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Project forums => Aali's Custom FF7/FF8 Driver => Topic started by: Aali on 2014-01-05 08:13:54

Title: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-05 08:13:54
http://backup.ninjaloot.se/share/ff7_opengl-0.8b.zip (http://backup.ninjaloot.se/share/ff7_opengl-0.8b.zip)

Installation
1. Extract the archive into your ff7 or ff8 folder
FF7:
2a. Apply the registry information in ff7_opengl.reg
3a. Change your settings in ff7_opengl.cfg
FF8:
2b. Make sure EAX is properly installed (run EAXUnified.exe to install it if unsure)
3b. Change your settings in ff8_opengl.cfg
4. Play!

Changelog


Lots of old cruft cleaned out in this version, a bunch of features gone, some of them because they were difficult to maintain, some of them because they don't belong and never should have been included in the first place. Some of you will miss them that's for sure but trust me, it will all be worth it in the end.


If you find any issues, please post screenshots, relevant information from app.log and if possible, a savegame.
If you get a crash, provide a copy of crash.dmp and app.log (preferably in a zip archive, this will make it 10x smaller)
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Template on 2014-01-05 08:21:25
omg omg omg
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: EQ2Alyza on 2014-01-05 08:35:21
 :-D!!!!!!!!!!
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kaldarasha on 2014-01-05 10:18:05
For those, like me, who are trying to use the native Ogg-support of this new driver:
Delete the '#' before 'music_plugin = plugins/vgmstream_music.fgp' and create a folder called music in your Final Fantasy main folder. In it make another one with the name 'vgmstream' and in this folder you must place your Oggs. The file names must be identical to the rereleases.

Finally the downpath of the game is lossless and the game runs even better. Great job. :-D
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: LeonhartGR on 2014-01-05 12:01:33
I was expecting the server to experience high stress after this release lol... Do we need to change anything in the music file structure in ff7 (ff7music mod) or ff8 (DLPBs mod)? Thank you Aali! I wish it would support external videos for the FF8 though but hey ho...
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Mcindus on 2014-01-05 12:04:37
I think my head just exploded...

 :mrgreen:
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Sega Chief on 2014-01-05 12:30:08
Looks like a lot of the textures are working properly now too; thanks a tonne!
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kaldarasha on 2014-01-05 13:40:17
How is it possible to disable the popups? The 'disable_popup' command doesn't work anymore.
I also can't get rid of the tearing. However vsync seems to work (at last the driver doesn't show a popup that it doesn't), but I guess it's a Nvidia issue.
For example I couldn't use vsync in KotoR II, which use opengl, too.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: DLPB_ on 2014-01-05 13:41:29
Excellent.  And with Aali's help I will pop the battle interface back as a patch.  Finally...  PROPER MUSIC!!!

I will also rerelease Anxious Heart soon.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kein on 2014-01-05 14:27:47
Oh shi~, a new year update.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Rundas on 2014-01-05 16:06:13
Soon I'll be able to play the game again. If only I had the will to stop playing DOTA 2 for a second...
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: DLPB_ on 2014-01-05 23:45:08
Bugs:

1.  Sound sometimes plays when it is set to 0.  Music also can play when set to 0.
2. Coaster minigame is still running at 30 fps instead of the correct 60fps.  The aimer has not been fixed(?)
5EE279 = 05
5EE29A = 05
5EE2BD = 05
5EE2E0 = 05

3. Snowboard minigame is running at 30fps instead of the correct 60fps.

4.  FF8 crashes

INFO: FF7/FF8 OpenGL driver version 0.8b
INFO: Auto-detected version: FF8 1.2 US English
ERROR: unhandled exception


Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: cmh175 on 2014-01-06 02:09:42
I thought I'd set everything correctly, but now the game boots in fullscreen, with the actual video screen really small (probably the original resolution) and menu options and everything look like the originals, and the game is asking for Disk 2.

~I tried adjusting the internal resolution, disabling popups, and a few others, but they aren't saving. This is in bootloader btw. Also, getting something about an unknown option "Fantasy" that pops up before the game can start.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Mcindus on 2014-01-06 02:34:53
4.  FF8 crashes

INFO: FF7/FF8 OpenGL driver version 0.8b
INFO: Auto-detected version: FF8 1.2 US English
ERROR: unhandled exception

Same here. :(  I go back to 0.7.11 and everything is ok.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-06 06:54:08
You know the drill, I need a crash log or atleast an offset for those FF8 issues. (It works fine on my end)

DLPB:
I hadn't had time to verify this but the framerates are fully configurable with these options; snowboard_framerate, highway_framerate, coaster_framerate and battleswirl_framerate.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kaldarasha on 2014-01-06 07:25:24
Here is another bug:
(http://imageshack.com/scaled/medium/59/xgxn.jpg)
Textures, which should be semi-transparent are non-transparent now. It also effects the balloons in the snowboard-minigame and the round-map in the Chocoborace.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: DLPB_ on 2014-01-06 07:58:39
Crashdmp
https://dl.dropboxusercontent.com/u/36889302/FF8/crash.zip

Hope it's not something I've done :P

Also, cheers for minigame fix!  To everyone else, this is what you want to add to the config file:

Code: [Select]
snowboard_framerate=60
highway_framerate=30
coaster_framerate=60
battleswirl_framerate=60

Coaster aimer will probably be uncontrollable though, but wait for my aimer fix in Reunion :)
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-06 08:34:21
Here is another bug:

Textures, which should be semi-transparent are non-transparent now. It also effects the balloons in the snowboard-minigame and the round-map in the Chocoborace.

The screenshot you have provided is a problem with the mod you're using, the original full-size worldmap is still transparent. This is a very tricky issue though, if you could provide screenshots of every occurrence of this issue that would be great.

The FF8 bug was a minor derp on my part, if you use the "nvidia" version of the 1.2 patch it works fine.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Mcindus on 2014-01-06 09:14:35
The FF8 bug was a minor derp on my part, if you use the "nvidia" version of the 1.2 patch it works fine.

Hm.  Well, I popped in the Nvidia version of the 1.2 patch and now RaW crashes with "not compatible with GeForce" error. rofl.   :-\

I also keep getting an error where ff8 says "can't compress textures" while I'm seeing any text - and in my APP.LOG, I have a whole bunch of them.
I am using the SeeD mod, which is probably why, but I don't know if it's supposed to compress the menu textures.  And for some reason, I can't disable those popups.  I will try again without the mods folder enabled and see what happens.

** so, I opened up ff8 without any mods and it works great.  i don't think the driver likes trying to compress the .PNG files in the mods folder that are replacing the original game textures, and I guess without Non-GeForce support for this driver, I can't use RaW.  I can't use SeeD right now only because of the annoying red popups, and the driver gives an error message with disable_popups.  I really don't want to play again until I can use SeeD and RaW... for (I hope) obvious reasons.

Oh hey -- they blink again!! And is it just me, or are the animations smoother?
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-06 09:54:14
I also keep getting an error where ff8 says "failure to compress textures" while I'm using any menu - and in my APP.LOG, I have about 25 instances of failure to compress textures.
I am using SeeD mods, which is probably why but I don't know if it's supposed to compress the menu textures. And for some reason, I can't disable those popups.  I will try again without the mods folder enabled and see what happens.

You could turn on "opengl_debug" in the config file and see if that gives you any clues as to why the texture could not be compressed. If that doesn't help I suggest just turning off texture compression, you'll get worse performance if that option is turned on but not actually working.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kaldarasha on 2014-01-06 11:26:10
The screenshot you have provided is a problem with the mod you're using, the original full-size worldmap is still transparent. This is a very tricky issue though, if you could provide screenshots of every occurrence of this issue that would be great.

The FF8 bug was a minor derp on my part, if you use the "nvidia" version of the 1.2 patch it works fine.

Yes, without the mod the worldmap is transparent, but the issue is still in the minigames
(http://imageshack.com/scaled/medium/823/vlzh.jpg)

In the previous building of the driver they are transparent, but the texture of the balloons is rendered wrong too. (Didn't noticed that before  :oops: )
(http://imageshack.com/scaled/medium/819/an8j.jpg)
I think the texture should be used as additive.

This how it looks on psx.
(http://imageshack.com/scaled/medium/836/lt9n.jpg)

Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: DLPB_ on 2014-01-06 12:05:06
I can sort that world map from TA... I am guessing all I need to do is just fade it out (alpha channel 50%).

Hm.  Well, I popped in the Nvidia version of the 1.2 patch and now RaW crashes with "not compatible with GeForce" error. rofl.   :-\



Latest Raw is compatible.  Go to thread.  It also doesn't crash... it simply told you it couldn't be used.  You need to download the new raw.dll.

Also, new battle interface is sorted.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-06 13:42:34
Something will have to be done about that transparency issue that's for sure.. DLPB hold your horses on that until I've decided how it's gonna go down.

The balloons looking like crap is not my fault though, I dug into it and it turns out we got robbed with the PC port. First of all the texture is all messed, those dark borders that look all out of place? They should not be there at all. However it's not just a botched conversion job, there's also a slight difference in how it is used, the PC version uses a "neutral" texture with vertex coloring to make all the different balloon colors while the PSX version has a separate palette for each.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kranmer on 2014-01-06 14:02:47
Thanks for the new version of your driver Aali. Just got around to testing it and it seems to be working (after updating to the latest Nvidia beta driver from 327.23 which doesn't work right with your latest driver, on the old version all i got is a white screen when loading FF7). only problem i am having with FF8 so far is my controller doesn't work (works fine without the driver and with old version), i am using a official 360 Controller, i tried official driver and the XBCD driver, both have the same problem and just don't seem to work in-game when using this latest driver.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-06 14:25:47
Thanks for the new version of your driver Aali. Just got around to testing it and it seems to be working (after updating to the latest Nvidia beta driver from 327.23 which doesn't work right with your latest driver, on the old version all i got is a white screen when loading FF7). only problem i am having with FF8 so far is my controller doesn't work (works fine without the driver and with old version), i am using a official 360 Controller, i tried official driver and the XBCD driver, both have the same problem and just don't seem to work in-game when using this latest driver.

I changed it to not accept input if the window doesn't have focus, that might be causing issues with the controller support, I will look into it.

EDIT:

I've noticed myself that the battle swirl looks weird in 640x480 and that the texture cache can get a little confused sometimes and unload some textures which are still in use, leading to trashed text or dialogs.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Ansem on 2014-01-06 16:36:45
It would appear that my crappy laptop doesn't support these shaders... Is there any workaround to disable them anymore? The game won't start up anymore if it can't load the shaders, effectively preventing me from playing.

And another question. If this issue eventually kicks me back to v.0.7.11b, can the vgmstream plugin be loaded with it?
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-06 18:56:54
Sorry, you need shaders for 0.8b, supporting opengl 1.4 just isn't worth it anymore. You can try updating your graphics drivers, opengl 2.0 is almost 10 years old at this point so anything newer than that should technically be able to support it.

The vgmstream plugin will almost definitely crash with 0.7.11b.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Vehek on 2014-01-06 21:03:11
Is opengl 2.0 support by itself really enough? My laptop says it supports opengl 2.0, but I get a 'failed to load shaders' too.
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.8b
INFO: Auto-detected version: FF8 1.2 US English (Nvidia)
INFO: Intel Intel 965/963 Graphics Media Accelerator 2.0.0 - Build 7.15.10.1666
INFO: OpenGL 2.0 support detected
INFO: PBO not supported
INFO: Found swap_control extension
INFO: Max texture size: 2048x2048
INFO: Original resolution 640x480, window size 960x720, output resolution 960x720, internal resolution 1280x960
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
ERROR: 0:1: '' :  Version number not supported by GL2

INFO: fragment shader compile log:
ERROR: 0:1: '' :  Version number not supported by GL2

ERROR: failed to load shaders

I don't know if it's related, but running a test in a GPU caps viewer showed that I lacked GL_EXT_gpu_shader4. My system probably only supports a tiny fraction of the opengl 2.0 extensions.


Edit: Replaced log, as it was from the old shaders
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-06 22:49:51
I guess GLSL 1.20 is technically OpenGL 2.1. I wonder if I can get rid of that, don't remember why I needed GLSL 1.20 in the first place.

EDIT: Nope, can't find any good reason for that, just change it to #version 110, that should let you load them.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kranmer on 2014-01-06 23:17:01
I changed it to not accept input if the window doesn't have focus, that might be causing issues with the controller support, I will look into it.

OK thanks Aali, the controller works fine in FF7 just not in FF8, I have been playing FF8 for a short while now trying to get used to the keyboard in the mean time and got to the world map and noticed a few very small glitches, made a video here
http://www.youtube.com/watch?v=Qj3Otr1A_Qo
As i leave the town you can see the town itself is a little fuzzy and as you move so do the lines and a little around the outside of the forest, this isn't a big problem and the game itself seems to be working great so far. I tried changing settings on in the CFG and on my graphics driver config but nothing seems to make any difference.
Anyway Good work and thanks for this new version, such a big improvement from the last version.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-06 23:44:41
That little bit of Z fighting is unavoidable for now and to be honest is probably never going to be fixed. Its just a side-effect of the crappy port.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Alkor on 2014-01-07 13:37:09
can i ask some. Will it work on ff8 steam? ???
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Ansem on 2014-01-07 18:36:40
just change it to #version 110, that should let you load them.

Yep, that solved the issue. Thanks Aali!  ;D
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Mcindus on 2014-01-08 07:25:30
Latest Raw is compatible.  Go to thread.  It also doesn't crash... it simply told you it couldn't be used.  You need to download the new raw.dll.

You are absolutely right!  I didn't know the latest update did anything other than make it compatible with the steam version -- I will download it right now, considering RaW and AH are really what make these games worth playing again. Thanks DLPB!

Also -- Thank you so much Aali, I've been happily living in re-vamped nostalgia :)

Are there any file paths for the ff8 mods folder other than 'menu'? 
I have a few .lzs files that i've converted into PNG's that I'd like to insert into the game... is that possible?  (i.e., new squaresoft logo, high res production credits, touched up b&w slideshow shots, etc.)
Also -- I have all of the TIM's converted to PNG's from the ff8.exe for the card game and I'm making them hi-res, but how would I get them back into the game?  I suppose it would be some modpath issue like for the SeeD mod, but I can't seem to find the answers in the forum.... I'm also an artist and a newb to modding.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: EQ2Alyza on 2014-01-08 08:09:41
Glad you're asking these questions Mcindus. We need the FF8 modding community to grow. Whether you start with an artist or a programmer, publicity eventually gets them together to make magic happen  :)
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: DLPB_ on 2014-01-08 09:14:44
Bug report:

1.  The FMV are playing too bright.  They used to remain darker, and roughly same brightness as the surrounding background... now they are way over.  This has to be related to the issue before?  The one where the shaders needed tweaking to account for the full range 0-255?

2. The Music is not obeying stops when an FMV starts.  It carries on through them.  Take the bombing of Midgar- the music is supposed to cut out as the bomb goes off, but now it just plays on.

3.  Wrong FMV playing at end of game.  I was at the centre of the planet where you jump down the ledges... from that point on, all FMV were the wrong ones.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: LosBadylos on 2014-01-08 17:42:33
Any idea why I'm getting errors like:
"UNEXPECTED: zero count" and "ERROR: couldn't lock sound buffer"
The game seems to work okay, but those errors are worrying, what do they mean?
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: DLPB_ on 2014-01-08 17:54:26
The first one I also get and Aali has explained it is due to a bad model.  The model may appear perfect to you but the person who made it left garbage that shouldn't be there.  It is often  totally benign since you won't notice ANY problem with the model itself in game a lot of the time.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-08 18:46:28
Geez Dan, I told you I don't know why there's garbage in the model, way to bag on the modelers :roll:

LosBadylos:
That sound buffer error doesn't look too good, do you still hear the music and FMV audio? Any pattern to when it happens?
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: DLPB_ on 2014-01-08 18:58:25
Oh, well, I interpreted it that way. :P

Never mind.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: LosBadylos on 2014-01-08 19:08:41
My setup is Steam version converted with FFVII game converter and of coruse your newest custom driver. I just ran the game to test it out, so I can't tell too much about the pattern.  Sound buffer error seems to show up after and/or during FMV's (Cloud looking at Mako Reactor, intro etc.) but audio seems to work alright. Also, UNEXPECTED: zero count error makes the game stutter for a second when it appears, and it also does so during FMV's, for example when Cloud looks at the Mako Reactor at the beginning or during the game intro (but it's probably irrelevant since you and DLPB already explained what's going on with this error)
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kaldarasha on 2014-01-08 19:17:37
Is it possible to add a fake fullscreen mode? In window mode the vsync works perfectly with my nvidia card. I find a program which removes the borders of the window.
http://forums.steampowered.com/forums/showthread.php?t=2675769
It is also possible to remove the black border at the bottom with it by using a higher Y-resolution as the monitor has.
(http://imageshack.com/scaled/large/842/tr7c.jpg)

It would help to destretch the the game when playing with 'preserve_aspect = no', BUT every menu has to be rescaled and must move up or it will be chopped.
However it seems necessary to not use the native resolution of the monitor or the tearing appears again.

Any idea why I'm getting errors like:
"UNEXPECTED: zero count" and "ERROR: couldn't lock sound buffer"
The game seems to work okay, but those errors are worrying, what do they mean?

If you use my models then it's my fault. For example I have used for Barrett parts which have an uv map, but I killed and disabled the texture and painted simply the faces. The problem seems to be that the game is still searching for a texture, but it simply finds no destination. On field it is mostly harmless, but on battle it can have a bad effect to the model. I have learned from my mistakes and clean a model part with p-creator before I recolor it in kimera. Anyway it has no bad side effects at the moment.


But I got a problem when using Knigths of the round:
Code: [Select]
deffered draw queue overflowThe summon is a bit glitched after this.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: LosBadylos on 2014-01-08 21:42:34
Well, I'm not sure what is happening anymore, in addition to my previous problem with sound buffer error I mentioned earlier, the game plays bombing mission .ogg during first boss fight, no idea if those are related:0
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: DLPB_ on 2014-01-08 21:47:30
Bombing mission is supposed to play during first boss fight.  It always has, even on PSX.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-08 21:59:15
Quote from: Kaldarasha
Is it possible to add a fake fullscreen mode? In window mode the vsync works perfectly with my nvidia card. I find a program which removes the borders of the window.
http://forums.steampowered.com/forums/showthread.php?t=2675769

With OpenGL there isn't really such a thing as a fake fullscreen mode or even a real fullscreen mode for that matter, your only option is a borderless window. If you leave window_size_x/y at 0 it won't touch your display settings at all, there's no reason why vsync would work in window mode and not in this configuration.

Quote from: Kaldarasha
But I got a problem when using Knigths of the round:
Code: [Select]
deffered draw queue overflowThe summon is a bit glitched after this.

Known problem and already fixed.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: LosBadylos on 2014-01-08 22:17:39
Bombing mission is supposed to play during first boss fight.  It always has, even on PSX.

Well, way to make an idiot out of myself >_>
I was sure that this is the first time when boss theme kicks in, but it looks like my memory has failed me.

Aali, I don't want to bother you, but do you have any idea why I'm getting those sound buffer errors?
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Aali on 2014-01-08 22:26:18
I don't have anything yet, could you post your ff7_opengl.cfg file, an app.log where this happens and a dxdiag?
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kranmer on 2014-01-08 23:02:23
The sound buffer error has been discussed on this forum before (can't find the old topic right now but i know it exists). At the time the conclusion was that the 2012 FFVII video's used a video format and container which wasn't fully compatible with Aali's driver and that caused the error,  if you convert the video into a different format the errors do go away, i believe there was even a FFMPEG script posted on the forum somewhere which converted the video's for you to remove the problem. I will try to locate the original thread if i can and edit this post if i find it.

EDIT1- Found 1 of the threads where it was discussed
http://forums.qhimm.com/index.php?topic=14502.msg203473#msg203473
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: LosBadylos on 2014-01-08 23:22:20
Yeah, this is it! Big thanks to you and the rest for helping me out, I already solved this problem thanks to the hints in the topic you posted.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: cmh175 on 2014-01-09 21:15:45
My main problems when trying the new driver were the games resolution and that it wasn't saving settings in bootloader anymore, and the game was asking for me to insert a disk so it wasn't recognizing the mounted drive. I rolled back to the last version and everything returned back to normal. I originally just pasted the files into my current game folder and ran the registry changes. Would this work better when added to a fresh installation after a bootleg conversion of the 2012 re-release? 

Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kalkano on 2014-01-10 00:41:10
Copy/pasted from the Reunion thread.  I've tried to solve it, myself, but only accomplished frustration.  I just made sure I had the 0.7.11b driver installed (I haven't installed the new one, since there still seem to be issues with it), and even tried converting the movie files with ffmpeg.  No luck.  Here is my original message:

This may not have anything to do with this, but it's driving me crazy.  Just trying to start the game, during the opening video, the sound gets choppy while it's still showing the stars.  Then, for the rest of the video, the sound lags WAY behind the video.

I did a complete uninstall (including registry keys), and redownloaded from Steam.  I used the game converter, installed Reunion, and installed FF7Music.  That's it.  Other than that opening video, everything else is working fine.

My previous version also included mods from Bootleg.  In that version, the opening video was fine (even after installing Reunion), but the Buster Sword was plain white in battle (missing texture?), so I did the fresh install, without Bootleg.

I actually installed less, this time, so, I don't understand the problem.  The main difference is, I installed FF7Music separately, since I wasn't going to use any other Bootleg mods.

Are there any options in ff7_opengl.cfg that could cause this?  I edited that manually, this time, since I don't have the BootLoader.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kaldarasha on 2014-01-10 01:12:02
I guess you should use the new driver, because the Reunion has some addings for it.
Also FF7 Music isn't needed with it anymore.
Quote
For those, like me, who are trying to use the native Ogg-support of this new driver:
Delete the '#' before 'music_plugin = plugins/vgmstream_music.fgp' and create a folder called music in your Final Fantasy main folder. In it make another one with the name 'vgmstream' and in this folder you must place your Oggs. The file names must be identical to the rereleases.

Finally the downpath of the game is lossless and the game runs even better. Great job. :-D

For the Videos:
http://forums.qhimm.com/index.php?topic=14249.0
(From this cool guy with the skirt  :wink:)

Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kalkano on 2014-01-10 01:26:08
Also FF7 Music isn't needed with it anymore.

DLPB mentioned that, but does it allow the remastered soundtrack?

Edit: And, will the retranslated FMVs be using these, or will I have to choose one or the other?

Sorry, getting off topic, I know.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Covarr on 2014-01-10 01:40:44
The files from the remastered soundtrack will need renamed to match, but yes. It should support ANY oggs.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kalkano on 2014-01-10 02:09:43
Ok.  I reinstalled the game for the 11 billionth time, used the game converter, installed the 0.8b driver, and did nothing else.  The problem still exists.  What's really confusing is, this didn't happen when I just had Bootleg installed...

Oh, and Kaldarasha: The HQ FMVs look good, and I plan to use them, but I doubt that would solve this problem...Do you disagree?

More info:  I constantly see a "couldn't lock sound buffer" error at the main menu.  Also, after installing 0.8b, FF7Config no longer works.  When I try to select "custom driver" in the graphics tab, I get "Failed to load driver - The specified procedure could not be found".
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: cmh175 on 2014-01-10 02:54:45
I guess you should use the new driver, because the Reunion has some addings for it.
Also FF7 Music isn't needed with it anymore.
For the Videos:
http://forums.qhimm.com/index.php?topic=14249.0
(From this cool guy with the skirt  :wink:)

lol I actually had to open the link to realize you meant me.

@Kalkano: I think your video problem is related to using the original 2012 videos, I think I read somewhere you hadn't downloaded any of the others. On their own it seems the 2012's may have a different codec, so they may not play properly in the original/converted game. Converting and reformating the videos is iffy. My pack with the 2012's uses the correct codec so they'll play fine with a converted game. Mine wont be retranslated though, so you'll need to add them when DLPB finishes them.

The errors you're getting during gameplay may actually be harmless. If you don't disable popups it'll display every single one. Realistically as long as the game doesn't crash you wont need it. Otherwise your problem are the models after running the reunion over a bootleg install? I'd run bootleg with whatever options you'd like and add the other models later. I think the reunion models are predominately Kaldarashas so just get them from his thread and add them separately. 

I think my biggest issue was maybe bootloader and the ff7_opengl.cfg weren't configured correctly, so changes I made in bootloader weren't being saved. I forgot to backup the files (oops) so I couldn't compare them last time. I'm going to try a fresh install for the reunion later and try tinkering with this. I think if I match the settings in the ff7_opengl.cfg it'll work. I'm confused about ff7music, it's not needed, but is unless I want to rename the audio files? If it still works I'll just stick with that.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: DLPB_ on 2014-01-10 08:42:11
You can;t disable them anymore.  Aali has removed the ability to hide error messages.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: cmh175 on 2014-01-10 13:28:56
Oh, well that would explain why so many are having that issue. I like the feature since it can help with debugging new mods, but I consider it more of an addon feature than a necessity, I think actually playing the game with popups would be too distracting. Why was it removed? I'll probably wait until disabling popups has been added again.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: DLPB_ on 2014-01-10 13:37:08
From Aali's pov it is very helpful in finding errors with driver and also fixing errors with a mod.  From my pov, an option is definitely needed since play thoroughs would be a nightmare having to cope with every benign pop up.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kaldarasha on 2014-01-10 15:22:35
With OpenGL there isn't really such a thing as a fake fullscreen mode or even a real fullscreen mode for that matter, your only option is a borderless window. If you leave window_size_x/y at 0 it won't touch your display settings at all, there's no reason why vsync would work in window mode and not in this configuration.

It makes a bit more sense to me now.
Short description of my system: I have an i7 based laptop with a Nvidia 630M. The i7 has an integrated GPU which normally is used for desktop or multimedia applications. For games nvidia use some wrapper.dll's to disables the Intel GPU and enables the nvidia GPU.

Anyway, for some reasons when a borderless window resolution scale is exactly as my native resolution (1600 x 900) VSync doesn't work. But is the resolution scale only a bit different (1600 x 901) everything works fine.  I have checked if not accidental my intern GPU, where I know that it don't have problems with VSync, is used to render the game, but it really use the 630M. As said before I have this issue in any other OpenGL application, so Nvidia has a problem with it. But I doubt they will fix it by themselves.

It would be nice if you could implement a 'change y-scale of the borderless window +1'. Maybe it would work, maybe I'm totally wrong with it.
I still could use the program, which is totally fine for me.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kalkano on 2014-01-10 23:52:06
Ok, I tried the HQ FMV mod.  The problem remains.  It's like the humming in the opening stutters, then starts over.   :|

Edit:  YEEEEEEEEEEEEEESSSSSSSSSSSSSSS!  Finally found the problem.  It was the NVIDIA driver I was using.  I remember downloading an old one, a long time ago, for Final Fantasy 7.  I must have updated it, for Skyrim, at some point.  I did some searching, and found a post on the NVIDIA boards with a familiar avie (LeonhartGR).  He mentioned that everything worked fine with driver 314.22.  I installed that driver, and I'm good to go!  Thanks for the help, and sorry for pestering you guys.  The frustration was overflowing.

On a more on-topic note, the lack of error message suppression in the latest driver is keeping me away.  That would drive me crazy, so I'm sticking with v0.7b11, for now.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: luksy on 2014-01-11 03:42:40
Code: [Select]
ERROR: couldn't lock sound buffer
Appears for most of the videos for me, the bgm music keeps on playing during affected vids.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kalkano on 2014-01-11 17:53:07
And, just like that, it's happening again.  I got all the way to the district 7 pillar, and the stuttering/sound effect lag happens when we swing off of it.  I noticed, on FRAPS, that my FPS is 14, at that point.  Isn't it supposed to be 15, for the video?  No idea if that would cause it.  But if the frames in the video are different than the sound is expecting?  Probably not...
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: cmh175 on 2014-01-11 18:22:42
No that would certainly do it. If videos aren't at the correct frame rate they'll stutter or in some case skip entirely. You're using my remastered 2012's right? They are set to the correct codec with 15 fps, so that's odd. Is it possible the driver isn't playing videos right or something? Are you launching the game through bootloader or using the .exe that the game converter makes?
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kalkano on 2014-01-11 18:24:49
I'm using your videos.  The files say 15 fps.  When playing, FRAPS says 14 fps. I'm launching with FF7Music.  Should I try launching with 7thHeaven?

Edit: 7thHeaven does the same thing.  I don't have Bootloader, since I'm not using Bootleg.

Edit 2:  Maybe I'm doing something wrong with your videos.  I just noticed that the files I was looking at, when I said they were 15 fps, were the originals.  They're in "Final Fantasy VII/data/movies".  I have the "Final Fantasy VII/7thHeaven" directory, which only has "cmh175 HQ FMV Pack.iro" in it.

When I open 7thHeaven, it shows your FMV pack on the main tab.  It says it's installed, and the left purple button says "Deactivate", indicating that it is active.  When I click "Configure", your videos are checked, the ending3 video is checked, and the final option is fullscreen.

Edit 3:  It's intermittent.  I'm not sure what's causing it, but normal gameplay will be at 14, when it's going to happen.  If it's supposed to be at 30, it'll be at 28.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: cmh175 on 2014-01-11 20:50:01
You have the Steam version right? I think converted or not it still loads the videos from data\movies. By default 7H probably loads the videos to the same location for the original game, so they may not be used at all and its still loading the orignal 2012's. Make sure 7H is pointed to data\movies for the videos. For the .exe try using the ff7 one the game converter makes, and for the secondary launch app in 7H point it to ff7music. That way itll launch the game using the original executable and play ff7 music.

The issue could be that the game isn't using the right videos still, or it's something else that maybe related to the driver.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kaldarasha on 2014-01-11 21:12:48
Stop using FF7 Music. The music support is already included in this driver and is far better as FF7 Music.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: cmh175 on 2014-01-12 01:57:12
I didn't follow how the music works now though. If it's a quick easy thing that sounds great, one less thing that has to run, and one less to troubleshoot when it stops working. I think I saw some where that I have to rename the music files though.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Rundas on 2014-01-12 02:39:57
Only if you want to put different OST's or songs in. And they have to be .ogg.
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: Kaldarasha on 2014-01-12 02:56:48
You can use a music mod conversions from Steam.
http://steamcommunity.com/app/39140/discussions/0/846959179193256083/#p1
Title: Re: Custom graphics driver for FF7/FF8 [v0.8b]
Post by: LeonhartGR on 2014-01-14 01:43:14
I'm actually using the remixed mp3s with the ff7music mod. I guess I need to convert them in ogg now and make them looping as well and to do that I need to study how to first...