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Messages - Aali

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1051
Troubleshooting / Re: sound dying in movie cut scenes
« on: 2009-05-09 13:19:38 »
If it works for you, don't disable it. An easy way to test it is to run through the plate release sequence, if you can't hear the sound effects (and the music in shinra's office) that's what's causing it.

1052
Troubleshooting / Re: sound dying in movie cut scenes
« on: 2009-05-08 03:21:03 »
The other thread was a FF7Music problem (emulate ramps never sets the volume back to full after ramping it down), this seems to be a completely different issue.

No idea what could be causing it though, what OS are you on?

1053
Obviously I made that screenshot with the newer version, so I didn't have to convert anything.

1054
I've been thinking about implementing a system (part of the postprocessing stuff I'm doing now) that renders at the closest higher "320x240-compatible" resolution internally and then downscales it before displaying, that should look much better.

1055
Multi-threading is not worth the effort. At all. If your CPU has more than one core, it will be able to run FF7 at full speed, even with the relatively slow OpenGL 1.1 backend.

1056
Aali
So I'm wondering about adding videos of any resolution. I had to use 340x224 to match my vids to original resolution, but I experimented with larger multiples and all that displayed was the top left 340x224 pixels. However if I understand you correctly the larger multiples will be shown full screen. If that's true I've got work to do.

0.4b only supports the TM2.0 codec, but movies of *any* resolution should still play fullscreen (with black bar at the bottom to keep 4:3 aspect ratio).
0.5b will support just about every codec you can think of (and then some), the screenshot I posted in the FMV replacement thread was done with a completely unmodified TV rip of Futurama (xvid/mp3, 576x432).


On another note, I just added support for fullscreen post-processing filters, it's a bit slow at the moment and I haven't adapted or written any good filters yet, but here's a screenshot made with a fake bloom filter (originally for Pete's PSX GPU plugin):


That's a pretty bad filter for FF7 though, that was the only scene I could find where it really made a difference, and then it's waay too much instead.

1057
Seifer Almasy: I haven't noticed that either, but I do know that vsync behaves badly if you can't keep up with the refresh rate (because on a 60hz display it will drop to 30fps and "fight" with FF7s own framelimiter)

Red46: How vsync is handled is very much driver specific, the specs don't require the driver to honor any requests made by the application, so they can basically do whatever they want. (Your driver probably locks the swap interval to 1 and ignores any attempts to change it instead of just disallowing 0)

1058
Thankfully my friend seemed to have ff7 on cds so I borrewed it from him, however new problem arises. When I try launching the game (1.02 original exe, patched with lessdebug for FF7 music and yamp patches - transparent windows, minigames, limitbreaking) but the game crashes right after starting, all I get to see is black screen for like 1-2 seconds and then it crashes to desktop. I don't know what the reason could be but is it possible that it's because of my laptop? It doesn't really have a graphic card, it uses Intel GMA945 (A graphic accelerator, which doesn't even have pixel shader 2.0)

Here are 2 screenshots that I took:
http://i373.photobucket.com/albums/oo176/xxSchrodingerxx/pic1.jpg
http://i373.photobucket.com/albums/oo176/xxSchrodingerxx/pic2.jpg

Check APP.LOG for more information, either version detection failed or you're missing some required OpenGL feature.
You need OpenGL 2.0 (not to be confused with shader model 2.0, which is a d3d thing) to run 0.4b, but this requirement will be gone with 0.5b since I've implemented an OpenGL 1.1 backend. (That one does all the shader stuff on the CPU though, so it'll be slower, perhaps even slower than the original d3d driver)

1059
It doesn't work with No-CD cracks because I don't want to support those modified exe's.

Either way, FF7's cdcheck is very forgiving and you certainly don't need the actual CDs in a real CD-ROM drive to play, so I don't see the problem.

1060
Releases / Replacement FMVs for FFVII
« on: 2009-05-05 01:11:00 »
I'll bite  :-D  This would be much appreciated, when I did the videos prior, there were xvid versions as well.  The small amount of tweaking to get them to work with FF7 made big headaches for myself with constant tech support.  I had gotten a h.264 video to run in FF7, it wasn't pretty, but support for any of those codecs would be great.

Done. The next version (0.5b) will include all of ffmpegs demuxers and decoders, so now you can do stupid stuff like this:  :-P

1061
Too bad your driver doesn't work with no cd versions. It's kind of lame to write a tool that works only with legit copy while the tool itself is 100% illegal... same goes for modding this game.

There is nothing illegal about this driver. Distributing and using it shouldn't be illegal anywhere (it does not contain anything Squeenix or Eidos could claim as their own), there's no EULA and my country doesn't have any insane laws about reverse engineering.

You shouldn't talk about this at all on this forum (because it has been done to death and you wont change our minds) and you know it.

1062
Hey Aali, I haven't quite got my game back up and running yet.   I'm still trying to get all the patches I'll need / want, and I came across grimmy307's FMV replacements. So on to my question.

With your new driver, is it possible that he could make movies at a higher resolution than 320x240 (or whatever it is) and your driver allow it to play properly?  I know you can add support for other movie formats... but what about resolution?

It can play any resolution correctly already, as long as the aspect is the same as the original movie it'll work just fine.

1063
Releases / Replacement FMVs for FFVII
« on: 2009-05-04 15:38:15 »
Not if you use a certain OpenGL driver..  :-)

The current version only has the TM2.0 codec though, but I can add any codec supported by ffmpeg on request.

1064
Troubleshooting / Re: FF7 Crashes with winmm.dll error
« on: 2009-05-04 15:35:42 »
It's not publicly available, if you want the YAMP patch, send me a PM.

1065
It may be fixed, in due time.. it's very difficult to find out whats causing it and even if I do, it's just as difficult (if not more difficult) to come up with a fix that doesn't mess up anything else :-)

1066
Some things just don't look like they're supposed to, mostly blending issues. For example, in the temple of the ancients scene when you see tseng get killed, you're not semi-transparent, things like that.

The config file clearly states which issues it will fix if the crash_fixes option is on (which is the default), among those the chocobo crash. You can still apply these patches without causing any problems though.

1067
Scanning lines? You mean tearing?

Your graphics driver is ultimately in control of what happens to vsync and triple buffering, I can only *request* vsync and even that is not a core feature of OpenGL (and thus does not have to be supported)

1068
Triple buffering should work normally now (the application doesn't know about it and can't control it anyway) all I did was move some code around to side-step the driver bug.

:EDIT:

Seems like I accidentally included a config file with the resolution set to 1280x1024, replaced it with the correct file.

1069
Troubleshooting / Re: Saints Hi-Res patch crash!
« on: 2009-05-03 21:08:04 »
And what does APP.LOG say?

1070
Troubleshooting / Re: Saints Hi-Res patch crash!
« on: 2009-05-03 20:52:45 »
Try again with the latest version (0.4b), it was probably the triple buffering issue. (And next time, provide more information so we don't have to do this guessing game, "glitch out" is not exactly an accurate description of your problem)

1071
http://backup.ninjaloot.se/share/ff7_opengl-0.4b.zip

Installation
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)

Known problems
Some very minor graphical glitches.

New features in this version
Support for the French 1.02 version of FF7.
Linear filtering can now be turned on in the config file.
Not really a feature, but a workaround has been implemented for the triple buffering problem, it should work fine with vsync now.


If you find any other issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, make sure to note down the module and offset from the error report.

1072
The snowboard glitch was never a crash issue, its just a graphical problem. But that doesn't really matter now since I just fixed it for the upcoming 0.4b release.

1073
problem with vsync solved

I had triple buffering on.

Is there any reason why this would make all those problems?

Triple buffering+vsync does cause all those problems for me aswell, it's most likely a driver bug (triple buffering should be completely transparent to the application)

myst6re: You'll be happy to know that the french version of FF7 is now fully supported by this driver and will be working with 0.4 :-)

And whoever wanted linear filtering; that is now a config option.

1074
Seifer Almasy: Window mode + vsync works fine here, so blame that on your drivers/OS/whatever :-)
Found another minor bug though, setting window_size to 0 doesn't use the original resolution in window mode. (It really tries to give you a 0x0 window)
And yes its true that FF7Music doesn't need to launch ff7.exe to work, all it needs is access to the debug output.

Brodgers: sounds like you don't have the right permissions, can't help you with that I'm afraid.

1075
Archive / Re: FF7 Hi-Res Patch
« on: 2009-04-28 22:48:09 »
We're going slightly off-topic here but my OpenGL driver currently requires OpenGL 2.0 support (and uses shaders), so that won't be an option unless I decide to implement an OpenGL 1.1 backend using fixed function. (I don't need OpenGL 2.0 or shaders but its so much easier to work with and you get support for special effect shaders for free)

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