Author Topic: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions  (Read 580871 times)

Alby87

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #225 on: 2011-11-08 18:47:40 »
Hi!

I've a problem, maybe you can help me:

I've Final Fantasy VII with the Italian Traslation (Spanish Executable), and with 0.7.10b I can play without problems, but when I load 0.7.11b I've a little problem I can't resolve (other like NVIDIA Lights were resolved via a search on this forum :) ):

My "Status" menu crash the game. I've tried with my savegame, with a new savegame, etc. I can go to my Status if the 9999 patch is disabled. Someone is aware of incompatibiles with Spanish Executable, or some other mod? Thank you :D

tylerkschrute

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #226 on: 2011-11-09 17:41:13 »
Hmm. The wind is not dying down to let you know when you are able to run past the storm in the whirlwind maze. I'm assuming this is caused by a certain setting in the driver config? I'll try fiddling around but in the meantime thought I'd post this here.

Vgr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #227 on: 2011-11-09 19:26:59 »
It DOES fade out, although it's not really visible.

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #228 on: 2011-11-09 19:33:52 »
edit.  I acted smart but didn't read first.  8-)   :o
« Last Edit: 2011-11-09 20:30:13 by DLPB »

tylerkschrute

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #229 on: 2011-11-09 20:22:30 »
What? You're supposed to be able to hear it? I can't hear anything.

Anyways, getting through this thing without it fading is a nightmare. It's basically pure luck. Is there a way to make it fade completely?

Terid__K

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #230 on: 2011-11-09 20:43:59 »
What? You're supposed to be able to hear it? I can't hear anything.

Anyways, getting through this thing without it fading is a nightmare. It's basically pure luck. Is there a way to make it fade completely?

I'm pretty sure the wind faded with no problems in earlier versions of the driver. Give them try (maybe 7.9b and below).



Alby87

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #231 on: 2011-11-10 12:32:36 »
Hi! I've discovered I forgot to embed the link to my crash.dmp/app.log. Here it is :)

http://www.megaupload.com/?d=CVZ006CT

(Bug when use status with new driver. Attention: spanish ff7.exe (italian traslation))

minotaur88

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #232 on: 2011-11-12 21:02:57 »
Hi im kinda new in this great forum, thanks for creating it and for all the solutions. i have a prob with my opengl in the config file of FF7 it says "OpenGL driver [BROKEN]" to start with. And when i select "custom driver"  tifa textures and cloud feets are missing and i get a error in the game screen with cloud feets "GL_INVALID_VALUE"  when getting in battle white siluete tifa model with this error "NPOT textures not suppported, will not be able to load unknown"  followed by "GL_INVALID_VALUE" again. also when i select custom it forces me to use "RIVA128" only (no change)

When i use "Direct3D Hardware Acceleration"  i can select Nvidia or TNT and this problem with cloud feet and tifa siluete is fixed but then Aali's graphics stop working and with it my windowed mode too, my summon textures go black with "text" word like missing or something. here i post my APP
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel 945GM 1.4.0 - Build 8.14.10.1930
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: VBO not supported
INFO: PBO not supported
INFO: Found swap_control extension
INFO: NPOT textures not supported
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: F:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
MIDI set volume: 127
100% of 127 = 127
ERROR: NPOT textures not suppported, will not be able to load unknown
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 13, time: 4
MIDI set volume trans: 15->127; step=4
MIDI set volume: 127
100% of 127 = 127
MIDI play: 13
reading midi file: TA.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
ERROR: GL_INVALID_VALUE
set music volume: 127
WM_CLOSE
-=-=[END OF WORLD MAP!!!]=-=-
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

and my 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 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 = off

# 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 = off

# 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 = off

# 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 = 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 = no

# 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



## 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
hope its clear enough, i need help guys please. :(
THANKS FOR ALL

PitBrat

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #233 on: 2011-11-12 21:14:12 »
Unfortunately, the easiest fix for your problem is to upgrade your video card.

DLPB_

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #234 on: 2011-11-12 21:16:15 »
Yup, it is a built in one...

Aali

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #235 on: 2011-11-12 21:45:26 »
Unless its a really old card, the easiest fix is to upgrade those old graphics drivers.

minotaur88

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #236 on: 2011-11-13 22:51:48 »
well i have a dell inspiron 6400, 256mb, 1gb memory, drivers are updated to the best one 1.14, but i just found a 1.15 for windows 7 32bit and im going to try with it, plus i had the game running perfectly in this laptop before and now it have this problems, so i dont think its a graphic thing going on. Does anybody know why i cant run aali's custom with TNT and just with RIVA 128 when other people with my same tipe of graphic card can. (Intel Intel 945GM 1.4.0 - Build 8.14.10.1930)

Alby87

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #237 on: 2011-11-14 11:07:49 »
I discovered that the Status screen bug happen with a clean installation, Italian translation (include 1.02) and your render with 9999 limit disabled. Can I send you the translated ff7.exe? It's a Spanish ff7.exe compatible with a normal English installation (you don't have to rename .lgp files), can you gave a little look on the file? I'm using 0.7.10b and I can play well, but I fear that next version will also be incompatible, and maybe it will have some nice features...

Timiditas

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #238 on: 2011-11-15 20:56:36 »
Hi, I just tried Aali's custom driver ff7_opengl-0.7.11b
Doesn't seem to work too well for me. Its propably just something with my brain  :P
I installed it over a virgin v1.02 german of FF7 just to be sure. I don't intend to use any custom textures or models, so the mod_path setting is set to none in the ff7_opengl.cfg.
Nonetheless it seems that the driver won't load the original textures, since 90% of the game is a shade of grey and the app.log says things like this
INFO: tried to load d:\spiele\ff7\/mods/none/cr/opback_b_00.png, failed
I don't know whats going on.
Here are the following files packed into a rar file
app.log cfg.log dxdiag-output ff7_opengl.cfg
https://rapidshare.com/files/1633977421/config_and_logs.rar
http://img197.imageshack.us/img197/7721/ff7world.jpg
http://img202.imageshack.us/img202/6071/ff7battle.jpg
Note that as soon as I entered the battle on that second picture, 'something' crashed and a crash.dmp of 50mb was written to disk which I also uploaded in case it is of interest.
https://rapidshare.com/files/438587196/crash.rar
I say 'something' crashed because the battle/game just continued to run as if nothing happened...  :o
Then theres another big one... all of the movies display just as plain snow white. Nothing else to see just white.

Hope somebody can give me a tip on these please pretty please  :(

Vgr

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #239 on: 2011-11-15 21:42:04 »
This is definetly a weird issue... Did you try to turn your shaders off?

Timiditas

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #240 on: 2011-11-15 23:07:29 »
Okay, use_shaders = no fixed it. I KNEW it was something with my brain XD
There was something about the shaders for nvidia cards in the release notes and I totally forgot about it. What a waste of time  :x
Thanks for the tip.

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #241 on: 2011-11-19 09:15:19 »
Hey guys, just a question about bloom. I basically get some light lines behind my text with bloom on. I really like the shader, but is there a way to edit the bloom2.post to get rid of the lines behind the text? Here's a screenie to show you what I mean.

« Last Edit: 2011-11-19 09:19:37 by KyubiNemesis »

Terid__K

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #242 on: 2011-11-20 00:20:26 »
Nope. The bloom shader is a post-processing effect, meaning it's applied after the frame is completely rendered. There's no way to exclude menu items from being affected.



KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #243 on: 2011-11-20 01:03:38 »
Ahh bummer. Oh well, thanks for the answer!

FFFreak

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #244 on: 2011-11-20 04:03:58 »
Hi guys :) Been a while since I been here, the other computer I had finally crapped out on me and I now have a brand new one! :D I'm now able to use Aali's driver with no problem, although I do have a question about using multiple mods with it. Where I put the modpath at, how do I make it use multiple mods? I'm wanting to use DLP's Menu Mod with Felix's field enhancement mod, but I don't know how to make it use both. Do I separate it with comma's; Such as modpath= DK, Felix's Mod Here, Random mod etc etc? What do I do?

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #245 on: 2011-11-20 04:30:12 »
When you install the Menu Overhaul project it will create the mod path for you. Be sure to read the readme for the Menu Overhaul. For Felix's enhancements the png's go in the respected folders in the mods/dk path. battle or field. Also check out Omzy's field enhancement mod for really nice looking field scenes. Have fun!

FFFreak

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #246 on: 2011-11-20 04:49:08 »
I'm sorry, there is no such file path in the DK file. Should I make it myself? Also, the "Felix's enhanced graphics" option for the menu overhaul, is that the same mod as I was speaking about?

KaidenJames

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #247 on: 2011-11-20 05:55:16 »
if there isn't a battle or field folder in the dk folder just create one and put em in there. In the menu overhaul i'm not sure exactly what is included from Felix. Check the overhaul thread.

Milo Leonhart

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #248 on: 2011-11-20 10:29:29 »
As a suggestion... i'm asking if you can add a "Scanline" option, like ePSXe emulator video plugin. I'm pretty sure i'm the only one who wanted this but if it possible, it'll be great (for me at least) ...


sl1982

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Re: Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
« Reply #249 on: 2011-11-20 11:40:56 »
I would imagine something like that could be done with a pixel shader if someone was willing to write it.