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Messages - Erik

Pages: [1] 2
1
General Discussion / Re: FFVIII Remastered
« on: 2019-09-03 09:29:52 »
I'm happy FF8 get some attention to Square. Sadly the remaster seems to be both hit and miss. I hope mods will work on this version since modders did wonders with the 2013 release. Thanks everyone who contributed to that!

2
General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-06 09:36:12 »
You do realize this is just a video, in like what is it Alpha state? I don't even know. I haven't really researched much about it. Which may sound odd, but in an ideal state I would have ignored my curiosity for the trailers and just awaited the games release. Whenever that will be.

It seems though that SE is using a similar battle system as XV, and why wouldn't they? Save both money and time.

The negative stuff for me was the sunglasses for Barrett, that seems really off. I know it's because it looks "cool" but still. Cloud looks a bit off maybe, I think it's hard too say since the pacing was quite fast in the trailer. But I really dislike the crouching and moving through rubble, I have done that a million times in other games I don't need it here.

3
Awesome! The Ragnarok is the coolest airship in the series.

4
Nice to see things moving! For those of us who have Tonberry and other mods installed, should we just uninstall them and reinstall this?

And speaking of csv files, it should be relatively easy to add the correct codes and make a new file?

5
So - just make sure you also change all of the ".png" file names to include se2 as well and not just the objmap.csv hashcodes or else Selphie won't show up.   
I ran into this same issue - and everything would be corrected if we renamed the files to ch_sqhead_13.png, etc.  If we add a suffix beforehand, we can put all of the character folders in the same place and it won't have to interfere with any other mods - this is how I handled filestructures for the worldmap.
Currently, Project Eden takes up the "se" folder and if you merge the folders, it works, but it makes it really messy - as the Selphie textures are then found intermittently in the Project Eden textures folder location.

I have changed all of the objmap codes and my .png's to include the "ch_" title and everything is nice and tidy.

I agree, I don't think you're supposed to be able to chat with them in that scene.

PS.  c*ckpit wasn't dirty until it was censored. ;)  Now it's more fun to say than ever.

Yes, it's the Eden mod who had it I looked it up.

And you guys might be right about it isn't possible in that area, I didn't really had time to check anywhere else. Though you can talk too Quistis actually. When I have more time I will report if there was any error. But it shouldn't be since the appearances changed.

Did I mention I'm loving this? Though, I may have to change my standard party now haha.

6
I installed the char models for Squall, Selphie and Zell but I can't seem to speak with them. I tried this when I was at the cockpit for the Balamb Garden. The appearances did work but no way of talking to Selphie and Zell (Squall I don't know, but it doesn't matter anyway for obvious reasons).

Maybe I did something wrong, but I added the folders to the textures folder (had to rename se to se2, because another mod had se as a folders name). I replaced and changed the name of the csv file and added them manually.

Anyway great job on this!

7
Your mods keep urging me too finish my twelvehundredth playthrough of the game! Haha, nice!

8
Wow, when I was here the last time you had only made Balamb area and now the whole world is having a real shape up? Really good job!

I'm guessing that if this is possible towns and the remote Balamb garden would be possible as well!

9
This looks so great! And makes me wanna start playing my FF8 save again. Cheers for doing this.

10
"Currently playing Chrono Cross for the first time on my PSP. No spoilers please haha, but I like it it has a nice pacing"

Ahhh!  I wish I could play it for the first time again!  The end is SO GOOD!

Well as I said no spoilers please :D. I'm only on Disc 1 now. Guess I can come back when I've finished it.

11
Currently playing Chrono Cross for the first time on my PSP. No spoilers please haha, but I like it it has a nice pacing. This is my second attempt to finish it though, the first time I just got to the beginning and quit for some reason. Now I'm going for it hundred percent.

CT was great though.

12
Graphical / Re: [FF8-steam] Character texture replacement
« on: 2014-10-25 19:53:45 »
Wow, really nice. Imagine too get this working 100% in game and for every (major) character! Great job.

13
General Discussion / Re: Final Fantasy IV heading to PC
« on: 2014-09-18 07:53:47 »
Actually played trough the whole FFIV Complete Collection this summer, so.... not getting this. But I've heard the DS version have "more" story to it.

14
Yes it works on Steam.

First of all you should have installed the Tonberry though or else this will not work.

Check out MCINDUS YT-channel for some vids: https://www.youtube.com/channel/UCBLOBIu0AHQyCzP0BjCbbCg/videos

But in short it's just a matter of coyping and pasting files to the appropriate folder.

15
General Discussion / Re: 2D FF7 Sprites
« on: 2014-09-09 13:32:28 »
Very nice indeed. Imagine if the game were in 2D :)

16
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-08 15:47:12 »
The music folder needs another subfolder in it called vgmstream. If you used FF7_GameConverter_7H.exe, it would already be there.

Texture Memory has a drop-down menu for 256, 512, 768, and 1024 and cmh175 tested it to show that increasing it can fix glitched textures, particularly those in the menus.

Ah ok. Oh well I look into it some more in the upcoming days. Thanks for the help anyways, much appreciated :).

17
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-07 20:12:07 »
What settings are reverting?

Well it's the settings in the OpenGLdriver config. It said that I didn't find any music folder in my FF7 folder, so I created a (empty new) folder and now I don't get that prompt but if I open up OpenGL I see that under music I need to turn VGM on. The other one seems to be the Texture Memory which shows nothing (but I'm not sure if I need it anyway).

But that shouldn't affect any menu mods in game really.

18
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-07 17:25:04 »
The only problem I seem to have left is that the 2 menu mods won't work in the game. And there is also some settings that seems to revert each time I open up 7th Heaven and it always says it cant find the music (but I can just check VGM in the settings and then start the game with audio).

So anyways, here is the APP.Log:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 760/PCIe/SSE2 4.4.0
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Games\FF7\data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Games\FF7\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
INFO: slow output format from video codec h264; 0
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 322
[BATTLE] Exitting FRAME_INITIALIZE
UNEXPECTED: zero count
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 6, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
WM_CLOSE
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

And yes, I've tried with both unchecking and checking textures and I always choose the highest possible there.

19
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-06 16:49:37 »
Sorry about the confusion. I was actually playing/editing and typing at the same time.

I get the game to boot and work up fine now. The only problem I have left seems related to the mod menu overhaul. It looks like this when I use it:

http://i.imgur.com/U32SHqm.png

20
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-06 16:32:00 »
You don't ever use FF7_en.exe or see the launcher in this process. The game is launched directly from ff7.exe.

Yeah I noticed that after some trial and error. See above post (which I've updated now).

21
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-06 15:48:32 »
C:\Users\Erik\AppData\Roaming\7thWorkshop

Close 7th Heaven. Go to the above path, where Erik is instead the name of your user when you login to Windows. Delete everything in the 7thWorkshop folder and open 7th Heaven. You will need to put in all your settings again.

Ok, now I can actually launch the game (after some huge trial and error haha). But somethings look weird. Like the font (text) seems weird and the ATB was really off in some graphical error way.

22
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-06 11:05:01 »
Ok so I did all the above steps, thanks for trying to help.

But now I can't even start 7th Heaven it says:
Quote
System.TypeInitializationException: The type initializer for 'Iros._7th.Workshop.Sys' threw an exception. ---> System.InvalidOperationException: There is an error in XML document (0, 0). ---> System.Xml.XmlException: Root element is missing.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlTextReader.Read()
   at System.Xml.XmlReader.MoveToContent()
   at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderSettings.Read8_Settings()
   --- End of inner exception stack trace ---
   at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
   at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
   at Iros._7th.Util.Deserialize[T](Stream s) in c:\Iros\7thWrapperLib\Util.cs:line 10
   at Iros._7th.Util.Deserialize[T](String file) in c:\Iros\7thWrapperLib\Util.cs:line 14
   at Iros._7th.Workshop.Sys..cctor() in c:\Iros\7thWorkshop\Sys.cs:line 100
   --- End of inner exception stack trace ---
   at Iros._7th.Workshop.Sys.get_Catalog()
   at Iros._7th.Workshop.pTags.Init() in c:\Iros\7thWorkshop\pTags.cs:line 20
   at Iros._7th.Workshop.pTags..ctor() in c:\Iros\7thWorkshop\pTags.cs:line 29
   at Iros._7th.Workshop.fLibrary.InitializeComponent() in c:\Iros\7thWorkshop\fLibrary.Designer.cs:line 79
   at Iros._7th.Workshop.fLibrary..ctor() in c:\Iros\7thWorkshop\fLibrary.cs:line 16
   at Iros._7th.Workshop.Program.Main() in c:\Iros\7thWorkshop\Program.cs:line 18

23
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-05 06:45:39 »
My problem could be related to the fact that I have the FF7 bootloader installed and maybe you can't have these 2 at the same time?

But here is my settings screen:

http://i.imgur.com/Ge0JNGX.png

24
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-04 17:03:02 »
So I tried this out and when I try to launch game I got this:

Quote
System.ArgumentException: STATUS_INVALID_PARAMETER: Unable to start process; please check the given parameters. (Code: 740)
   at EasyHook.NativeAPI.Force(Int32 InErrorCode) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\DllImport.cs:line 460
   at EasyHook.NativeAPI.RtlCreateSuspendedProcess(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, Int32& OutProcessId, Int32& OutThreadId) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\DllImport.cs:line 671
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\RemoteHook.cs:line 913
   at Iros._7th.Workshop.fLibrary.Launch(Boolean varDump, Boolean debug) in c:\Iros\7thWorkshop\fLibrary.cs:line 816
   at Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 715
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Strange as it happens my FF7 Bootloader with Tifas Package and all works like a charm. This program does sure look nice in terms off managing your mods and all. Easier to use so to say, so again great work.

25

@Erik
The crash log should be posted on the 7th Heaven tool page.
http://forums.qhimm.com/index.php?topic=14490.0

First thing can you launch the game with 7th Heaven when no mod is active? We need to make first sure that the files it should replace aren't buggy. You can then start to activate mods (step by step a few). And if the error occur deactivate one of the last activated mods after another until 7H doesn't crashes anymore. This should be help to find the mod or file in the data folder which causing trouble.

Ah I see, my fault.

Actually everything works great and all with the FF7 Bootloader. I just saw this and tried it out (without knowing really what it was). And yeah got the errors then. I'll post the errors in the other thread and continue from there.

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