Author Topic: Status of Mods and Tools with New FF7 PC  (Read 92751 times)

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #125 on: 2012-08-20 17:33:17 »
I seeee

In that case, yeah, people should use use Yamp :)  Sounds like a good idea!

genesis063

  • *
  • Posts: 612
  • Self proclaimed number 1 Sephiroth fanboy
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #126 on: 2012-10-16 16:07:48 »
Sorry to post in an old topic but I believe this one should be sticky or whatever.  As we test more mods they should be put up and why they don't work incase anyone wants to work on trying to make it work.

svartlock

  • Guest
Re: Status of Mods and Tools with New FF7 PC
« Reply #127 on: 2012-11-29 15:06:38 »
I have found an easy way to use your old or edited saves.
Copy your old/edited save to document-folder.
Make it write-protected, that way the game can't delete your file.
Start the game while being offline (just to be safe).
Load your game and save again to a new slot.
Done!
You now have a new savegame with the correct timestamp which can be synced to your account!

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #128 on: 2012-11-29 16:03:13 »
Has hardcore mod been updated to work? And what of the others?  Anyone update me?

Vgr

  • Global moderator
  • *
  • Posts: 2163
  • If it quacks like a duck, it must be a duck
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #129 on: 2012-11-29 17:03:34 »
I thought Hardcore mode 1.0.6 by gjoerulv worked with the re-release. At least the GUI had controls for it (the readme too) when I installed it yesterday.

dkma841

  • *
  • Posts: 1225
  • delete
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #130 on: 2012-11-29 17:18:47 »
Yeah there's an option in the hardcore mod to select it for the re-release version

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #131 on: 2012-11-29 17:28:32 »
Cheers.

zaphod77

  • *
  • Posts: 75
    • View Profile
    • Super Сasual Dating Real Women
Re: Status of Mods and Tools with New FF7 PC
« Reply #132 on: 2013-03-01 02:02:30 »
Useful info on new 2012 version.

1)it DOES seem to have some sort of shader support. So it may be possible to replace the two hlsl files to improve the look of the game.

2) a fair amount of open source software was ued to make this.

ffmpeg, libogg,libvorbis,libvpx,qt,quazip, and vgmstream (looping OGG support. :) )

3) ff7music is obsolete. any looping ogg file that works with vgmstream will work in 2012. :)

4) most of the "fixes" are no longer needed. it just works.  HOwever..

5) limit break patch, etc that were included with the opengl driver have to be reapplied the old way. We can assume frame limiter patch is in already.

6) modding the data files directly still works, unless you are using hooks for the opengl driver.

7) newtoold conversions mean having to nocd the old executable. this could be abused for piracy. Since someone who bought the 2012 has no CDs to make images or minimages of, they are kinda stuck.  Therefor i recommend people redo their mod installers to handle the new version, and any "newtoold" patch makers make a concerted effort to ensure the Securerom DRM hasn't been tampered with and the new version is actually activated.  The former is easy, the latter is more difficult.

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #133 on: 2013-03-01 09:13:03 »
The 2012 version uses Aalis driver, so anything fixed by Aali's driver will be fixed in 2012. 2012 is identical in almost everything except it does not allow modding.

zaphod77

  • *
  • Posts: 75
    • View Profile
    • Super Сasual Dating Real Women
Re: Status of Mods and Tools with New FF7 PC
« Reply #134 on: 2013-03-01 17:52:23 »
Just found out the info. Yeah seems they ported Aali's driver to direct3d, with permission.

Still, then why the heck didn't they just grab anxious heart as well, since it's their music... :)

maybe 1.0.8 will have it?
« Last Edit: 2013-03-04 22:13:25 by zaphod77 »

FF7Remastered

  • *
  • Posts: 11
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #135 on: 2013-03-23 20:25:45 »
There is no way for the textures with mod paths to work with the new FF7 2012 version, but it can still be done by using Image2Tex tool to convert all the texture pngs into .tex files and compile them into the lgp. But the menu overhaul or the new battle interface will likely never work.

Dark_Ansem

  • *
  • Posts: 319
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #136 on: 2013-03-24 11:42:06 »
oh come on I can't believe it!

Dark_Ansem

  • *
  • Posts: 319
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #137 on: 2013-03-27 12:18:53 »
couldn't Aali open it up for modding?

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #138 on: 2013-03-27 18:08:40 »
couldn't Aali open it up for modding?

He probably could, but that would be a violation of the game (a current game that Square cares about more).  Square cannot endorse user mods... or at least they have made it clear they won't.  It wouldn't look too good on Aali giving his permission for them to use it and then editing that game as well...  I dunno. It doesn't matter really, all you need is the original game, and copy flevel over from the new (since it has some fixes).  Use Kranmer's converter.

Dark_Ansem

  • *
  • Posts: 319
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #139 on: 2013-03-28 07:17:28 »
He probably could, but that would be a violation of the game (a current game that Square cares about more).  Square cannot endorse user mods... or at least they have made it clear they won't.  It wouldn't look too good on Aali giving his permission for them to use it and then editing that game as well...  I dunno. It doesn't matter really, all you need is the original game, and copy flevel over from the new (since it has some fixes).  Use Kranmer's converter.
I'm sorry, can you re-explain this? I wanted to ask this to you via PM but you blocked me. Don't know why, however.

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #140 on: 2013-03-28 13:52:40 »
Everyone is blocked there apart from those I believe can help with mods and a select few others.  Basically, the new version of FF7 will likely NEVER allow any of the mods here.  It's that simple.  You need to use Kranmer's patch to turn new ff7 into old, and then play.

LeonhartGR

  • *
  • Posts: 2577
  • ~Whatever...~ Enjoy life!
    • View Profile
    • LeonhartGR Productions
Re: Status of Mods and Tools with New FF7 PC
« Reply #141 on: 2013-03-29 00:19:29 »
@Dark_Ansem Don't mind! Blocking incoming messages is the best way to avoid ending up getting painkillers ;)

Dark_Ansem

  • *
  • Posts: 319
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #142 on: 2013-03-29 09:44:42 »
@Dark_Ansem Don't mind! Blocking incoming messages is the best way to avoid ending up getting painkillers ;)
I'd say you're right :P

genesis063

  • *
  • Posts: 612
  • Self proclaimed number 1 Sephiroth fanboy
    • View Profile
Re: Status of Mods and Tools with New FF7 PC
« Reply #143 on: 2013-04-08 20:23:09 »
Is it possible to put my Sephiroth New Limit Breaks?  It's not new in the way of using new moves or animations just old limits renamed.  You can title the mod however you feel is best just suggested that for a lack of a better one.

Edit: forgot to put that it doesn't work unless Libre gets the update to handle it.
« Last Edit: 2013-04-08 21:39:17 by genesis063 »