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Messages - Marc

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301
I'll do it.

I'll make sure its properly done for the next steps too.

Send me the appropriate deadlines and I'll work it out.

302
As well that program is no longer the one we will be using so the bugs are not important at this point.

It was done as a proof of concept to show it was possible and was never improved upon after it was decided to head in a different direction program-wise.

303
Archive / Re: PSX Movie Reencoding / Movie Crash Fix
« on: 2008-09-03 21:55:36 »
Your movie files must be corrupted.

An easy fix is to replace them with a copy of any other movie from the game and rename said movie to greatpit.avi and biglight.avi since I'm assuming you already play movies from HDD for your request to make any sense,

You won't see the original movie but at least you'll move on.

304
Hey

I've got a system on my hands that has an issue that leaves me slightly puzzled.

It stopped booting.

The power LED lights up in front of the case and on the motherboard inside the case but that's it.  The fans don't spin up and the computer doesn't seem to even try to initiate POST.  I swapped the power supply for another one I had lying around thinking it might be the issue but the same problem occurs.

I'm thinking it must be a motherboard failure of some sort, perhaps a circuit leading to the CPU fried, but power still reaches parts of the motherboard anyway since both LED's light up.

Anybody has any thoughts ?

305
FF7 Tools / Re: Yet Another Multi-Patcher
« on: 2008-08-22 19:24:27 »
No idea if that's related but another user mentionned that Vista creates a "virtual directory" from program files so you're most likely running the app from there if you chose the default install path.

the correct path for the "virtual directory" was found under c:/user/... if I'm not mistaken.

306
FF7Voice / Re: Personal Status Update
« on: 2008-08-19 22:43:47 »
Easy is good.

Thanks.

307
FF7Voice / Re: Important note for game script staff
« on: 2008-08-17 15:35:32 »
I'm looking forward to it.

So if I understood correctly, the files should be named like this (I've substituted 0 and 1 for the sub-ID by a,b,c, etc. as its easier to tell them apart) :

ancnt3-95-cloud.mp3
ancnt3-96-cloud.mp3
ancnt3-97a-sephiroth.mp3
ancnt3-97b-sephiroth.mp3
ancnt3-98-sephiroth.mp3
ancnt3-99-cloud.mp3
ancnt3-100-cloud.mp3
ancnt3-101a-cloud.mp3
ancnt3-101b-cloud.mp3

As for the example you quoted of "watch out.  CHOICE.  this isn't just a reactor" that's an odd way of handling it.  Is it frequent ?  If it's rare we *could* just put in a silence.  Or the easier way might just be to modify these occurrences to insert the NEW PAGE tag and split them into two parts bypassing the issue.

I'll also be in the boonies for the next week for job related purposes and I'll have nothing better to do during the evenings so if you need me to test something, I'll be happy to oblige.

308
FF7Voice / Re: Personal Status Update
« on: 2008-08-17 15:22:38 »
That's great.

I wasn't even aware there were some extra unused text.

My original question is then still valid : when you add new lines, do they then go straight at the end and create new ID's in the field file or displace other ones and modify the overall ID of the lines ?

Because if they just go at the end, its an easy fix but if they get inserted midway then that means all the numbering gets skewed and we can't assign the files until we get all of the modifications in.

309
FF7Voice / Re: Important note for game script staff
« on: 2008-08-16 16:19:22 »
That's great.

However I just realized something.

If I go by Loveless's ID of the dialog in game, sometimes two lines are attached to a single ID such as this example (line 101 of ancnt3) :

“CLOUD
Aeris is gone.
NEW PAGE
Aeris will no longer talk, no longer laugh, cry...or get angry”

This is extremely frequent in the game so if we go by ID, the dialog would then be stuck in a big block which is not ideal.  Am I understanding correctly what you meant or will there be a second subsystem in place for these split lines ?

310
FF7Voice / Re: Personal Status Update
« on: 2008-08-16 15:42:39 »
Yes I agree.

Ficedula had done a good job to whip something up quickly but the implementation of it was not working at a 100%.  And I don't even know why too as it catches all the text properly (except for isolated situations such as Vincen'ts waterfall where a script event stopped the program) so it *should* have been a simple matter to mix and match from there as the setup was not all that complicated!

From the couple conversations I've had with Dziugo, I know quality will play a great role in this software so I'm looking forward to test it out in a game environment.

I've offered to do the sound file setup once we're at that point and it should be fairly straightforward with the dialog ID system as long as the lines are properly identified.

This brings me a question though, I know you've been adding some dummied dialog with Meteor into the field files.  Do you know how they get added back into the game ID-wise (I mean what dialog ID does loveless assign them - does meteor simply stack them at the end of existing lines) ?  This would be important to know as it could throw the ID of existing lines out of whack and finding out how these are handled could allow us to ID the lines in advance the right way.

edit : disregard my last paragraph.  I had forgotten the dummied text is already included in the field files, hence already has an ID number.

311
Plus the fact that including movies would make the finished product much bigger to release.

And the way its going to be handled is actually to identify the specific frames of the movie where voice is needed so the sound file and movie should experience no lag hence the whole implementation you suggested would have no real advantage.

312
Completely Unrelated / Re: Shift key wont turn off!
« on: 2008-08-12 22:16:27 »
Oh

I reread your post and you specifically mentioned you checked for Sticky Keys.

However the message that shift was repeatedly pressed and the dddddddddddddddddd would be indicative of Windows Accessiblity options.

Have you tried not only turning those options off but disabling them altogether ?

In Vista : Control Panel : Ease of Access Center : Make the keyboard easier to use : set up sticky keys : uncheck "turn on sticky keys when shift is pressed 5 times"

In XP : Its under Accessibility Options in the control panel.  Forgot the specifics but you can disable the shortcut just as in Vista.  I'd turn disable all 3 accessibility options shortcut if I were you.

313
Archive / Re: Strange FF7music problem
« on: 2008-08-11 04:27:42 »
actually mp3 stands for "mpeg audio layer 3" so maybe your mp3 file is of a non-standard format.

I'd recommend trying with another file just for a test in order to isolate if its the mp3 file or the program.

314
FF7Voice / Re: I been wondering...
« on: 2008-08-11 00:58:18 »
In this day and age it might be wise not to give out such information.
I am wary of anyone asking for information like this.
The only people who need this type of information are those coordinating the project and to an extent those involved in the work.
This is an era of paralyzing through intimidation, lawyers, and just plain sick people, you need to guard your identity just like your life.

Keep in mind some people aren't as altruistic in there endeavors, as can be witnessed by the daily tally of world events.  Not saying be paranoid but be careful.

Cyb

While I understand what you mean, the names are going to be in the credits at the end of the project anyway (hence accessible by everyone) and the names had already been posted in the previous thread so if somebody wanted that information, they would already have it.

I however, can edit my post to remove the names of everyone, or of particular individuals that wish it.  Just PM me if you wish your name taken down from the list.

315
Well what's done is done and I'm sure you've found a way to make it work as well as it could so no need discussing it further.  If its stable enough, it might even turn out to be a good thing to have people's reactions over the actual content even though its not final.  I'd advise we absolutely deny any support request though since our actual software will be totally different.

As for the rest, the main drawback to the text file system to me was that it needed to be the exact correct phrase down to the period so the script needed to be perfect including the name of the speaker (and the game sometimes has an odd way of naming the speaker as there sometimes is no "name" attached to it even when Cloud or a party member speaks).  Other than that I do agree it was a pretty good system.

As for you not working on the entire game that's too bad, the script you made was pretty good.  Had good descriptions and all.

316
Completely Unrelated / Re: Shift key wont turn off!
« on: 2008-08-09 02:41:19 »
I don't know if you solve this issue but you're turned on sticky keys.

You can turn it off in accessibility options in the control panel.

317
FF7Voice / Re: Discussion of FF7Voice
« on: 2008-08-09 02:38:37 »
If you're talking gameplay videos, none have been yet put up since the software is still being worked on.

The first scene video will be done using Tsetra's demo so it should be up shortly however that's more a teaser than anything else as it's most likely going to be improved further.  The following scenes should be better indication of the quality the project will have.

318
FF7Voice / Re: I been wondering...
« on: 2008-08-09 02:27:21 »
I don't have all the names but out of memory (someone correct me if I make a mistake) :

Aeris : Jack.o.Lantern
Barret : pumpinicky (ok I know I spelled that wrong)
Biggs : Bruno
Caith Sith : pumpinicky (i think)
Cid : pumpinicky
Cloud : Flavio
Dio : pumpinicky
Don Corneo : Marcis (me)
Godo : STILL OPEN - JAPANESE SPEAKING DEEP VOICED PERSON NEEDED
Heidegger : filled but forgot by whom
Hojo :  filled but forgot by whom.  Was really great too.
Jessie : Opine
Johnny : filled but forgot by whom
Lucrecia :  filled but forgot by whom
Marlene : Jack.O.Lantern
President Shinra : pumpinicky
Red XII : Revenile
Reeve : Mesden
Rufus : ice_cold
Scarlet :  KaySpace
Sephiroth : Calaverra
Shera : STILL OPEN
Tifa : filled but I don't know by whom
Tseng : filled but forgot by whom
Vincent : filled but forgot by whom
Wedge : JordieBo
Yuffie : Jack.O.Lantern

I'm certain I forgot characters but I don't have the credits in front of me.

There is also a great deal of one liners left.

319
FF7Voice / Re: Important note for game script staff
« on: 2008-08-09 02:14:25 »
Well I'm not even sure who's doing the script right now.  I think scene 6 is scripted but further than that I don't know.  Mesden, can you enlighten us ?

Revenile initially had taken over from you but that was only temporary.  I did have a chat with him through e-mail to mention what would have been needed and that somewhat got adjusted scene 5 on.  Half of disc 2 to the end of disc 3 have all the correct info as I did those parts myself though.

However, for the new program, I haven't seen the actual way the file will be handled as that part had not been completed so far.  The way its going to be configured is Dziugo is going to go for the easiest setup possible on our part.

More importantly however, it appears the script will not be using a text based setup so the person doing the script can basically disregard my previous post except for the part about screen changes since that info will still be needed (the area name as it appears in cosmo/loveless).  The rest of the modifications is now no longer necessary.

I've edited my first post to reflect that.

320
I'm sorry to say your demo doesn't use the right release as Dziugo hasn't sent us a version yet even though there's been good progress.

The setup system for files will also be totally different using an archive system instead of a folder system for a simpler setup as the text file system needs perfect text match-up which is, as you've no doubt found out, very time consuming.

The version you're using was Ficedula's version and is only a proof of concept which had its bugs.

I'm surprised Mesden didn't mention this to you.

I've also sent Mesden the temporary MP3 of Scene 1.  It brings down Scene 1's size from 100+ megs to under 10.

321
Again, sorry for the big delay!

Err wav? Wow.. you could end up with some MASSIVE sound files if you went with high quality data. Unless you used ADPCM wav data (still would be big just not AS big).  Ogg probably would work too (hey it's Open Source LOL).  Sorry I am a media encoder freak.  I assume the data is likely something like 16bit LPCM 48khz mono then? (DVD default sound quality).

The wav files are just for better sound editing capabilities.  The actual release is going to be MP3.

How do you consider that would be handled? a single Mix of voices or a polyiphony of voices?

A single mix would most likely be simpler.

Fice is still around? Well it is understandable he wants to work. I work too myself and sadly I am putting in 10 or more hours per day (that's just work).  I would rather work on projects those extra couple hours.

Well this actually has changed.

ANNOUNCEMENT : There has been a change in coders for this project.

Unfortunately, we've been without news from Ficedula for a little while and our attempts to contact and locate him have unfortunately not yielded results so Dziugo has kindly accepted to take over this project from Ficedula in regards of the situation.  If Ficedula does come back eventually, his help, I'm sure, would still be welcomed by Dziugo as few people here have the wealth of knowledge Ficedula has.

Dziugo had shown interest in this project from day 1 and is an awesome coder as is showcased by his awesome programs around the board so I'm sure he'll be able to help us deliver a great program in the end.

Welcome aboard Dziugo and thanks for the hand!

322
Completely Unrelated / Re: Leaked FFXIII trailer
« on: 2008-07-28 02:14:58 »
that blonde guy who was walking with who look likes hes main character looked like he was walking like reno did in advent children but with a gun over his shoulder instead of a rod

this looks awesome

but i dont have a ps3 or a 360 but it has been announced thats its coming to pc as well
so yay!!  :-D im well excited

No, it hasn't.

Most people assume that because the game is developped on Crystal Tools on PC, than that means a PC version.

But what people fail to consider is that ALL games (including ff1 to 12) are developed on PC's originally.  What else are you going to use to draw textures, compose music, render CGI ?  But none of them appeared on PC's (7 and 8 were afterthoughts and poorly done and ff7, at least, was done from the PSX material as the original PC artwork had been lost) and XI is a special case given its nature.

323
You're going to get help real quick with that attitude.

324
Releases / Re: FF7 - Reasonable difficulty mod[1.1]
« on: 2008-07-28 00:41:29 »
It is harder, I can assure you.

But as the title says, this is a reasonable difficulty mod so likely won't notice much from a single battle.  It's the cumulative effect that's important here.

325
Just out of curiosity, how much RAM have you got ?

Vista is a notorious RAM hog.  In m experience you need at least 1,5 gigs for it to be pleasantly useable as 1 gig is just unresponsive.

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