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Messages - Immortal Damyn

Pages: [1] 2 3 4 5 6 ... 11
1
Team Avalanche / Re: Midgar Remake
« on: 2011-08-30 03:37:58 »
plate life needs more lit up windows.
Agree, it seems like Shinra HQ has more lit up windows than a thousand house apartment, but the plate only has industry >>

2
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2011-08-17 00:59:58 »
No worries. School is important.

School is very unimportant :P people learn more on their own than most schools could ever hope to teach.

3
Team Avalanche / Re: Midgar Remake
« on: 2011-08-12 01:21:24 »
Sapphire, I must ask.... did you work with the original FFVII team or something, cause you're talents are very much professional looking.

4
Clearly the motorcylce, I see a frame, exhaust, and a tire...
My thoughts exactly, it looks very motorcycle-y.

5
Honestly though, I will give most music a chance, at least one.  And my preferences aren't driven towards one band, or genre, though I tend to favor electronica and techno (as a generalization) more than most music.  But if a song is genuinely good, I wont say anything bad about it.  So all in all, BfmV my have some good songs, I just don't feel like listening through all of them to find one.  It's just too mainstream generic for me, and in listening to them, even if I haven't before, I feel like I've heard the song already....

6
Releases / Re: FF7 Enhanced Movies
« on: 2011-08-08 22:27:01 »
DarkFang is correct, this seems to be an issue between your ISP and Megaupload, or something else isnt permitting you to use MU.

Evidence:Here :)

7
Completely Unrelated / Re: The Ultimate Fighting Game
« on: 2011-08-08 17:17:54 »
I don't usually do fighting games... but:

Yoshimitsu - Soul Calibur (none specifically)

Zidane - Dissidia Final Fantasy

Law - Tekken III.

8
Pink Floyd sucks.
I saw an awesome AMV of Kingdom Hearts and a song from Bullet For My Valentine. That sh*t went so well together.

I found it. http://www.youtube.com/watch?v=CctveSCy7p4
Not very popular, sadly.
Quote from: DarkFang
Not very popular

There's a reason I hate teenagers..... It's somewhere in this post...

They can't actually tell WHAT good music is.  There's a reason that AMV isn't popular, no one with a decent music sense likes Bullet For My Valentine.  It's a generic band, it just doesn't stand out for any reason.  Couple this with the fact that that AMV wasn't really very good, and you get a video with under 1k views...

Damn, after suffering through all of that video, my head hurts, and I think my ear's might just be bleeding... The cuts in that video, just hurt my eyes, it was like every second it jumped forward.  And really, the music, just ugh.....

9
Team Avalanche / Re: Midgar Remake
« on: 2011-08-08 13:14:31 »
I really don't care how long this takes, it's worth any form of wait, this is just beautiful work?  You professional?

10
Yea, so it would seem (because the "Create KERNEL.BIN and KERNEL2.BIN" button makes the kernels in the VirtualStore folder) all I'll have to do is remember to copy the kernels over from there anytime I do edits.  That kinda bugs me, but I guess it can't be helped.... Thanks again for the help everyone.

11
Alright, so I searched all directories for KERNEL.BIN, it gave me both Kernels in the two places I've already found them.  I changed the name of the kernels in the Program Files folder, leaving the ones in the VirtualStore folder alone.  FF7 now refuses to run, so I'm just going to guess that it's using the kernel in the Program Files folder for now.  I'm going to attempt to run WallMarket in admin mode and see if that does anything, and look into the settings for KERNEL.BIN, see if its got something stupid like "Read- only" ticked or something.

EDIT: So, its definitely NOT using the VirtualStore Kernels but I did notice something odd when in the search window. The "date modified" for both the kernels in the hasn't changed....

mid edit brainstorm: So I looked into this a little farther and directly routed Wallmarket to go find the kernel from the Program files folder, guess what happened when I did.  I found the UNedited kernel that my game has been using.  The weird thing is, when I opened WM and clicked on the Path line, it told me I was in the Program Files' Kernel, not the VirtualStore, but when I forced it to route to the Program Files folder, it was the right kernel. (By forced I mean manually going through my C:\ drive with the explore window).  It would seem that my WM likes to path to the VirtualStore kernel, AND lie to me about it.

Edit2: So all things sorted thus far, I just backed up my kernel in the program folder, and moved the one in the virtualstore to the program folder, that worked so now I have the edited kernel in the right folder.  Everything I've done so far with WM has finally been applied to game, and HOPEFULLY I can get the damn thing to realize I want it to open that kernel now.  Thanks for the help guys :).  Strangely, I can't seem to get it to STOP attempting to edit the VirtualStore kernel though :\. Guess I'll just have to manually path it for now.

Edit3 (this is getting out of hand): Ok now I'm confused..... WM is Creating the kernel in the VirtualStore folder....? Even stranger, I now can't even manually path to the Kernel in the program folder.....

12
So, I'm having a bit of an issue....

Nothing I've done in wall market is currently working.  I've reloaded WallMarket and used the kernel I edited, and the things have changed in WallMarket still, I clicked the "Create KERNEL.BIN and KERNEL2.BIN" and in game, nothing changes...  I don't know if there's a different method, but when I was editing this all on my old laptop, but now I can't even steal the kernel patch off there cause the battery died and I lost the power cord to that xD.  I've tried this before, after I got the gldriver and ff7music and whatnot running.  It messed up so that every letter tried to be in the first character (letter) spot for each line of text.  So I uninstalled and reinstalled the game and I'm doing this on a vanilla install of FF7 at this point, the only thing I've touched is the KERNEL.BIN, and everything I've done is only changed in WallMarket, nothing's changed in game.  I've even checked the "VirtualStore" folder kernel, it's the same as the kernel in the program files folder.  It's changed in the kernel, but not in game.... I don't know what to do anymore :\

13
Completely Unrelated / Re: I'm in love with this man
« on: 2011-07-27 06:18:00 »
People need to stop trying to define "emo" cause everyone uses they're own definitions to slang words, and as such, it means something else to everyone.  It's a word, and to me personally it designates whiny, stupid, posers who have the same generic haircut.  They're all a bunch of pushovers who try to defend themselves, but have no real redeeming qualities, so it just makes them look like the sad excuse for life that they really are.

14
Team Avalanche / Re: Midgar Remake
« on: 2011-07-26 02:43:49 »
I meant 1 pillar each, as in the pillars like the one that's blown up (which causes the loss of sector 7? or 8? cant remember).  Seems kinda stupid to have only that pillar supporting the plates....

15
Work in progress usualyl means there's not going to be a DL link for a while.

16
Completely Unrelated / Re: Mako Reactor remake WIP - CE3
« on: 2011-07-25 05:30:01 »
Damn you're quick!  And definitely quality work.  Lookin real good :)

17
Team Avalanche / Re: Midgar Remake
« on: 2011-07-25 05:18:28 »
Well, that was corrected in the AC version I beleive, it sits on 1 pillar support but also has several other pillars with scafolding all the way to the top providing extra support.
Thought AC happened mainly in some other town just outside Midgar?

18
Team Avalanche / Re: Midgar Remake
« on: 2011-07-24 15:35:53 »
Is it just me, or does Midgar seem like a bad idea for a city? Like why on earth would you make a city in the air that's in 8 "slices" and all 8 of them are held up by 1 pillar each?  That's like ASKING for something bad to happen.

19
Oh yea, I guess Neo Bahamut and ZERO do too... but no one cares about any of them except the original Bahamut >>

(Side note: anyone else wonder why in ONLY FFVII Compilation there's multiple versions of Bahamut?)

20
So I am reading this and getting more and more curious. Obviously A LOT of talented modders out there so I am going ask something that may not be do able..... Why  not make it work like a normal summon I.E. like Knights of the Round or Odin where when you activate the move it changes the backround to the swirling clouds?? Then when the move is done it reverts back to normal. Quite honestly I would love to see people performing the SuperNova against a chocobo or something that cant defend itself! :)
Wouldn't that technically not work? I mean the only summon that actually changes the scene is KotR.  All the others have a summon creature appear and do something to the enemy that uses the same scene you're already in.  It doesn't change the background at all does it?

21
I see, I just put it in general because I didn't know where exactly it would go.  Wish I knew hex editing better :\

22
Disregard this, I found the thread I originally found the spreadsheet :).  I love these forums.
Hey guys, been a while since I hit the FF7 modding scene.  I remember once finding a database that held all the attack animations decimal values on it.  I'm currently in the making of modding my own FF7 to fit my tastes more (Screw you KotR) and I'm replacing some materia with other custom ones.  I have since lost the database that I was using to change the attacks in Wallmarket, and I can't seem to find it anymore.  I know someone posted it on here at one point, but search hates me and doesn't seem to want to find it.  If anyone could help me out I would love them, forever.

Also, if anyone knows of a way to put 3 summon monsters on one summon materia, that would make me happy, but that's a dream, and I don't know if it's possible.


23
So... I read somewhere there's a workaround for this for Win7 Machines, but I can't make it work, and I can't find any other solution. This Would be a nice program to run, but my Win7 Ultimate won't run it :(. Anyone got any ideas?

24
Man... It's been a while since I've been around >>

Anyway, just stopping in this topic to see if progress was going well on this.  I'm glad someone is showing the PSX version some love.

25
Archive / Re: [WIP] New Save Crystal
« on: 2010-07-04 17:51:56 »
Wow you really made the save "crystal". Although I think its missing something because I don't get the relation of that crystal to any part of the game.
But if you think about it, what relation was the other save point to any other part of the game? It was hardly even considerably a crystal. Which as an item it was called a save crystal.

Side note: I thought it would be kinda neat if we could remove the restriction on the save crystal item from being only useable in the final dungeon to being used anywhere thats not the world map. And give them as certain boss drops or something, or even an ultra rare encounter against a very hard enemy, so that you could in essence create your own save points against bosses you have a hard time with. Would be really cool to implement into a hardcore mod. (This is just me talking about random crap, if this is already done right on. If its already been suggested and denied or deemed not possible, I'm sorry for bringing it up.)[/rambling]

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