Author Topic: A community flevel project  (Read 1649 times)

Kaldarasha

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A community flevel project
« on: 2013-08-29 07:32:52 »
Alright, I guess it's time to discuss a new project.
What I intend to do is to make a new standard flevel for the use with '7th Heaven'.
Here is what's done so far:
Code: [Select]
Version 1.01

Field Author Change
*EveryField* Kaldarasha New sizes for the characters
fship_1 Kaldarasha Volume of Channel #2 to 0
fship_12 Kaldarasha Volume of Channel #2 to 0
fship_2 Kaldarasha Added sound 38 to Channel #2,position 64, Volume set to 80
fship_22 Kaldarasha Added sound 38 to Channel #2,position 64, Volume set to 80
fship_23 Kaldarasha Added sound 38 to Channel #2,position 64, Volume set to 80
fship_24 Kaldarasha Added sound 38 to Channel #2,position 64, Volume set to 80
fship_25 Kaldarasha Added sound 38 to Channel #2,position 64, Volume set to 80
fship_3 Kaldarasha Added sound 464 to Channel #2,position 64, Volume set to 78
fship_4 Kaldarasha Added sound 464 to Channel #2,position 64, Volume set to 127
fship_42 Kaldarasha Added sound 464 to Channel #2,position 64, Volume set to 127
fship_5 Kaldarasha Added sound 464 to Channel #2,position 10, Volume set to 78
nmkin_1 Kaldarasha SoundFix Alarm
elevr1 Kaldarasha StopSound Reactor
nmkin_2 Kaldarasha SoundFix Reactor & Alarm (the door sound has mute the Sound, even on PSX)
nmkin_3 Kaldarasha SoundFix Reactor & Alarm
nmkin_4 Kaldarasha SoundFix Reactor & Alarm
nmkin_5 Kaldarasha SoundFix Reactor & Alarm
smkin_2 Kaldarasha SoundFix Reactor & Alarm
smkin_3 Kaldarasha SoundFix Reactor & Alarm
smkin_4 Kaldarasha SoundFix Reactor & Alarm
smkin_5 Kaldarasha SoundFix Reactor & Alarm
mds7pb_1 Cloudia Added Barret throws money
niv_w Kaldarasha Young Cloud model
nivmin1_1 Kaldarasha Young Cloud model
nivmin1_2 Kaldarasha Young Cloud model
nivinn_1 Kaldarasha Young Cloud model
nivinn_2 Kaldarasha Young Cloud model
nivcl Kaldarasha Young Cloud model
trackin Kaldarasha Young Cloud model
nivgate Kaldarasha Young Cloud model
nivgate2 Kaldarasha Young Cloud model + changes in the script to get a proper work of both Clouds without conflicts; changed Zacks turning to the masked Cloud soldier.
nivl Kaldarasha Young Cloud model
niv_ti1 Kaldarasha Young Cloud model
niv_ti2 Kaldarasha Young Cloud model
nivl_b1 Kaldarasha Young Cloud model
nivl_b12 Kaldarasha Young Cloud model
nivl_b2 Kaldarasha Young Cloud model
sinin1_1 Kaldarasha Young Cloud model
sinin1_2 Kaldarasha Young Cloud model
sinin2_1 Kaldarasha Young Cloud model
sinin2_2 Kaldarasha Young Cloud model
sinin3 Kaldarasha Young Cloud model
sinbin1 Kaldarasha Young Cloud model
sinbin2 Kaldarasha Young Cloud model
sinbin31 Kaldarasha Young Cloud model
sinbin41 Kaldarasha Young Cloud model
sinbin51 Kaldarasha Young Cloud model
mtnvl2 Kaldarasha Young Cloud model
mtnvl3 Kaldarasha Young Cloud model
mtnvl4 Kaldarasha Young Cloud model
mtnvl5 Kaldarasha Young Cloud model
mtnvl6 Kaldarasha Young Cloud model
mtnvl6b Kaldarasha Young Cloud model
nvdun1 Kaldarasha Young Cloud model
nvdun2 Kaldarasha Young Cloud model
nvdun3 Kaldarasha Young Cloud model
nvdun31 Kaldarasha Young Cloud model
nvdun4 Kaldarasha Young Cloud model
nvmkin1 Kaldarasha Young Cloud model
nvmkin21 Kaldarasha Young Cloud model
nvmkin22 Kaldarasha New Model and script for Zack to unarm him when cloud is grabbing the sword
nvmkin31 Kaldarasha Young Cloud model
nvmkin32 Kaldarasha Young Cloud model
elmin2_2 Grimmy Added Elmyra and Marlen on the later game + New text
spgate Kaldarasha SoundFix
semkin_2 Kaldarasha SoundFix
semkin_8 Kaldarasha SoundFix
semkin_3 Kaldarasha SoundFix
semkin_4 Kaldarasha SoundFix
ship_1 Kaldarasha SoundFix
ship_2 Kaldarasha SoundFix
shpin_2 Kaldarasha SoundFix
shpin_2 Kaldarasha SoundFix
cosmobtm Kaldarasha Added sound 442 to Channel #2,position 64, Volume set to 50
cosmo Kaldarasha Added sound 442 to Channel #2,position 64, Volume set to 44
cosin1 Kaldarasha Volume of Channel #2 to 0
cosin2 Kaldarasha Volume of Channel #2 to 0
cosin3 Kaldarasha Volume of Channel #2 to 0
cosmin7 Kaldarasha Volume of Channel #2 to 0
rktsid Kaldarasha MoveDerectionFix
blue Kaldarasha Changed the model for Aerith to death looking one; Added a swordless model of Cloud when he finally kill Aerith :P
ancnt4 Kaldarasha Changed the model for Aerith to death looking one
ancnt4 Kaldarasha Changed the model for Aerith to death looking one; Added animations to Cloud for a sad look
las0_1 Kaldarasha Volume of Channel #2 to 0
sininb34 Kaldarasha Added Models for Zack to have the correct models when he is equipping himself with his sword
midgal Kaldarasha Added Models for Zack and Cloud so there is only one Buster sword in the scene (for those who like the Sword equipped Cloud)

I think it is better to release it as an iro file, so it is safer from the legal side and it easier to mod. However this way we have the problem, that it won't work with TS or other programs/mods which needs to make changes to the flevel, because every change will be overwritten by the iro file. So one way is to developed the programs so they change the flevel.iro file instead of the flevel.lgp or I (or somebody else) have to patch the flevel and implement the changes as an additional option, but this will blow up the flevel.iro file and every new mod must be first converted to it.
For the text I guess it would be a good idea to enhance 7th Heaven with a direct Text patch feature. So 7th Heaven would read the txt-files TS has created. This way it would be also easier to maintain different languages.

Edit:
I will implement this as an option, too.
Code: [Select]
FF7MusicPatch
This is a simple change in the script. The '#' means that I have added a variable to the field.
The other fields read these variable and if it's changed, then a music is played right before the
orignal field music. This prevents FF7Music for being mute for fields,
when in the field before the music was set to silent.
However, it doesn't fix the problem, which FF7Music has with volume ramping.


Field
#junair
junin1
#spgate
spipe_1
#gaiafoot
holu_1
#gaia_1
#gaia_2
#gaia_31
#gaia_31
gaiin_1
gaiin_2
gaiin_3
#gaiin_4
gaiin_5
gaiin_6
gaiin_7
« Last Edit: 2014-07-04 01:58:26 by Kaldarasha »

cmh175

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Re: A community flevel project
« Reply #1 on: 2014-08-30 02:57:18 »
Hey Kaldarsha was this ever publicly released somewhere, like with the Reunion or your unshaded models? You have a lot of great fixes and additions here.

Kaldarasha

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Re: A community flevel project
« Reply #2 on: 2014-08-30 03:56:32 »
There should be a link of it on the ChaOS threat.

To be honest I need to go trough it again. I'm not sure if I have captured all changes I made for the English flevel.lgp. I also would like to use ficedula's ultrasound instead of writing the ambient sound into the script.
It's is also needed to compare the field script between PC and PSX. stage_in for example has a few more scripts on psx (maybe they aren't needed?). The thing is that they released FF7 way too early and the PC release use an even earlier built script. It's like that they had finished the the raw structure, but didn't got the time for the 'final touch'. Look at Cloud, they have started to 'zackerize' him so he is a cool badass, but he changes his character from 'Who cares' to 'Oh no, I can't let you do this.' very suddenly. However I don't want to rewrite a character, only point out that things seems to be unfinished.
For example when Cloud drowned Aerith it would be logical to have the full party present. They should also be present in the scene after it.

I would like to have new events, which go along with the story. For example a Johnny quest, where all your interactions with him will have an impact on his future. So he will not only settle down in Costa del Sol.
Also interesting would be an Avalanche mini-game where you can recruit members and send them on mission. Or, because I saw this lately, a slap minigame in the goldsaucer would be funny too. Well I have plenty ideas for small sidequests and additions, but it needs people to work on it.
The biggest project I could imagine would be to implement Yuiffy as a bounty hunter and Ex-Soldier as they had planed it, but this should be it's own project.

So what's currently needs to be done:
- to takeover the changes and fixes into a unmodified flevel.lgp (without the resized models) I see that I don't have an English original flevel.lgp  ::)
- from there on it should be easy to run other patches over it like Because
- making a 7H mod of it with all possible changes of Because.
« Last Edit: 2014-08-30 04:34:12 by Kaldarasha »

Tenko Kuugen

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Re: A community flevel project
« Reply #3 on: 2014-08-30 11:00:12 »
I don't know how 7H works but I foresee a massive amount of issues with very large mods like N7

Kaldarasha

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Re: A community flevel project
« Reply #4 on: 2014-08-30 11:46:38 »
This will conflict with any mod that change the flevel.
However you should take a look at 7H, many unique things like your random music concept can be done with it as well. And the user can choose if he wants to use it.
I actually had the idea to have an improved basic flevel on which further modification is possible, but as long we haven't a flevel patcher is this project the closest I can do. Also that 7H can use chunks of the flevel instead of the whole thing makes the filesize much smaller.