Author Topic: STICKY: 2D Overhaul & WMRP *OFFICIAL PROBLEM THREAD*  (Read 305450 times)

sl1982

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #275 on: 2010-12-19 23:19:55 »
Normally that is all it takes. You must have something wrong with your setup. Please post your ff7opengl.cfg and app.log

Soul

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #276 on: 2010-12-20 08:56:16 »
Here's the ff7_opengl.cgf
# ff7_opengl-0.7.9b 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 FF7
# 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 = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = no

# 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 = none

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

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 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 = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



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

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## 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 = no

# 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 = off

# 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

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

# YUV fast path shader
yuv_source = shaders/yuv.frag



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

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

Where can I find the app.log? Is it in the ff7 directory? The one with the APP file name that can be opened with notepad? If that is it, here it is.

INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce Go 6100/PCI/SSE2/3DNOW! 2.1.2
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.

By the way, I dont know how to do the one with the scroll thing if you want to post long messages. So if any moderator see this, kindly edit and put it that way if it bothers you. Or you can just tell me how to do it.  ;D

sl1982

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #277 on: 2010-12-20 10:49:46 »
Change the line in ff7opengl.cfg that says this: ' mod_path = none' to 'mod_path = avalanche'

Soul

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #278 on: 2010-12-20 12:53:18 »
Still, no change. One question. Should I have an avalanche folder inside my mod folder in the ff7 directory or not?

sl1982

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #279 on: 2010-12-20 20:18:45 »
Still, no change. One question. Should I have an avalanche folder inside my mod folder in the ff7 directory or not?

Yes you should.

Soul

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #280 on: 2010-12-20 21:04:42 »
Well, now I see the problem. Coz I dont have an avalanche folder inside the mod folder. Guess I'll just have to reinstall avalanche. Thanks for the help. I'll inform you what happens after I finished reinstalling.

Edit:
I already finished reinstalling the avalanche GUI and I now have the avalanche folder inside my mod folder. But the problem is, the textures when I use some of my spells still doesn't work. And the font and hand thingy looks really dirty in a 640x480 resolution. So, is there a way which I can make my spell textures work but not put the fonts and hand locator thing? Or is there a way to make the fonts look cleaner?

Edit:
I also tried copying the files from the texture folder to the avalanche folder but it seems that it has no effect. Still not working. Also tried to reinstall the avalanche low res. Coz I play my ff7 in a low res. But still, it shows that the texture cannot be converted. What should I do next?
« Last Edit: 2010-12-21 21:17:36 by Soul »

Soul

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #281 on: 2010-12-21 22:06:17 »
~Bump

Guys, I need help. Problem is above this post. If someone knows what to do, I'll gladly listen to your advices.
« Last Edit: 2010-12-22 13:05:54 by Soul »

sl1982

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #282 on: 2010-12-22 17:11:43 »
The textures folder should stay where it is as it is not converted to modpath. As for why it is not working are you sure it isnt? Since 640x480 is the original resolution of the game any differences would be hard to spot. Also there is not much point in using the mod if you are going to be using this res. The only thing that may benefit from it is the new barret model.

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #283 on: 2010-12-24 05:47:30 »
Well, I'm pretty sure its not working. And I think I did what the instructions told me to. I tried reinstalling the GUI and the Low res Installer. Also, I did the mod_path=avalanche thing. And it did not help either. And I am playing at 640x480 resolution. And I did not move or touch the texture folder. It is at the ff7 directory. I don't know what I did wrong. So, What am I suppose to do?

sl1982

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #284 on: 2010-12-24 17:22:04 »
Honestly I have no idea what is wrong with your install. Post the whole contents of you app.log. It may be able to help determine the problem.

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #285 on: 2010-12-29 03:05:17 »
Hi, I dont wanna sound like a dummy or nothing. but I can't even get this to install. It says "Aali's custom driver is not installed, or not installed correctly." ect. I downloaded and installed the latest of Aali's and am tryin to install the latest hi res avalanche. When I run FF7Config.exe and go to Graphics I get the "Self test passed!" msg so...whats the deal?

I've also installed PRP if that has any relations.

sl1982

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #286 on: 2010-12-29 03:38:16 »
Run ff7config.exe as administrator.

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #287 on: 2010-12-29 05:02:19 »
wooow. computers will always make no sense. lol thanks a lot for the help.

During installation it was unable to open some file(unglp.exe I think). I clicked retry and it went on so hopefully it worked ok.

Soul

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #288 on: 2010-12-29 06:53:04 »
Well, here's the dirty thing im talking about. I run the game at the default resolution which is 640x480 and i get this.


about my app.log, here it is when i use spells which causes some texture missing glitches.
INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce Go 6100/PCI/SSE2/3DNOW! 2.1.2
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
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!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
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
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
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# 225
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
GLITCH: missing external texture: Spells/fire2/faiga_2_00.png
GLITCH: texture conversion error
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
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
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

Hope this helps.

sl1982

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #289 on: 2010-12-29 13:04:51 »
Use GUI v2.0

Soul

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #290 on: 2010-12-30 07:09:01 »
I am using GUI v2.0. It is the one which can be found in the official releases of avalanche right? The GUI v2.0.5?

sl1982

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #291 on: 2010-12-30 12:59:52 »
According to that screenshot you are not using it. Try to reinstall it.

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #292 on: 2010-12-31 02:08:24 »
hello Sir!

Its me back from...
nevermind..

Ahehehe..I just want to ask for your help on this. Since I was browsin this thread and noticed about the seffects issue...and all. But I was wonderin if I use this MOd with The Remix patcher of Titeguy would there any be problems?

Because I tried one this things:

1. Remix patcher installed
2. replaced old Driver with New one
3. Installed Beta 9 Hi rez (  didn't install the GUI because I have problems with DLing with Megaupload ) wonderful with google though....
4. installed FFVII music (  tried a workaround to this so I can use the OGG's)

then a lot of messages appeared (glitches, error with TIFA.t09...movie not playin...)

I'm really confused?....What should I do? Did I do somethin wrong with your Installer? Coz when I didnt use your new version..everythin went great up until the Part when You fight Airbuster...before He meets Aerith..It suddenly Hangs...

Pls. help!

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #293 on: 2010-12-31 05:55:56 »
Well, when I installed it, here's the steps that I have done. First I installed the GUI. Then applied the low res patch. Must I apply low res patch first before using the GUI?

Edit:
Well, I tried reinstalling the GUI like you said. And this happens. Any ideas?








Here's my ff7_opengl

# ff7_opengl-0.7.9b config file



## USER OPTIONS ##
mod_path = avalanche

# set the window size (or fullscreen resolution) of FF7
# 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 = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = no

# 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 = avalanche

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

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 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 = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



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

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## 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 = no

# 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 = off

# 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

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

# YUV fast path shader
yuv_source = shaders/yuv.frag



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

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

And here's my App.log

INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce Go 6100/PCI/SSE2/3DNOW! 2.1.2
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
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!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
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
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
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# 225
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
GLITCH: missing external texture: Spells/fire2/faiga_2_00.png
GLITCH: texture conversion error
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
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
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

Hope this info helps.
« Last Edit: 2011-01-02 11:27:49 by Soul »

Soul

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #294 on: 2011-01-02 21:37:18 »
*Bump. Help? Anyone?

sl1982

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #295 on: 2011-01-02 23:37:51 »
Turn on fancy transparency. And stop bumping a stickied topic.

Soul

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #296 on: 2011-01-03 09:34:04 »
Well, turning on the fancy transparency fixed the thingy, but not the missing texture glitch. So, what next? And i'm sorry about the bumping. Will not happen again.

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #297 on: 2011-01-06 08:02:05 »
guys i am having a problem with diamond weapon.......whenever a part of diamond weapon appears on the screen, my game starts to lag like hell and you definetly dont wanna know what happens during the battle against him so i wanna know is it a problem with my computer or is it with the game? if so, how do i fix it?

here is my config

# ff7_opengl-0.7.9b 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 FF7
# 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 = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = no
# 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 = avalanche

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

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 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 = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp



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

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no


## 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 = no

# 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 = off

# 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

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

# YUV fast path shader
yuv_source = shaders/yuv.frag



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

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

Soul

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #298 on: 2011-01-06 08:53:26 »
I also noticed that when I change the mod_path to mod_path = avalanche, the hp bars, limit bars, and the fonts will not be changed. As when I change in back to mod_path = none, the hp bars, limit bars, and fonts will change. Is this normal? Coz in my avalanche folder, I only have cache folder, flevel folder, and menu folder. Should I put the folders in the texture folder in my avalanche folder to apply the changes?

sl1982

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Re: STICKY: 2D Overhaul & WMRP *OFFICAL PROBLEM THREAD*
« Reply #299 on: 2011-01-06 10:51:40 »
No they should be in the modpath folder. If it is not working properly for you I do not know why.