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Messages - Silent Warrior

Pages: [1] 2
1
Releases / Re: [REL] FF8 Rephrased
« on: 2012-01-27 06:55:46 »
Oops! Should be fixed now.

2
Prince Lex: Is it at all possible to disable the laptop speakers from Windows? Reducing the available options, don'tchaknow. (There must be some Use this device/Don't use this device option somewhere.)

3
AESamuel: If you have a mod that alters field screens (flevel.lgp), my guess is that this is what is to blame. If that's not the case... maybe you SHOULD go and try one? :)

4
Releases / Re: FF8 Rephrased
« on: 2012-01-21 12:44:56 »
I think I'll forgive myself if I bump this: I have achieved release! R2, finished playthrough and adjusted the bad bits I came across. It won't get any better without comments and suggestions from other people.

I updated the first post to reflect most of the news, but... BUMP! :evil:

5
LemonJuice: First time I've ever heard of something like that. Maybe your ISP or firewall blocks it, for some reason? Or maybe the site's security settings block your browser? Are you using the link provided in the first post in this thread?
Meh, maybe someone can e-mail it to you, if you can't get this sorted. Just present your address in a spam-fighting manner.

Tysterkaar: Those instructions refer to an outdated version of the driver. Doublecheck that you have the latest version (0.7.11), then report back.

6
Hm... I'm not crazy about the BdLink-whatevers that keep failing, but I'm going to ignore it on account of not knowing jack about that.
Try a different resolution, e.g. 1024x768. 640x480 is quite low - I can't even set my monitor that low, 800x600 is the lowest available to me.

7
Either ask the mod's author, or consult the readme. This topic is only about Aali's driver - questions about mods and other tweaks are best asked elsewhere.

A generic hint for using the mods dir option in ff7_opengl.cfg is another thing, but I don't feel familiar enough with it to offer any insight, sorry.

8
I don't know if this justifies a near-double post, but I adjusted some numbers in the bloom shader. The UI doesn't light up like a Christmas tree with this one. It isn't tuned obsessively, so there's probably still room for improvement, but here's an alternate take on the bloom2.post:
Code: [Select]
// very simple bloom shader, shamelessly stolen from http://myheroics.wordpress.com/
// Further tweaks to suit FF8 PC made by Arve Eriksson

uniform sampler2D tex;
uniform float width;
uniform float height;

void main()
{
   vec4 sum = vec4(0);
   vec2 texcoord = vec2(gl_TexCoord[0]);
   int j;
   int i;

   for( i= -4 ;i < 4; i++)
   {
        for (j = -3; j < 3; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.12;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.008 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0055 + texture2D(tex, texcoord);
        }
    }
}

9
I have a number of crashes I'm having trouble sorting out. They happen at the same spots, and only with this driver. (I installed FF8 on another computer, no mods, and it works like it should.) Forgive me if I'm hesitant to upload the crash dump - it's a whopping 70-ish Mb, after all. On your say-so, though, I can upload it to Mediafire.
app.log:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English (Nvidia)
INFO: NVIDIA Corporation GeForce 9600 GT/PCI/SSE2/3DNOW! 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1280x1024, output resolution 1280x960, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
INFO: main program link log:
Fragment info
-------------
0(43) : warning C7050: "texture_color.xyz" might be used before being initialized

MATRIX INITIALIZE
INITIALIZING SOUND...
  initializing direct sound
  EAXDirectSoundCreate
  creating primary buffer
  initializing audio data
  OK
  initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: SB Live! DirectMusic Synthesizer [A800]
GUID={0xc6402642,0x888,0x11d3,0xbd,0x6b,0x0,0x0,0xe8,0x4e,0x5d,0x7}
PORT 1: SB Live! Audio [A800]
GUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}
PORT 2: Microsoft MIDI Mapper [Emulated]
GUID={0x2c0eab2b,0x8f6c,0x4373,0xb0,0xec,0x9b,0x49,0xe1,0xb7,0x9b,0x5d}
PORT 3: SB Live! Synth A [A800] [Emulated]
GUID={0xeb26be56,0x9394,0x40f4,0x9d,0xef,0x1e,0x52,0x81,0xb0,0xc9,0x60}
PORT 4: Microsoft GS Wavetable SW Synth [Emulated]
GUID={0xf54cc91a,0x3007,0x4da8,0xb1,0x7b,0x27,0xb6,0x63,0x4f,0x1b,0xb3}
PORT 5: SB Live! Sw Synth [A800] [Emulated]
GUID={0x6b0476e4,0xaa6f,0x4097,0xa0,0x74,0xa9,0x4c,0x30,0x1c,0x5b,0x11}
PORT 6: SB Live! Synth B [A800] [Emulated]
GUID={0x637c9468,0x2698,0x42ac,0xad,0xa0,0x35,0xcd,0x5b,0x8b,0x5f,0x4c}
PORT 7: SB Live! MIDI Port [A800] [Emulated]
GUID={0x8685e038,0xc53c,0x445b,0x99,0xf8,0xbb,0x63,0x21,0x94,0x1f,0xde}
PORT 8: SB Live! MIDI Port [A800] [Emulated]
GUID={0xf21d8fae,0xfd9,0x406d,0x88,0x44,0xc2,0x83,0xe8,0x88,0x6b,0x46}
PORT 9: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
    SB Live! Audio [A800]
  Port1 supports XG data
BinkClose
GLITCH: missed palette write to external texture data/eng/menu/icon
SdMusicPlay ()
sd_music_play (number=0, song_id=79, volume=0)
midi_play...
Stopping Performance
Loading DLS...
Playing Segment
midi_play successful
MIDI stop
Can't open file: \ff8\data\eng\field\mapdata\bg\bgmon_5\bgmon_5.sfx
SdMusicPlay ()
sd_music_play (number=0, song_id=27, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=5, volume=127)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
GLITCH: unsupported texture format
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=1, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
MIDI stop
sd_music_play (number=0, song_id=27, volume=127)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=5, volume=127)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
GLITCH: unsupported texture format
MIDI stop
sd_music_play (number=0, song_id=27, volume=127)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=13, volume=0)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
GLITCH: unsupported texture format
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=1, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
MIDI stop
sd_music_play (number=0, song_id=27, volume=0)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
SdMusicPlay ()
sd_music_play (number=0, song_id=65, volume=0)
MIDI stop
midi_play...
Stopping Performance
Playing Segment
midi_play successful
ERROR: unhandled exception

ff8_opengl.cfg:
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 1024
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = seed

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = on



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2min.post
enable_postprocessing = yes



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes


## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# show every failed attempt at loading a .png texture
show_missing_textures = no
disable_popup = yes
And now I've discovered another bug/random glitch in FF8: Eyes. With this driver, Quistis's eyes always semmed to be closed in the beginning, even when I remember they should be open. It's a small thing, but eventually solving it adds polish.

[Update]
Updated with the latest crash information - this time when you meet Ellone at the Training center.
I'm declarin' this to be untenable... Too many random crashes. I'll continue with an unmodified install on another computer (powered by ATI - curiously, FF8 must be the only game ever to actually benefit from their morphological AA), while keeping an eye on how this is coming along.

10
Releases / Re: FF8 Rephrased
« on: 2012-01-11 09:56:44 »
Compared to FF7 PSX, no argument whatsoever. BUT: The translation didn't seem to be fully spot on, in my eyes. So, I've tinkered a little bit. Made the main characters more dynamic (some regularly recurring manner of speech has been adited, like Irvine's 'So like', Squall's '...Whatever', Fujin's all-caps speech, Raijin's '..., ya know!?'), moved some commas around - most of it is in the readme, though.
Rephrase is a key term here.

[Update]
KNOWN ISSUES:
Opening hours for Balamb Garden's training center was mysteriously misplaced. Until someone tells me what those hours are, the coming R2 will say that it's 'always open'.
There is also a spot I would like to edit when you first meet Selphie, and when you speak to the card guy at the walkway leading to the elevator, but I can't seem to find them in Garden...
Some screens I haven't been able to find in the editor - such as the walkway leading from home room on Balamb Garden second floor to the elevator - so I have, sadly, not gone over 100% of the game text, and I doubt I'll be able to. Nevertheless, I'll make sure this turns out as good as I can make it.

Discovered some more imperfections. Another version will be prepared.

[Update, 18/1]
WARNING! Through unexpected circumstances, R1 makes a terrible mess of the text at the Orphanage where Edea discusses how to approach the White SeeD ship, and where it may be. The events trigger as they should, but the text is just... FUBAR. R2 should fix this - as well as fixing up some screens I thought were forever hidden from me.

I'm now up to Lunatic Pandora in my playthrough - goin' just fine.

11
... Oops, didn't think of that.

12
austin: It's sort of difficult to say something useful, since you don't tell us what kind of file you're trying to open. (Or how; Did you get this in-game, or double-clicking a file in Windows?)
Either way, my generic response in this context is to make sure you have WinRAR and 7Zip installed. Another possibility is that your download failed, in which case you'll have to try downloading the installer again.

13
I'm trying to troubleshoot this (made a separate topic in Troubleshooting, if you feel this is a classic hi-jacking - it'll be recent, but a search on my alias should also work)... Does anyone have any ideas? It seems there is a problem with the sound, or whatever comes next. I get a crash, plain and simple - no warning in APP.log, no prompt, just the Windows native Close the program/Search for solutions online...
The troubles I had before (Remix) had something to do with the FMVs. I wasn't able to troubleshoot it further than getting a hint that something wasn't right with the h264/AAC-combo - which I'm pretty sure is not system-wide - but at least I got in-game.

I don't know how much information you need for this, but here goes:
Win7 64
4 Gb RAM
ASUS Xonar D2/PM (no DSP-mode active)
Powercolor HD 6850 1 Gb
Install dir: C:\Final Fantasy VII
Compatibility: WinXP SP3 (seems to happen as well in XP SP2 and no compatibility - Win98 won't even reach the crash with the more recent compatibility modes)

Nnnnnever mind me, the problem went away - some more cutscene packs apparently did the trick.

14
Releases / Re: FF8 Rephrased
« on: 2012-01-01 17:39:18 »
I wouldn't go THAT far... Consider it a second editing pass. I only worked with the original text, after all - I'm struggling to even determine which is up and down in Japanese writing.

15
Troubleshooting / Re: Sqlogo crash, no videos???
« on: 2012-01-01 17:35:58 »
*Groan*
Okay, Bootleg is now installed, if perhaps not quite perfectly, and now the game crashes while the sound is initialized... With FF7Music, it happens after sound is initialized (log line reading 'sound initialized'), with FF7Music commented out it happens after MIDI is initialized... Right, I'm taking this to the Bootleg topic. Close/remove/point your fingers and giggle at this as you desire.

[Edit] ... WHY THE #¤&¤${€ does everything have to be so weird?? I just reapplied Bootleg with a few more 'enhanced movies', and everything works! Well, the music doesn't, but I'll hammer it into submission. No more problem, it seems...

16
FF7 (en) 1.02 + Remix with FMVs
Win7 64
Radeon HD 6850 1 Gb
4 Gb DDR3
ASUS Xonar D2/PM

I don't know how much else you need, anyway - this seems related to codecs... I couldn't find any other topic that seemed to deal with this problem. But let's go from the top.
I'm in the process of downloading all the stuff I need for the Bootleg 036 installer, so this might not be an issue for long, BUT: When I install FF7 Remix (not in the default location: C:\Final Fantasy VII, shortcuts and registry entries corrected, not using the batch files to launch the game on account of always losing my ff7input.cfg) and run it, I get a crash ('Oops! Something bad happened...'), and the APP.log suggests there's a problem with sqlogo.avi. Alrighty. Rename, make an empty text file named sqlogo.avi, no more crash!
But then I discovered I don't get any FMVs AT ALL - they are found in the proper path, but all I see in game are big red text blotches informing me that the movie couldn't be opened. The appended log comes from a run where opening.avi crashes. Maybe h264/AAC is the problem? Has anyone solved this by using some codec pack or other? Or NOT using codec pack x? I don't really know how the bundled FFmpeg movie plug-in works...

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. AMD Radeon HD 6800 Series 4.2.11318 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x1024, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r19334, Copyright (c) 2000-2009 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
ERROR: couldn't open movie file
ERROR: couldn't open movie file
set music volume: 127
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
INFO: C:\Final Fantasy VII\Data\movies\opening.avi; h264/aac 1280x896, 15.000000 FPS, duration: 119.533333, frames: 1793
ERROR: unhandled exception

Oh, right, I forgot about this little thing: There is absolutely no change when I set the movie directory to the one on the CDs. It doesn't sound like the CD is even accessed, although I have to confess I'm sitting with headphones on listening to something else entirely. What in the blazes is up?

17
Releases / [REL] FF8 Rephrased
« on: 2011-12-29 18:12:45 »
Hm, well, I don't know if it is quite alright to start another topic on this, but now I seem to have a release ready. Dump contents in [FF8 Main dir]\Data - MAKE BACK-UPS! You might even want to consult the readme.

My aim with this was to touch up on the text, maybe rephrase it in ways that make the characters seem more real, human, and not so much poorly translated plastic action figures. :) I mean, the general work put in by the paid pros wasn't all that bad, but the editing work left a lot to be desired. Some '... Whatever's have been replaced with something else entirely, though along the same line of thinking, punctuation and spaces have been brought closer to the text-book English they taught me in school (weeell, I'm actually swedish, butlet'snotgethungupondetails)... What else did I do...?

This is the first release, RC at best, and I haven't tested it myself yet (not played through from start to finish), but I'm fairly confident in the quality of my work. Besides, if I missed something, or made a mistake, the more eyes going over this the better.

Happy new year, ya?

Part 1
Part 2

[Update]
Now on Mediafire!

[Update, 21/1]
Official release! I have played through the game with my tweaks/fixes in place, and after sorting out a few misses, inconsistencies, and what I hope was a decompression brainfart, I consider this project complete. Unless someone reports a mistake, or whatever, this is the final release. Links are updated - now compressed with 7-Zip. Enjoy!

18
Well, that depends on your system, and possibly whether or not you have any codec pack installed.
I believe the version in the first post is indeed the newest, yes.

19
Archive / Re: [REL] Vincent Boot Fix
« on: 2011-07-14 18:17:01 »
Hm... Shoot an old Swede for having been out of the loop for a bit, but... how am I supposed to install this?

20
General Discussion / Re: Defend Animation?
« on: 2011-05-25 09:05:59 »
:? I'm... not sure I understand what you mean, and I don't have FF7 installed at this lil' laptop. Are you talking about adding/modifying a character animation? Or a menu-item? Can you give more explicit examples of what you hope to achieve?

(My guess is you're talking about something like FF9, but I never was the best guesser.)

21
If you still get this problem with the disc in the drive, you might have to verify that the registry-entry is pointing to the correct drive. Not the brightest move to put the path to the data-drive in the registry, but there you go. I'm currently on a machine running only Linux, so I don't trust myself to navigate the registry for you, but search for 'datadrive' or 'Square Soft, Inc' (or only 'Square') and you should get there eventually. It'll be one of several keys in the right pane.

22
General Discussion / Re: The Squall's Dead Theory
« on: 2011-03-22 10:15:53 »
Meh, I always just figured Square's authors couldn't be arsed with making something more coherent. And the plot-twist creep, inventing new threads to follow up, possibly to make the game easier to balance(?)... But, hey, good head-exercise.

23
Completely Unrelated / Re: Best breakup ever
« on: 2011-02-05 14:51:46 »
What... the...? Um, I fear I'm constitutionally incapable of finding this entertaining in the slightest.

24
I remember getting royally owned in Shining Force 2 - never been a tactics-guy. As such, I have tremendous problems with every strategy-game ever made. Hm... I wonder if perhaps Independence War/I-War is the most absolute difficult game I've ever played? I'm not usually THAT badly owned in space-flight games, but then, it relies on tactics and imagination.

Or maybe it's Lock-On or Falcon 4[variant x]... The Myst-series doesn't count, does it?

[Edit]
OT - Heh, sweet, just noticed I'm a 'Cool newbie'! 8) Well, gee, I've only been poking around here since Jenova was in development, first dipping my toes in FF when FFVIII PC was still somewhat new... :roll:

25
Mirenheart: If I wasn't busy laughing myself to bits, I'd have to strangle you for linking to that Kefka-pic. :evil:

But, on topic... Hm... Shining Force 1-3 - the whole pack. Simple gameplay (some would consider the lack of customising a downside - to them I say MEH!), but I liked the hell out of it. Also, not counting Jogurt (... if you don't know, do NOT ask), there's a complete lack of Palmer/Eiko/Selphie/Yuffie/Heidegger. Howzat, eh?
Wing Commander Privateer would be nice, but I've lost count of how many mods and game-engines have been brought to life for this purpose... but they ain't good lookin'. :)

ALSO: Regarding FF6-remakes... Has anyone picked up Neverwinter Nights 2 and Storm of Zehir? With that party-system, you already have that part essentially in the bag. Scripting should allow for a fairly accurate rendition of those put-the-moogle-groups-wherever-to-block-the-nasty-soldjurzz-minigames, if one would bother - or just leave it alone, and have the player forced to run all over fighting groups of soldiers real-time, with someone basically defenceless to protect in the back (INTENSE!)... Quests finally giving XP, or whatever you like... If doing a multiplayer version, you could even have different starting points for each character, going through their backgrounds before Tina turns up in Narshe, or whatever. Sort of run into each other real-time. I... should stop writing now. I have that game installed...
Well, the special attacks (Blitz, Swordplay, Rage) would require some Feat-hacking and a half, of course, but isn't it theoretically possible? OK, so NWN2-SoZ is AD&D, but - it r haz w0rldmap! (And all the bugs you could shake a stick at, some lawsuit I haven't heard much about lately, etc.)

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