment issues in the menus.

2. The field models are not complete. Perhaps they are, but I don't have them with me. Sephiroth has to be converted to each Cloud field model (parachute jump, bike escape, flashbacks, etc.).

3. Some battle animations are broken. I didn't test them all, but I know 2x Cut and 4x Cut don't have the proper animations. There may be others as well.

4. Menu Avatars are not correct. When I load up a previous game save and enter battle with a Cloud, Barrett, and Tifa group, the battle will have Sephiroth, Cloud, Tifa models. But outside battle, the Menu Avatars are still Cloud, Barrett, and Tifa.


These are just the issues I've found when starting a New Game jumping off the train or loading a previous save for 5 minutes of gameplay. I haven't played through the game with it, but can see other issues possibly.

What I propose is this:

1. Reduce this to one version: Safer Sephiroth (one weapon set) I honestly think that too many options can sometimes be a bad thing, and in this case simple is better. The Safer Sephiroth version allows Sephiroth to transform as his last Limit Break (the others are altered as well). I think that should be the main focus behind Sephiroth and his powers as you advance through the game. It's simple, but it makes sense.

2. While I can possibly do model conversions for some of them, I don't know what is to be done during the flashback scenes. There's Nibelheim with Cloud's mother, Tifa, and Sephiroth with Soldier. I don't know...

3. I've done zero modding with animations, so this one can't be fixed by me. The mod author or someone else will have to do this.

4. I think it's a file naming issue, but I'm not 100% sure. I honestly hate testing .tex files lol

I am happy with one version or another.i dont't care if you take weeks/months. Just from time to time some News about the current status are welcome :)

30
Catalogs / Re: Catalog v2.2 Report / Mod Requests
« on: 2016-07-17 17:52:11 »
Catalog v2.2 is here. Updated the OP with the information.

I think I'll try to do smaller updates between shorter periods of time, rather than tackling everything at once over longer periods. I'm not sure how often it will be, but going 6 months between most major updates is something I want to change. Perhaps once a month with smaller updates seems more reasonable.

Thank you very much for your effort. I know how good it feels to make progress and the community appreciates it. Do as you please, but at least we know that you provide us with new updates. It just might takes some time. I have seen, you have taken the Sephiroth mod offline. Hopefully you and Kaldarasha can fix it :) Have a nice day and thanks for everything.

31
7th Heaven / Re: Next Catalog Update [May 30, 2016]...
« on: 2016-05-30 13:18:59 »
Hard to believe I made this post in March and still haven't released yet. Sorry! Life is busy in Japan. You may not understand unless you've lived and worked here for any amount of time :/

So, I have made progress despite the time issues. I am currently working on converting the Field Model options to World Models for Cloud, Cid, and Tifa. If I show how to do this, would anyone be willing to help me? It's a timely process (~20-30 mins per model), so extra help would be nice.

I am also thinking of making the Music mods have individual track selections with a preview button for each. This is going to make user selection a longer process, as you will have to select each original track name and then scroll through their new options + preview. But, I think once you find your wants, it won't have to be touched again. Does this sound okay for everyone? Could I get help organizing this as well?

Glad that you are telling us what the current status is. I am currently busy with studying beside my job. So,i am out of this (probably). I can only motivate to take part and support alyza.

32
7th Heaven / Re: Sephiroth Story Mod doesnt' work
« on: 2016-05-15 15:31:36 »
Kaldarasha is making hext patches for the exe right now. Once I get those finalized, I can start testing v2.1 again. I hope to release it this weekend :)

Any news yet?

33
Completely Unrelated / Re: Happy Birthday, Covarr!
« on: 2016-03-01 20:22:57 »
Happy birthday (>^_^)>

34
7th Heaven / Re: Sephiroth Story Mod doesnt' work
« on: 2016-02-10 14:41:40 »
Sorry Zara9, if I had a patch to give then I'd release to everyone. I'll have it done soon enough, probably in a day or two :)

Can you give us a current status of your progress with the fix?

35
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.52)
« on: 2016-01-12 20:09:19 »
New update v1.52: https://mega.nz/#!aQdXiZYA!aJnVbQH5kWSi5sC6QMdgPmjKmhfUdsP-87R70j90ub4

-Support audio preview (e.g. for music mod) in config screen
-Support tags in XML to specify load order rules, to say a mod should come before/after other mods


1) Audio preview files:

Add a attribute 'PreviewAudio' to your Option tags, e.g.

Code: [Select]
<Option Value="0" Name="Orchestral" PreviewFile="preview\orchestral.png" PreviewAudio="orch\jukai.ogg"/>
<Option Value="1" Name="Lifestream" PreviewFile="preview\lifestream.png" PreviewAudio="ls\ayasi.ogg"/>

The file must exist in the mod off course. The audio does not play automatically, but the user can click a button to preview what that music sounds like.


2) Specify mod ordering:

Add tags to the mod like this:

Code: [Select]
  <OrderConstraints>
    <Before>73271161-6402-46a9-8cd8-72bf3c19a9c5</Before>
    <After>bc6f1dec-5cef-4f16-934e-4959aca1ea57</After>
  </OrderConstraints>

This sets the mod to say it must come AFTER a particular other mod in the load order, and BEFORE another mod in the load order.

If the other mods are not active, it will not complain at all. But if they are, it will warn the user if the order is not correct.

For now, it will only warn, not try and correct the order. That may come later. It is not super simple because if lots of mods have order constraints, there may not be a correct order, and it can be complicated to calculate.

@EQ2Alyza: I expect you will make the most use of these tags, let me know if you have any questions :)


@Insight: I would not suggest changing any of the XML formats as the core 7H libraries use them internally. off course perhaps we will add new fields in the future.


@Eeketh: Not sure there is much to be done right now? Thank you for the offer of help though. There are probably many other tools that could use some coding help though. Perhaps it is a good idea to ask mod authors what tools would help them.

Hm,i think that the current used XML structure (and the code behindert itself i guess) is not efficient and could be optimized (no offence!). Also in the current form, i find it quite hard to create a new UI with certain mechanism (in WPF) without optimizing the code itself. I could wait until you have finished 7th heaven completely and then continue the overhaul.

36
7th Heaven / Re: Movies not loading
« on: 2016-01-11 20:59:51 »
If the converter did run successfully, data\movies is the right  path, since the registry entries of the converter are the right ones.

37
7th Heaven / Re: Movies not loading
« on: 2016-01-11 20:32:52 »
Hm, after you ran the game converter, the settings should be already applied in the registry key of the game converter.

I would suggest that you run the game converter once more with admin priviliges and choose uninstall, then install again. Normally, it should solve this problem.

38
7th Heaven / Re: Movies not loading
« on: 2016-01-11 20:07:18 »
Data/movies :)

39
7th Heaven / Re: Movies not loading
« on: 2016-01-11 19:58:19 »
did you encounter any error while running the game converter? did you run it as an admin?
i guess the registry key should be then under Software and not wow6432Node. i am not familiar with vista anymore, so i don't know the full registry path.

i guess thats what i can provide ^^"

40
7th Heaven / Re: Movies not loading
« on: 2016-01-11 19:54:16 »
ok, questions:

you used the 98 release version and installed it?
if not, did you use the gameconverter to transform your release (steam or square-enix download package) to the 98 one?

41
7th Heaven / Re: Movies not loading
« on: 2016-01-11 19:49:51 »
you don't know what this red message tells you? maybe the game converter screwed up? maybe the movie path is not set right.

just to make sure:
go to start -> type in "regedit" and navigate to: HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Square Soft, Inc.\Final Fantasy VII\GameConverterkeys
does this registry entry exists? is there the correct movie path? there should be an entry called "Actual_MoviePath" with the value "YourFF7Path\data\movies"

42
7th Heaven / Re: Movies not loading
« on: 2016-01-11 19:44:46 »
did you try to start it without any mod? without the movie mod? same error?

43
i can only say thanks for modifying rule number one. The rest is common sens imo...

I wondered when the chiefs will take action, since the last days where kinda a mess :/

44
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.51)
« on: 2016-01-11 19:25:18 »
i made an update.

please check subscriptions and after its completed, load the library.

i can display the information as i have implemented now, with rowdetails. or i can display the data within a seperate frame. i am not sure what you might like. so check it out and tell me.

https://mega.nz/#!JwMWTDZB!pk-KYCB1ofMfXjojEDxpHX9IDJTyI2ClBFMlNo8uro8

45
7th Heaven / Re: Sephiroth Story Mod doesnt' work
« on: 2016-01-11 05:41:50 »
Correct, and i suggest to wait and do not spam. That is what happens when you rush things.
Alyza,take your time :)

46
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.51)
« on: 2016-01-10 16:05:31 »
Hm, C# developer is good. I am one as well. We left winforms years ago and now using WPF all the way.

If you don't know WPF, it doesnt matter. That means the UI and so on is still on my side and the rest, well, i am not sure.

I started to write about the WIP from my current version. There has been changes again, which i havent listed, but oh well.
The first goal is that i am trying to achieve a nearly functional 7th what we already have (with optimizations and so on). As you may know, the current 7th heaven is written in WinForms and thats why i have started from scratch, because both are not really compatible. The only thing which stays (nearly) the same ist the core, the injection part.
Since i haven't seen the project source itself, i can't tell you what can be done or not. A good approach would be to wait for a response on Iro's side. He may have a suggestion where you could support us if you are still willing to help. ... if that is ok with you, i don't know ^^

47
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.51)
« on: 2016-01-10 15:39:29 »
Hm, that depends what you can do ^^
Do you have knowledge about C# and the Windows Presentation Foundation (short:WPF)?

48
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
« on: 2016-01-10 13:32:01 »
as always, thank you alyza. double checking is always a good thing.

i want to take the time to explain some stuff about the new UI and what will change due to better handling and managing files and mods.


1. Settings
The Settings consist of two classes, ClientSettings and GameSettings. If you start the application for the first time, folders and default settings are being generated and placed in the folderstructure of 7th.
ClientSettings will set the configuration of 7th Heaven and GameSettings will configurate the video and audio settings for the game itself (take a look at aali's driver).

The planned folderstructure as of now is like:

7th Root
- Config
--Settings
---ClientSettings.xml
---GameSettings.xml
-Subscriptions
--Subscription_X.xml (x is an integer)
-Library
--Mod files (*.iro)
-Log
--yyyy-mm-dd.txt

The idea of having everything you need to know /change for 7th is in one place, is more userfriendly imo.

What will change in the ClientSettings?
Just two things:
- The default settings will set the library path to 7th root/Library/
- The subscriptions box just needs the ID of the pastbin catalog. I access  them via an api and save the content to the xml.

No change for the GameSettings.

2.Logging
As far as i remember, the current 7th has no real adequate logging feature. It is important to trace errors in a more userfriendly way, so everyone can help each other in the forums better.
Every action will be logged and saved in the Log folder. Additionally, all tasks that have been done, will be logged in the Log-Tab / -Window. You can check it via the screen if a task was successfully or created an error. If you see it for yourself, you get the hang of it. Hope you know what i mean.

3.Online Library
First of all, there are changes.

The current class looks like this:

Code: [Select]
[Serializable]
    public class Mod
    {
        public string ID { get; set; }
        public string Author { get; set; }
        [XmlIgnore]
        public Uri ForumThread { get; set; }

        [XmlElement("ForumThread")]
        public string ForumThreadString
        {
            get { return ForumThread?.ToString(); }
            set { ForumThread = new Uri(value); }
        }

        public LatestVersion LatestVersion { get; set; }
        public int MetaVersion { get; set; }
        public string Name { get; set; }
        public string Description { get; set; }
        public List<string> Tags { get; set; }

        [XmlIgnore]
        public Uri Patch { get; set; }
        [XmlElement("Patch")]
        public string PatchString
        {
            get { return Patch?.ToString(); }
            set { Patch = new Uri(value); }
        }

[Serializable]
    public class LatestVersion
    {
        public string Version { get; set; }

        [XmlIgnore]
        public Uri Mega { get; set; }
        [XmlElement("Mega")]
        public string MegaString
        {
            get { return Mega?.ToString(); }
            set { Mega = new Uri(value); }
        }

        [XmlIgnore]
        public Uri Google { get; set; }
        [XmlElement("Google")]
        public string GoogleString
        {
            get { return Google?.ToString(); }
            set { Google = new Uri(value); }
        }

        [XmlIgnore]
        public Uri Patch { get; set; }
        [XmlElement("Patch")]
        public string PatchString
        {
            get { return Patch?.ToString(); }
            set { Patch = new Uri(value); }
        }

        public string ExtractSubFolder { get; set; }
        public string ExtractInfo { get; set; }
        public DateTime ReleaseDate { get; set; }
        public string CompatibleGameVersions { get; set; }

        [XmlIgnore]
        public Uri Image { get; set; }
        [XmlElement("Image")]
        public string ImageString
        {
            get { return Image?.ToString(); }
            set { Image = new Uri(value); }
        }

        public string ReleaseNotes { get; set; }
        public int DownloadSize { get; set; }
         
In that case, the library has to be altered. I did that and the result is working really good. I havent the time to make more of it right now, so i just put it to the DataGrid...
As i already mentioned at another thread, i would like to add an additional field for Auto-Order. Thats for something later.

Thats how far the progress is.

When i can handle the online library, downloading stuff, activating and deactivating mods, i need the help of iro, because i cannot do the "inject mod etc." stuff.

All is still WIP.

ps: if you are interested about the new catalog, check:  http://pastebin.com/raw/Ra9wUPab

Thank you for your attention.


@Iro (the last post)
Maybe, but not necessarily. The core part, the injection, is the most important part and it is already working. There might be the case that some stuff has to be rewritten for wpf than it was working in the winform-application. I mentioned earlier that i would put your core functionality to a library which can be accessed by the ui (which it is already doing, for other stuff). would that be alright with you? I am not at this point yet, but it might be in the future.

49
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
« on: 2016-01-10 00:36:34 »
i made another update:

log is implemented and you can directly check the it in the application. click on it to show and a second time to hide it.
i can read the library (Catalog) from iro (pastebin), but i have made changes. so it does work similar,but it is still different. just click on "check subscription" and load the library.
=> i have my own catalog with some changes.

more will come, but thats it for today.

https://mega.nz/#!MhMHDIiB!Ll9sMsk_9AkVKuf9e1NeMHPZ0tbb_i37ZKPc599FKoA

have a nice day everyone.

50
7th Heaven / Re: FF7_GameConverter_7H.bat errors
« on: 2016-01-09 13:49:33 »
Thanks for the hint. I dont use outside of work any source control, didnt know about bitbucket

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