Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - skyhawk

Pages: 1 2 [3] 4
51
I've actually found the speed-up mechanism doesn't seem to work for me

It doesn't come on screen that it's increased?  Are you trying from keyboard only?
There's no perceptible change in speed, and no reaction on screen either. I've been using controller input for it, which I thought was correct?

Like I said, I tried it real quick, it didn't work, I kinda just shrugged and moved on.

Just tried it right now, Select+Cancel, right? Tried both [minus]+[keypad0], as well as Select+X on my gamepad. This combination DOES work for skipping cutscenes, but there's no reaction when standing around in the field.

52
for what its worth, this music bug hasnt happened to me at all, i keep 60fps battles turned off
Also for what its worth, I use both 60fps and Remako/Satsuki texture packs, and while I've had a bunch of random crashes that I can't reproduce, I've never had issues with the music.

I seriously doubt it, but maybe this has something to do with the CPU in question? I'm on an i5-6700k with Hyperthreading off.

does the music bug ever happen at normal game speed?  when not sped up?
I've actually found the speed-up mechanism doesn't seem to work for me. I haven't taken the time to dig any further on that. Using the soft-reset function usually ends very badly as well.

53
Random feature request!

Could we get an install-time option for XBox Controller buttons, rather than the Playstation buttons?

Triangle would be Yellow Y
Square would be Blue X
Circle would be Red B
Cross would be Green A

54
I bring it up because the surrounding cast/summon animation only takes it's expected 3 seconds. So every time Yuffie casts anything, there's an entire second of her standing there looking stupid with me thinking "Well, come on, get on with it then...."

I agree not a huge issue, and I can certainly see it not being a code problem, but having it fixed would be nice. What's involved with these camera/animation tweaks for 60fps? I'd like to help, if I'm able. Is there a forum thread I should review?

55
Please install Hotfix 7 - very important, so can't wait.
All hail DLPB, the mighty finder and smasher of bugs!

Recordings of Yuffie's oddly slow casting/summon animation - All were captured at 60fps

I apologize for the awkward framing - I was planning on splicing them together and making some slick presentation with timestamps on the side. Then I remembered that I have no video editing software and the video editing skills of a potato.

Mode 0 - 205 frames
Google Drive

Mode 1 - 208 frames
Google Drive

Mode 2 - 272 frames
Google Drive

56
So, since updating to R06c, I've had quite a few times where the game would spontaneously just up and close on me, and the recurring theme seems to be a string of errors in the app.log repeating with:
"ERROR: texture cache is full and nothing could be evicted!"

Adjusting texture_cache_size in Reunion's Options.ini file seems to make zero difference to how soon, late, or randomly the issue seems to crop up for me, and I've even tried resizing the .png files from Global/Texture/World and placing them into my custom/upscale/texture/world directory, cutting down on ~60 megs of texture data, which *seemed* to help, initially.

Anyone else encountering a similar issue, or experienced it in the past and found a way around it?
I've also encountered this, but have not posted about it because it's so random and I cannot provide steps to reproduce. I also haven't tried playing without the extra textures to isolate if they are responsible or not.

I don't think that error message is related. texture_cache_size is related to save_textures, which defaults to no. No matter what size you specify, if save_textures is no you will repeatedly get that error message.

57
I'm following your instructions to try and install satsuki's various upscale textures, but I'm not seeing any changes in-game. I converted the .iro files to .png files, then I extracted the "battle", "fields", "magic", and "world" folders (the ones with the .png files in them) to FINAL FANTASY VII -> The_Reunion -> Custom -> satsuki -> Texture directory. I then went into the Options.ini and changed Mod_ID = NONE to Mod_ID = satsuki. I felt like I did everything right, but clearly I must have done something wrong. Am I missing something?
It's a bid fiddly, complicated by all the metadata and directories for Seventh Heaven. Completely ignore directories with names starting with Upper Case, those are metadata for Seventh Heaven. Worry only about the files and subdirectories within those directories.

As memory serves,
Battle
  the contents of battle\ [lower-case b] go into YourModName\Texture\battle
Magics
  the files in the root, rain7_00.png, seffect* go into YourModName\Texture\battle
  the files in magic\ go into YourModName\Texture\magic
  the directories in magic\ff7\data\battle go into YourModName\Texture\magic
  You should have a directory tree that looks like
    YourModName\Texture\magic\magic\
    YourModName\Texture\magic\limit\
    ... etc
Fields
  the contents of char\ and field\ go into their respective directories within YourModName\Texture\
World
  the contents of world\ go into YourModName\Texture\world
Movies
  All these files go into YourModName\Direct\movies

58
I found a bug where Barrett gets stuck.  It occurs when the party is at the upper level of Hojo's lab in the Shinra building.  Upon attempting to approach Aerith, Barrett gets stuck on one of the stairs and does not move.  I don't know if this is an issue with the original or is a product of the reunion.   
This was an issue in previous release, Reunion R06. It should be (and is, for me) fixed in the current R06c release. Please confirm which you're running?

59
I think I found a minor bug with the scene-skip function.

In the Honeybee Manor, if you view the lower-right room [Fantasy King Shin-Ra], and skip the scene, you'll return to the field in front of the upper-right room, and if you then view that room it's the same Fantasy King Shin-Ra.

Obviously, you should be returned to the field in front of the lower-right room, and the upper right room should still be Reeve's parents?

Handy-dandy savefile for verification

60
Satsuki, did you keep your work files for the upscaled video releases?

Would it be possible to do a high-frame-rate video pack, with the video interpolated up to 30 or 60fps? I know it'll require further modding of the game to make work, but I think it might be worth the effort, especially with clips like the intro cinematic which has parts [The starfield right at the beginning] that look absolutely awful at 15fps.

61
General Discussion / Further polishing the FF7 cinematics
« on: 2020-02-20 09:00:06 »
With the various upscaler efforts, I think the FF7 cinematics are looking about as good as they possibly can without being re-rendered from the actual original sources.

But they're still low framerate, and that sometimes really shows. Right at the very start of the game, the stars look awful as they judder around at 15 fps.

I know Aali's driver uses ffmpeg for playback, there's probably no decoder limitation preventing 30fps (or more?) interpolated cinematics, but there may be other obstacles or even a hard-coded playback framerate within ff7 itself.

Are high-frame-rate cinematics impossible, or just difficult to implement? Some cinematics have field elements layered on top, I could see those being a problem if they're coded per-frame rather than per-timestamp.

62
I made that change to my own install, and those textures all seem to work fine, but I'm experiencing another issue where textures in the \texture\magic\ff7\ family of subdirectories no longer seem to be working, which I've posted about (pending moderator approval) on The Reunion thread.

By turning on texture trace and examining the results, I think those are all supposed to go in Mod_ID\Texture\magic\

So your tree should look like Mod_ID\Texture\magic\magic, MOD_ID\Texture\magic\limit, etc.

I've only recently started playing FF7 again, so I'm not very far into the game, but all the summon, attack and magic effects that I have access to so far are working for me.

63
So like JWK I've noticed that Reunion now creates a top-level directory structure under The_Reunion\CUSTOM\Mod_ID if the directory is empty or does not exist.

May I ask for this feature to be expanded? I just discovered Satsuki's upscaled textures, and I'm having trouble finding where some of these files are supposed to go in order to work.

There appears to be a whole tree magic\ff7\data\battle\ with a whole bunch under it, including another magic\, which on the face of it seems incorrect. I haven't been able to figure out any way to get these files to show-up in game.

A full directory [empty] structure would be very helpful for figuring out stuff like this. I know about the root directory SEFFECT* files being relocated to battle\, but that doesn't help me with all the rest of these.

Edit: Thanks for mentioning the texture trace option, that got me exactly what I needed in short order. Thanks again!

64
It's not my imagination. There appears to be an element of randomness here.

I did the following 10 times, with no changes to configuration between runs:

Start the game.
Select New Game
Wait a second or three before skipping the cinematic with Select-X
Run straight north when given control
Let the soldiers shoot at Ex-Soldier and see if the gun flash effect happens or not

The effect happened on runs 2, 3, 6, 10
The effect did not happen on runs 1, 4, 5, 7, 8, 9

This was tested with _60fps_Battles = 2

Afterwards, I did 5 runs on _60fps_Battles = 0, and the effect appeared and worked correctly (gunfire flashed) 5 times out of 5.

65
for some reason it seems to depend on combination of enemy - or it's randomly happening.  Is this a bug in original game?
Seems to be related to 60fps. Results are frustratingly inconsistent as I try to narrow them down.

With 60fps disabled, gunfire works as expected

in 60fps mode1 and mode2, sometimes gunfire renders and sometimes it doesn't.
I've noticed that even when it does render, it doesn't 'flash'. It just appears as a solid consistent texture until it goes away when the gunfire stops. I'm speculating that sometimes it's just doing the opposite - the "off" stage of the flash is just rendering for the entire duration of the gunfire.

From what I can tell, the converter does something in the registry. Does anyone have any info on what keys it installs so I can manually remove them?
There's not very much in the registry for this. Open Regedit, go to the root of the registry, and 'Find' for 'fantasy'. Carefully F3 through the results, and edit any you're worried about. (There's about two dozen as I recall) I think the only thing of consequence that might be impacted would be a path pointing to a non-Steam install location.

How are you quantifying "recognize"? By the installer automatically picking the correct install location? That doesn't mean much. Just point the installer to where the game is actually installed and see if the result will run correctly.

66
There's gotta be a few bugs here?  Where are you guys to ruin my day?

This is intended to install over a Reunion R6 installation, correct?
I'm still missing gunfire effects in the early-game battles.

67
I dunno how to add my favourite mod :c
Simply download your favourite mod, per example let's download any remastered field and copy paste all the field folders in The_Reunion, CUSTOM, none, Texture, field
C:\Games\Final Fantasy VII Steam Edition\The_Reunion\CUSTOM\none\Texture\field
then go in The Reunion folder and open Options.ini make sure you have written Mod_ID = none

I would argue that using a mod_id of 'none' is not a good idea, as I believe the default is NONE. You're setting yourself up for confusion.  Use a directory and Mod_ID string that is meaningful or unique. Mine is named 'remako' as it's the Remako assets plus a bunch of music that I looped up myself. If I ever need to disable my mods for troubleshooting, I just comment out Mod_ID = remako in the config file.

68
Is there any way to "undo" the FF7 Game Converter workaround for the Steam detection issues and install R06c "clean"? At some point I uninstalled FF7 + Reunion and reinstalled them, but I noticed that I did not need to use the Game Converter again to get Reunion to recognize FF7 that time, so I imagine whatever the Game Converter did is still loaded somewhere on my PC, and I'd like to get rid of it if it's no longer needed.
I'm running the 1998 CD release, but as I understand it Reunion now supports both the CD release as well as the Steam release. The only thing that needs the converter now is the Squeenix Store release.

If you're still worried, I'd suggest Uninstalling FF7 from Steam, zapping the C:\Program Files (x86)\Steam\steamapps\common\Final Fantasy VII directory, and then reinstalling from Steam. Make sure to keep a copy of your savegames or anything else you want to keep, especially given the apparent flakiness of Cloud saves.

I changed my desktop res and game to 1440p. Same thing. Game running but only an icon on my taskbar. It's weird because Reunion disabled runs at 31840x2160 and the 98 version converted had no issues either.
Try running in a Window and see if that works?

[OPENGL]
full_screen = n
window_x = 0
window_y = 0
window_width = 1440
window_height = 1080
preserve_aspect = y

69
Appears to have installed and be running without issue. Thanks DLPB!

70
That doesn't look like anything significant.  Probably the animation files etc loading.  I don't think anything is changing because of code.  Certainly 3.3 to 3.5 is clearly no difference at all.
While not well controlled, this is an average of several summons. You're certainly right that 3.3 to 3.5 is probably within margin of error. The 4.8 on the other hand....  If this slowdown was due to loading, I'd be seeing it for other characters, yes? But it's only Yuffie.

Additionally, it's not like she plays her animation and the game stops while loading something. She just moves really slowly, resulting in the animation taking longer than it should.

71
I can't speak for a Dual-Shock, but I've configured the 98 CD release as a Non-Steam application in Steam, and Steam's controller mapping system works wonders with my XBox gamepad.

72
A very quick unscientific test gives the following average summon times (Measured from start of animation to when the fade-out starts):

60fps off:
3.3 seconds

60fps mode 1:
3.5 seconds

60fps mode 2:
4.8 seconds


I haven't measured any other character, but none of them have seemed off to me, either. I haven't measured the magic casting animation, but it's doing the same thing.

73
I think something's wrong with Yuffie's cast/summon animation in 60fps mode 2. The animation takes longer than I remember it taking, like she's moving in slow motion.

Anyone else seeing that?

Standard models, 60fps mode 2.

74
You added another zero.

I dunno what stupid thing I was doing earlier, but it didn't work until I added that trailing zero. And now it works flawlessly without it exactly as you describe. </shrug>

May I ask what then did you mean by
the id numbers must match for effects and music and be the same format trailing zeroes to be loaded.

To avoid confusion, the correct quote should actually look like:
[BASE]\The_Reunion\GLOBAL\Music\006 Mako Reactor.ogg
will be overridden by:
[BASE]\The_Reunion\CUSTOM\remako\Music\006 Mako Reactor [EnricoD].ogg


I'd like to request you make Tifa's Promise flashback right after the initial bombing mission skippable as well.

75
The trailing zeroes is exactly what I needed to know, thanks.

For anyone else not quite sure what that means:

[BASE]\The_Reunion\GLOBAL\Music\006 Mako Reactor.ogg
will be overridden by:
[BASE]\The_Reunion\CUSTOM\remako\Music\0060 Mako Reactor [EnricoD].ogg

if Options.ini includes the setting
Mod_ID = remako

Pages: 1 2 [3] 4