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Messages - cmh175

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701
Troubleshooting / Re: Error: GL Out of Memory
« on: 2013-07-26 13:52:16 »
I'm resurrecting this thread as it's an unresolved issue and still relevant.

So It's been said that aalis driver has a memory leak and that's the issue. Is that what's pushing it into a crash though or is it other factors? It was suggested that pbo and vbo could be the cause.
Quote
"ERROR: GL_OUT_OF_MEMORY"


http://forums.qhimm.com/index.php?topic=13212.msg202782#msg202782
http://forums.qhimm.com/index.php?topic=13212.msg203060#msg203060



On the other hand though it could be the exact opposite. They work fine and it's post processing.

Quote
This is worth discussing. I know for a fact cmh175 is on an Nvidia card. This GL out of memory thing is Nvidia related maybe? But in the second link Kompass posted, that guy says he had postprocessing on. Cmh you aren't running post-processing are you? My Radeon card will try to do it, says it's working, makes no improvement and drops my fps considerably if I also have Anti-Aliasing forced on.

Edit: Wow... OK yeah, I'm gonna put something about this in the FAQ. VBO and PBO should work perfectly on NVIDIA cards, even while using texture-caching. Post processing is not working right now, and it probably will cause a video related crash on either card.
« Last Edit: Today at 04:10:44 by Template »

I've gotten this a few times and I think I had all performance boosting options checked other than post processing since I disable the shading in the plugins tab. 1920x1080, full screen with preserve aspect ratio off as well. For anyone else experiencing this what are your settings in relation to mine?

702
FF7 Tools / Re: 7thWrapper
« on: 2013-07-26 13:32:18 »
So if I point the the launch also feature to the .bat what would that do again? Is that to auto mount the game? I've been trying to use it for ff7 music so I only have to launch one program to get everything running. It did open ff7 music, but it doesn't play anything when opened that way. As far as future ease of use and functionality I think this is what we need:

     A way to use auto mount when hitting launch (thats the .bat file yes?
    A way to launch ff7music so that is also works when opened through the wrapper
    If possible a prompt that allows you to change the settings so you don't have to open bootloader to do it.

That may actually be it, short list. Otherwise it works fine. These extra things would just make starting the game easier, particularly for newbies who already have trouble running this stuff.

As for the field refresh, when you say mess things up you mean like freeze the game? We could always beta test it and try to work out the kinks if you think you can write it in. If not we can still use the weapon change feature. No matter where you are in the game you're always about to do something that'll refresh the screen. You'll either be in an area where you encounter enemies, or where you're running into shops and stuff. So it may not show the new weapon right away, but it'll change the second you do any of those things. Besides, would the field refresh even work on the world map?

The error I got was when I changed some settings in bootloader. I had turned on direct mode and pop debug. I was seeing what functions may still work. It didn't seem to like either one. Took awhile to get the error to stop after I restored the settings. That's not a big deal if that's the issue. Direct mode is replaced with the 7thwrapper, and I think it has it's own debug function too right?


703
OK! I think it's just the movie directory is set wrong in the registry. Here's the fix:

1. Open regedit from the start menu search or command prompt.
2. Navigate to HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII in the registry tree for a 32-bit operating system or
    HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Square Soft, Inc.\Final Fantasy VII for 64-bit
3. Locate the key entry titled "Movie Path" and double-click to open a box labeled "Edit String"
4. Replace the filepath with the correct movie path, which will be the movies folder located inside your game install's data directory, not the one in the game directory itself.


Are you sure? That maybe backwards. After running bootleg I found updated fmvs in the movie file in the games install file and the 2012 re-releases original videos in the data\movies file. That's actually where I copied them from so I could remaster them. When I copy the completed fmv pack into a fresh install I put it into the ff7\movies file and it's always worked. Is that the way it should be or am I an anomaly?

704
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-26 13:13:07 »
Quote
Edit: @ CNH Do you use PBO and VBO? I know you have a good setup but I forget if you are running SLI?

Me? I do have them checked. Just about everything that said it boosted the games performance and needed a powerful pc and gpu and I switched on. I eventually turned off post processing since it gets unchecked if you change the shading option to disable in the plugins tab. PBO and VBO could be the culprits of the GL error. By the way, further investigating this is a good idea but maybe we should resurrect the original post in troubleshooting. This will start gumming up the tutorial thread for new members. http://forums.qhimm.com/index.php?topic=12159.msg168474#msg168474

705
Releases / Re: Improved and added unshaded characters
« on: 2013-07-26 04:38:25 »
Yeah it looks pretty bad ass. Kaldarasha mentioned it looked a little off though. I think it may be the position and angle. That and no one really wears baseball bats on their backs lol. I'll try readjusting it. Otherwise he mentioned maybe having an option of carrying it on his hip like a regular sword. I'll play around with it and find something that makes it really fit.

706
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-26 04:34:05 »
Actually you're probably right about the vbo and pbo. I forgot that when you disable the shading options in the plugins tab I think it unchecks post processing. I haven't used the shading options since I did my fmv mod. They darken the videos some and after spending....too long looking at each video with the color and contrast settings I used they looked off to me. I had v-sync and everything else on the right side checked other than post processing.

707
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-26 03:49:28 »
This is worth discussing. I know for a fact cmh175 is on an Nvidia card. This GL out of memory thing is Nvidia related maybe? But in the second link Kompass posted, that guy says he had postprocessing on. Cmh you aren't running post-processing are you? My Radeon card will try to do it, says it's working, makes no improvement and drops my fps considerably if I also have Anti-Aliasing forced on.

...yes I've been running post processing. It promised me good things. Sounds like that's the issue than huh? It uses up more memory than FF7 can handle. Are the other options like pbo and vbo ok or are they contributing to the error? I was thinking not having these options running in the 7thwrapper maybe why I was getting a delay with the ff7music. I'm not sure though of course, I posted the error code in that thread though.

708
I believe the memory leak refers more to vRAM rather than system RAM. I have never run into the memory leak before, even when playing for hours and leaving it paused over night. I've played with two setups: GTX 460 1GB x2 SLI (I don't believe SLI even benefits?) and GTX 670 FTW 2GB.

That seems odd, too. I have an EVGA GeForce GTX 660Ti superclocked 2gb. This sucker played Bioshock Infinite on extreme settings. It's basically the same as yours with a little over clocking.

SLI has a few options but it's worth using either way. I forget the names but the best option is where you split the frames so each card handles every other frame, or even and odd I guess. It reduces the amount of work by half giving you more fps.

709
Quote
There is a known memory leak with Aalis driver (I think that's where it comes from) and AFAIK there is no solution at this time. Thats a lot of RAM! Generally, you'd have to play for quite a while to see it happen.

Damn you got that down too. I spent over an hour or to looking it up here and on google and found nothing. I figured it was something like that. Yeah it's not something I see often, usually when I sit down to relax and play awhile, not just testing stuff real quick.

I work in IT and get deals on parts so I just maxed out the memory. It just seemed like the thing to do.

710
I just took the time to really look through all of this and I think you covered every single problem I've ever had. These solutions are available but you have to hunt through the forum to find them, which isn't easy if the search function isn't working, and new members usually take about a week and ten posts asking for help before they notice it lol.


I think the only error I've gotten that I don't see is the "GL: out of memory". The game occasionally crashes from time to time and that's the error I get in the app log. It doesn't happen much anymore, but still comes up sometimes. It was mentioned in troubleshooting, but it was never answered. I'd guess memory would refer to RAM, but my gaming rig has 32gb of ddr3 so I'm sure I have more than enough memory. Thought I'd mention that encase this error comes up more.

711
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-26 02:15:15 »
alright, it worked!
Thanks a bunch!
Just one more question though: Maybe I'll have to do it with Yuffie too, right? If that is the case, how should I procede? I'm guessing the files, even though they are for different characters, have the same name and I will be asked to ovewrite them, right? I'll have to choose which one I won't want to be bugged?

Grimmys Yuffie is broken though so make sure you're using Whiteravens. It's an updated version of Grimmys so they look pretty similar for the most part, but it has updates and corrections made to it.

712
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-26 02:06:08 »
Here's what I would suggest. Test the Tifa model cmh175 said to download above and install it in your DIRECT folder. It's good for testing out models individually. And for fixing problems with small mods.
Here's what it will look like doing the process:

notice the field folder files need to go to the direct\char\ folder. The others are named the same. All the files from world go to direct\world\ etc. Don't put the folder in, just the files inside the downloaded folders get moved over.
Once you've done that, load up the game and see if that worked. About Yuffie: I wasn't aware Whiteraven's AC Yuffie was on bootleg40, you may find yourself having to do the same process but with the Yuffie model from this thread.

Directions with screenshots, dude you're the man. My directions tend to be overly vague. Make sure you check direct mode in bootloader first. Yes the direct files will be empty.

~ Ah, Templates got this covered.

713
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-07-26 00:39:01 »
Ok i managed to do a conversion but i end up loosing all of the textures. :-(

ASE seems to convert just about right.



...............But the kimara program can't load it, any ways of getting the textures to port straight over?

Are you using bitturn to convert to 3ds? Bitturn destroys 3ds files, and removes textures. Instal Meshlab http://meshlab.sourceforge.net/ It can convert most formats. If you need to convert a .p so you can load it in Blender then use bitturn and export to .obj.

714
FF7 Tools / Re: 7thWrapper
« on: 2013-07-26 00:25:48 »
Hey so I'm having some trouble launching the .exe. I cant seem to mount the .vhd to \D. My optical drive is the \D, plus for some reason I cant seem to mount anything til E. Does it have to be the \D? I tried the launchff7.exe in the ff7music file but it didn't work. In the games install file there's a ff7_cd.exe, and when opened it says it can change the drive I mount the game to. I told it to use the \D, but when I hit mount in the bootloader it still goes to the F. Reopening the ff7_cd though it says it's changed to D. Crap. Any ideas?


~Ok so solution: I changed the optical drive to F, so when I hit mount in bootloader it goes to the D, and now ff7.exe works when I hit launch on the wrapper. Yay, success! One thing I noticed though is that it didn't launch ff7music as well, so the also launch option may need a second look. Also, about 1/3 times I enter a town the music seems to lag a second, playing the music from the world map for an extra second or two after I'm in the town. This obviously isn't a big thing, but it does grab your attention when you're really used to hearing the song for that town played and it's late. Could that even be related to the wrapper though?

Otherwise it works great. I was wonder where the wrapper gets the games settings, like resolution. I assume that's all still working with the ff7_opengl.cfg right? How many of the settings you can configure in bootloader still work, like v-sync and everything? The shader doesn't but that's not the end of the world. The other options that make the game run smoother could be what effected the music if they're not being used, maybe? If that's the case is it possible to have the wrapper launch through bootloader some how so it applies all those settings? That would also allow us to use the debugging tools. I of course have no idea how either of these programs work though, or if what I just asked is even feasible.


~ Tried again and it does launch ff7music with the game, but it doesn't actually work, no music. If I keep it in Launch also, but turn it on before starting the game it still doesn't work. I also got this error, I think it's from having ff7music listed in the wrapper while also also having it open already. No idea though of course.

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: STATUS_INVALID_PARAMETER: Unable to start process; please check the given parameters. (Code: 740)
   at EasyHook.NativeAPI.Force(Int32 InErrorCode)
   at EasyHook.NativeAPI.RtlCreateSuspendedProcess(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, Int32& OutProcessId, Int32& OutThreadId)
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs)
   at _7thWrapper.fConfig.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWrapper\fConfig.cs:line 176
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
7thWrapper
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///S:/Games/Final%20Fantasy%20VII/FF7%20Mods/7thWrapper_0.15/7thWrapper.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
7thWrapperLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///S:/Games/Final%20Fantasy%20VII/FF7%20Mods/7thWrapper_0.15/7thWrapperLib.DLL
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
EasyHook
    Assembly Version: 2.7.4761.0
    Win32 Version: 2.7.4761.0
    CodeBase: file:///S:/Games/Final%20Fantasy%20VII/FF7%20Mods/7thWrapper_0.15/EasyHook.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



715
Releases / Re: Improved and added unshaded characters
« on: 2013-07-25 23:08:32 »
Nail bat is ready for testing. This only took five minutes so I'll do one more and they're ready to test. Also, does that not look painful as hell to carry on your back?

Ok and now the Apocalypse is ready for testing.

716
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-25 22:49:14 »
No problem it's actually pretty easy. To start you'll need to uninstall the game though. Then go to file>settings and click the download tab. It'll show you what directories are set to install games. Click add library folder and just navigate to the directory you want to use. Probably games\final fantasy vii\ff7 yes?

717
Releases / Re: Improved and added unshaded characters
« on: 2013-07-25 21:30:56 »
lol true there is a learning curve. There's time anyway since we have all the weapons to convert for the field, I'm psyched to see that.

718
Releases / Re: Improved and added unshaded characters
« on: 2013-07-25 21:17:40 »
I saw those in the unshaded file too though. I think some of them may have been transferred over to the base models. When you run 7thwrap with base models unchecked are the guards the original vanilla?

If that's the case is it possible to reorganize it so the base models are solidly just the original npcs and stuff, like what you'd get from a bootleg install, and put everything that's new into the unshaded option? Not only would that allow you to pick your own base model option in bootleg but it would also organize these better so you know what each option is and what it does.

719
FF7 Tools / Re: 7thWrapper
« on: 2013-07-25 20:53:54 »
I didn't expect that release until at least tomorrow, awesome man. I'll check it out and see if it loads the .bat file for me so it's just launch and go (that's the option part you mentioned right?) I'll convert some weapons for testing this evening so we can try that out.

Template....I'm just....I'm at a loss for words, my mind just blanks. What the hell is that lol?

720
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-25 19:00:58 »
Tifa with white squares... What model is this...? AC Tifa? Try installing Whiteraven's Tifa instead if that's the only issue you've got going, I think AC Tifa AND Yuffie may have problems off boot40.

Yeah there's a problem with Grimmys Tifa and Yuffie models. Yuffie will crash the game, so use Whiteravens. Tifa will work but for some reason the version included with the torrent just loads the prp model, so download the one from the mod lists here: http://www.mediafire.com/download/aa97buhbke72ohg/JKA+Tifa.7z and over write the file in your ff7 mods folder. It'll now install Tifa when you rerun bootleg.

721
FF7 Tools / Re: 7thWrapper
« on: 2013-07-25 16:23:50 »
I'm not sure, that's a tricky one. If we were altering the mod then releasing it as our own definitely, but in this case we're just converting them for the 7thwrapper and adding them to the field. A pm to the author as a courtesy isn't a bad idea though.

lol that does sound awesome. I'll get on that, I'll use the ones in the unwrapped package I have so their straight from the battle model. I'll also do the original carry "blade down" and twisted carry "blade up" options. I think thats.....20 weapons total? Awesome, I'll post pictures after I get a few done and get these to Kaldarasha so he can make adjustments to them.

722
FF7 Tools / Re: 7thWrapper
« on: 2013-07-25 15:46:00 »
Do you mean Buster sword wise or all of his other weapons? I sent Kaldarasha a field version of the CC sword that was missing which maybe the last Buster sword variation. Otherwise I can do what evers left. The others like the nail bat and Ultima weapon are doable, and mostly use the same texture too I think, just a lot of converting. Let me know and I'll add them to the list.

I do have a question though, with that option in place will it read the weapon id in the kernel at all? I personally alter mine so I just use the buster word as the other weapons.Probably not, otherwise I'll just fix it in a char file for the wrapper.

723
FF7 Tools / Re: 7thWrapper
« on: 2013-07-25 14:41:49 »
Hey some ideas: It would be nice to swap the sword model on clouds back depending on the sword he has equipped (maybe Tifa and Barret, too).
The next thing is, I would like to make different models of Lady Cloud depending on the key items you get.
At last it would be nice to have a, tool, which could read and show me the game variables in Hex and in the way, they are shown in Makou Reactor.

Your solution of just mounting the iso as D: and using the ff7.exe in the game folder sounded pretty good for now. Wow how many exe does this thing have lol. I'll try the ff7music\launchff7.exe if that doesn't work.

I thought the first thing had been done with Cloud. The only sword I saw that wasn't included in the field is the CC one I think (dark black looking one, think it was the last option maybe). I made a field model with that sword, I could send you the .p and tex file for it if you'd like to add it.

For Barret and Tifa do you mean changing their appearance based on their equipped weapons? That would be a cool feature to include but I don't know how noticeable that'll be for Tifa, and I actually alter my kernel so Barrets weapon id match his default weapon. I don't really like the others, I actually do the same with cloud too.

The cross dressing idea is awesome. Like showing a difference if you either get the nice wig or the one out of the guys jockstrap.

724
FF7 Tools / Re: 7thWrapper
« on: 2013-07-25 14:04:37 »
Sounds good to me. Adding FF7Music is a great feature too. That'll save a lot of questions and troubleshooting for anyone who doesn't know how to launch this stuff outside of bootloader. When it's ready I'll try it out and see how it works with the .bat file. Mine currently wont work without mounting it myself so it'll be a good test to see if that works.

725
Releases / Re: Improved and added unshaded characters
« on: 2013-07-25 13:57:23 »
Indeed, that is awesome. Saves me about ten minutes of work swapping models. Ok cool thanks, just wanted to make sure I wasn't leaving out anything necessary. Have to agree, this is a real turning point for ff7.

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