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Messages - Tsetra

Pages: [1] 2 3 4 5 6 ... 14
1
Having seen the new FFNx lighting feature, I don't think manual color corrections should be given up entirely. Neither method stands out as definitive to my eyes. There's an obvious argument for enjoying the game as the developers intended with the NTSC-J gamut, but the manual work alongside the default-colored models looks great as well.

2
Outstanding work! I really like how the new colors and lighting make the scenes feel almost surreal yet still a perfect fit for the tone FF7 has.

3
Releases / Re: FF7 create new fields
« on: 2022-03-25 00:28:03 »
Really liking these newest fields! Since I first played FF7 when it was released, I've always been disappointed that I could never explore the majority of such a massive city. It's understandable from a dev point of view I guess, but I always thought it would have been cool to just roam around and see how the Shinra workers up on the plate lived.

4
WIP / Re: Before Crisis Remake
« on: 2022-02-12 22:26:03 »
Hello, just wanted to chime in. I silently keep up with any and all FF7 developments including the original RM2003 remake and the work here. I also periodically wade through the sea of RPG Maker works at RMN looking for the creative gems.

If you're looking for a game that can break through to the masses, it will take an enormous amount of polish. There is a stigma against RPG Maker games in general because of the poor quality the overwhelming majority of them have and while it's understandable, there are incredible works that get completely overlooked because of it. Some could arguably be in Top 10 lists if they were developed on the SNES instead, that's how bad of an image problem the engine has. Another great example is Ara Fell which was hugely overlooked as an RPG Maker 2003 game but exploded on Steam as a Unity title even though it was fundamentally the same exact game.

However, your work shows greater promise than the old RM2003 version and that game has gotten ~23k downloads. I'm pretty sure exposure is your biggest problem. I'm not going to get into why I think it's the case, but I don't believe Qhimm is the best avenue for getting people to notice this. You should absolutely be cross-posting at RMN and probably YouTube.

I'm one of the downloaders of your work, but I haven't gotten to try it yet and you nailed some of the reasons in your above post. I'm just super busy! I'll definitely get around to it eventually though and continue keeping tabs on the project, best of luck I hope it gets some traction!

5
This is the most up to date for the field recreations: https://finalfantasy.german-syslinux-blog.de/FF7/Field-Scene-Packets/

I recommend running the IRO through the PNG to DDS .IRO converter. Not only does it increase performance, it'll keep it from being overridden by other packages that use DDS since 7H will prioritize them over PNG. This lets you use the upscaled fields where ever the above package doesn't have a completed field. The upscales are good enough that there are very few fields where you notice a quality drop.

Nino's character files are really good on top of them, but I prefer Kaldarash's work still. Makes the entire game nearly match the style used in the higher quality CG cutscenes which is kind of my dream FF7 look, especially if you enable the new shadow effects in FFNx. 

6
I hope replying to this topic isn't frowned upon but it's the only one I found with the same error I've just gotten and the board has loads of other error topics so I figured replying to this one was less messy.

I've just updated to the latest Canary build of 7H after having no problems with the 2.2 portable build because I wanted to try out some newer mods that appear to be incompatible with the older version. Well... upon doing so I got the exact same unhandled exception error as the topic creator. I've tried:

Deleting settings.xml
Deleting the entire 7thWorkshop folder

Having used the portable version prior, there were no folders in my local windows files. Everything was self contained. I had even deleted the entirety of the old 7H 2.2.

I'm running Windows 7 64bit. Something tells me that the OS is fine but maybe something is configured wrong? Any ideas?

Edit: The problem seems to have gone away with the newest version.
 

7
Wow, this is huge! Well done!

8
FF7Voice / AI Interim Voice Idea
« on: 2021-03-18 18:55:51 »
Hey all. I've been thinking about FF7 a bit lately and AI has been doing wonders in the graphical department while hand-made assets continue along.
However, did you know that AI can be used to replicate voices to a fairly accurate extent? Including hitting very close to the official voices. Lyrebird is a great example of this.

Now, to voice the entire game like this would be quite labor intensive. After training voices for various characters in game to sound accurate, you would then need to go through all of them to best replicate the tone of voice, good emphasis on certain things, clean up any "it's obviously a machine voice" instances that would inevitably come up, etc. While I believe it's possible, I also think it's pretty unrealistic to expect such a massive undertaking to get completed at this time.

However, how about a much more abbreviated version of this in the meantime? Skies of Arcadia come to mind, where often you get a single word or short phrase spoken here or there in written dialog as a simple sort of immersion. This would be much easier to do. A quick "ALRIGHT!" from Barret, "Not interested." from Cloud, etc. sprinkled throughout the game. From there, maybe dialog in the cutscenes since that's short enough.

I see it as a doable "baby steps" approach that could even please purists since having a far more official sound would appeal to all. I can't make promises because I have irons in the fire for days, but if the concept is unclear or anyone is in doubt as to the potential of the AI tech here, maybe I could bust out a demo of what it would feel like in game.

9
Team Avalanche / Re: Remaking MD0 - Shinra Tower
« on: 2018-03-01 22:29:54 »
I have to say I REALLY like this and can sort of see where you're going with it. If any detail were to be added, I'd say keep it minimum as seen in the FMVs. I've always dreamed of FF7 in that style but simply in higher resolution.

10
General Discussion / Re: The voice in clouds head ....
« on: 2016-10-19 06:06:44 »
That does still leave a plot hole though... since the entire thing was supposed to reassemble. Or perhaps not.

Hah, yeah I agree with it being sort of a plot hole. I almost wrote something about it but decided I wasn't about to touch the issue. Future works in the franchise just make it worse in regards to JENOVA, but I digress. :)

11
General Discussion / Re: The voice in clouds head ....
« on: 2016-10-17 00:50:30 »
Your best bet would be to use a "Young Cloud" voice that only ever comes back up again when Cloud and Tifa fall into the lifestream at Mideel. As Tifa digs through Cloud's memories, he can use that voice in those memories (when it's specifically a younger Cloud speaking) allowing the player to realize that's who the mysterious voice is.


I take it that the reason members of Soldier don't turn up to the Reunion is because they're too strong-willed to let Jenova take control of them.

Pretty much. The reunion was just a theory when SOLDIER was formed so you wouldn't think applicants were screened for that reason, but the cells messing with memories would definitely require members who were confident in who they were. As a result, they wouldn't feel the same need to go to the reunion and most definitely didn't, seeing as you fight their ranks even after the initial Northern Crater incident.

12
General Discussion / Re: The voice in clouds head ....
« on: 2016-10-16 05:23:38 »
Sorry for jumping in relatively late but I really just wanted to post here because this is one of the worst explained things in the game even though it's HUGELY important.

As said, the voice is Cloud. The game points out a couple things to you but in a crappy way: SOLDIERs have to be mentally fit to undergo the Mako showering otherwise they lose their own ego in the well of information it brings on. Also, JENOVA even in cellular form reads the memory of others and adapts to them.

So, we know Cloud is taken in by Hojo for experimentation and basically overdoses on Mako for 5 years. He's also injected with JENOVA cells during his time. This is also important: during this time Zack is wearing his SOLDIER uniform and Cloud is still in his standard military outfit.

Cloud loses his own ego and becomes catatonic. Hojo suspects Sephiroth is still around somehow and wants to make remotes for him he can basically use (the game mistakenly calls them "clones") which is what he's trying to do. Since Zack is already a resilient member of SOLDIER the experiments don't have much impact on him. Cloud however succumbs easily and thus Hojo is successful on him.

Zack escapes and takes Cloud with him so they can escape to Midgar. Zack stuffs Cloud into a spare SOLDIER uniform at this point before they are attacked and he dies, giving Cloud his buster sword. Cloud's JENOVA cells start to pick up on Zack's memories and coupled with their convos and what Zack has shown him, Cloud at this point genuinely thinks he is a former member of SOLDIER going to Midgar to be a mercenary because that's what Zack was going to do. When he sees Tifa, his JENOVA cells tweak out again for a bit and he gets her memories of him which conveniently just reinforce the idea that he went to become a member of SOLDIER and that his name is Cloud. So everything makes it seem like he really was a member of SOLDIER, he wasn't lying or having a traditional mental breakdown, he was under the influence of Mako poisoning and JENOVA cells.

His flashes and the voices in his head, as explained, are from his real memories trying to emerge. Other than that, it's all JENOVA cobbled memory.

Finally, when he finds Hojo, Hojo calls him "the failure". He calls him that because he mistakes him for Zack whom his procedure didn't work on. In fact, Cloud was the successful one and the procedure did work. And regardless of his reasons he thought he may have had, he ultimately reunited with JENOVA and Sephiroth as his cells subtly commanded him to do.

It's a shame this detail isn't better hinted at in the story because it makes it so much more intriguing and still to this day is one of the most misunderstood parts of the storyline.

EDIT - Also, the Ultimania spells out far more plainly the details in how JENOVA cells read memories.

13
Troubleshooting / Re: Bringing Back Deleted Scenes?
« on: 2010-11-01 02:54:37 »
It's been on ice for awhile. Just haven't been in a FF7 mood for a long time, no legit excuse really. All of Midgar is more or less pieced together at least on paper, some of which is actually in-game but I'll be damned if I can get motivated to even crack open the field script again.

As for the PSX version, I know there was a tool I was using to peek at the field scripts for that since I was borrowing unused script from the Japanese PSX version for use in the PC version, but I can't remember what it was. FF7 was a minor project in a sea of larger ones. :/ Sorry I can't be more specific on the matter.

14
*snip*

It's an interesting double standard that people who attack Christianity for being destructive cannot see what you have pointed out. They still carry out very barbaric sentences over there and honestly make Christianity look great. People who say that not all Islamic followers are violent need to flip through the Koran sometime and read up on how you are supposed to violently resist infidels. One can argue that a person need not follow every word of the Koran but let's face it - they are very loyal to their holy doctrine and everyone is being exposed to that suggestion.

I don't even need to point this out though, instead I ask one question: How much more would you condemn Christianity if it advocated violent rejection of all other religions? 'Nuff said.

I am agnostic, for the record.

"Science flies people to the moon. Religion flies people into buildings."
I sometimes wonder if theological religion is nothing but a mass mental disorder brought about by the inevitability of death and the stress it created. Anything is easy to believe in desperation. 

15
Team Avalanche / Re: Bombing Mission Cinematics
« on: 2010-08-07 00:03:37 »
...Apart from there being an enourmous difference in the rendering capabilities of a 3d suite's rendering engine compared to FF7's field rendering engine.

This is already the unfortunate issue with the game itself in how it was designed. The seam was just as blatant to me in the original, and the guards overlaying the movie just looked horrible. I have to agree that with a sufficiently high-res movie this shouldn't be an issue as the models and the background will be totally identical, but the lighting would have to be made very carefully in the cinematic render so it doesn't look weird when it switches to real-time.

An optional add-on solution (outside the Team Avalanche scope) would be to make the intro a 3-part movie - the first part being the train rolling in, the second part being Avalanche running off and Barret waving to Cloud, and the third and final part would be a recreation of the end of the PS3 tech demo with Cloud jumping off the train, landing, and ready for action. This would allow for a perfect fade into Cloud standing with his back to the camera and Barret saying "C'mon newcomer, follow me" and you assume the controls.

16
This patch is going to be a near must-have for anyone who's already played the game. Aeris dying, while an interesting plot device, was a TERRIBLE game play element. You spend all this time building her up, then she just kicks the can on you. Thanks for wasting my time and resources! Should be nice having her back again as the primary magic user.

17
Team Avalanche / Re: Bombing Mission Cinematics
« on: 2010-08-06 19:12:30 »
could it be done so the scripted movements get partially taken out? like take out the soldiers movement during the camera pan, and have it start with the 2 guards standing, then queue avalanche whopping them.

You mean basically hide the guards during the movie so they can be rendered in movie instead of on top of the movie? That's even easier, I can't remember which opcode it is, but there's one that allows you to bring events either on top of or behind the movie while it plays. Just change it for the two guards and you shouldn't have to mess with anything else. Qhimm Wiki has it listed.

If nothing else, one can add in VISI [ 0 ] at the very beginning for the guards and then VISI [ 1 ] set to go as soon as the movie frames are up, so that they appear immediately when the movie ends. It's technically "messy" but it performs the same visual task.

http://wiki.qhimm.com/FF7/Field/Script/Opcodes/A4_VISI

18
Team Avalanche / Re: Bombing Mission Cinematics
« on: 2010-08-04 22:34:15 »
wouldnt it involve editing the field scene in something like makou reactor, and removing everything up until the frame the movie stops? compensate for the extra length of the movie clip so that the game starts rendering field at the right time. (or mess with the video length during animation). Regardless, great work spoox.

This is exactly what you need to do if this is what you want to do. Increase the frame count in MR or Meteor so the movie can play out further, edit the two guards so they start out already knocked out, and remove the scripts of Barret, Wedge, Biggs, and Jessie altogether, and finally edit Cloud so he starts out already on the ground. It's 100% possible and done properly there will be no errors.

19
I meant that the topic creator, Kaiser, could try his hand at the buster sword. Love your model, though. It looks just as it should. With a good texture I would consider it flawless, even.

20
In any other case I'd agree with you and while what you say has more than enough merit and I might just be a perfectionist, I think it's a little facepalm-worthy to consider the project as true as possible to the original and then immediately - in the very first battle - show off perhaps the most iconic weapon in FF history incorrectly. That's all I'm saying, here. Millenia has no doubt the best model so far. A simple realigning of the holes and having the tip of the blade narrow down to the end would make modeling the original version pointless forever after as it would be perfect, but I believe he's said he doesn't want to mess with it anymore which leaves the door wide open for the TC to give it a shot.  :)

21
I'm good with weapon design btw. :P

There's still the need for an accurate buster sword, with correct hole positioning and blade edge. Replicating the official CGI art version (as seen on the US cover) would be instant win. I'm normally not one to nitpick, but it's the most prominent weapon in the game...

Reference photo: http://www.ffodyssey.com/wallpapers/ff7/ff7_cloud_1024x768.jpg

22
Team Avalanche / Re: Verdana Font
« on: 2010-07-19 21:15:51 »
May I suggest something a little different to make the game font fresh?

(Badass font image)


I'd say do that and release separate from TA, that looks a lot better to me. Of course, I've seen the same font for over 10 years now so...
In fact, there are a lot of really sharp ideas that don't quite fall into the TA criteria that should all be grouped into a project and used for people who like the new style. When the Bombing Mission and whatever else afterwards is released, people can simply overwrite what they want with your stuff.

23
I have spent HOURS working on getting them to follow you up ladders. Its not happening :|

Try to combine the follow code with some from when Jessie climbs ladders in the first reactor, that should have all the coding needed to make an NPC climb onto a ladder and move.

24
Team Avalanche / Re: Team Avalanche Main Cast Project
« on: 2010-07-07 19:47:54 »
Relax about the chibis. Once everything is done, it wouldn't take much effort to convert battle models over to field models, even if you just had to do it personally due to release issues. That's probably the easiest modeling task one can do with FF7.

25
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-07 19:42:47 »
I gotta agree with the more combat-ready look he's got in these newest shots. I remember first playing FF7, Cloud was a badass. He had some issues but hey. Then Square proceeded to trim his balls off more and more each spin-off down the road. Even if it was only because he was amped up off mako, Jenova cells, and memories that weren't his, the original Cloud was definitely "Braver", as you all say.  :P

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