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Messages - Sega Chief

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2701
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-10 06:11:47 »
Well, it's 1.3x pay + an unsociable hours bonus. And I technically don't have to get up early in the morning :I

2702
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-07 16:57:31 »
Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.

2703
7th Heaven / Re: Help plz!
« on: 2016-02-07 07:35:11 »
From that last line in the error thingie, it looks like FF7 is still installed in the steam directory; did you run the 7H Game Converter to get FF7 Steam prepared and ready to use with 7H?

2704
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-07 06:21:33 »
Sorry, bud; I'll need to ask the dudes who know assembly better than I do. It's beyond me at the moment. I'm betting that Dan's the man for the job, it'd be a good fit with Reunion's scope I think.

2705
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-06 20:46:52 »
I prefer Hidden because it sounds more mysterious  8-)

2706
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-06 20:13:17 »
Dual's function has been known for a long time; it's basically an anti-regen that decreases your HP instead of raising it. It's actually two-statuses with an invisible/unnamed one (called Dual-Drain or Seizure) doing the actual work while Dual itself does nothing except appear in the status ailment box when using certain items. But DD/Seizure can't work if Dual isn't inflicted, unless it's in the Bottomswell fight.

Hidden element is a functioning element that was (almost) removed from the original game. To an extent, the game has a limitation where Materia needs to have an element (it can't be non-elemental) so Hidden was used for that. Problem was, a lot of enemy attacks in the JORG version carried this element and some attacks still carry it in the later US/EU releases like Ultima Beam so you could use a 'non-elemental' Materia with elemental to block those attacks.

For NT, I decided to use Hidden as a counter to Holy; every enemy that looks demonic or has some sort of association with Jenova (SOLDIER enemies, Hojo's experiments, etc.) will be resistant to Hidden but weak to Holy. Hidden is effective against all the Weapon bosses like Diamond, etc as well. That means giving the player some Hidden-element attacks for their arsenal, and Shadow Flare/Pandora's Box fit the bill quite well. You can also deal Hidden element damage by combining any non-elemental Materia with Elemental in your weapon.

2707
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-05 22:17:34 »
Nah, I'd need to put AI in or something to transfer over the Fury status whenever Darkness is detected. Instead I just made the Ink item inflict Fury instead of Darkness. Bad Breath can inflict Darkness, but only a very few monsters will react to that status in any way.

2708
Troubleshooting / Re: Transparent/Faded Enemy Textures
« on: 2016-02-04 21:22:11 »
Quick question, Kald; are Hundred Gunner's textures being applied properly? They've always looked wrong when viewed in the editor now that I think about it.

Edit: And are battle backgrounds needing this or are they to be left on Average?

2709
Troubleshooting / Re: Transparent/Faded Enemy Textures
« on: 2016-02-04 21:07:22 »
I'll drop stuff into that folder and then upload it.

2710
Troubleshooting / Re: Transparent/Faded Enemy Textures
« on: 2016-02-04 20:54:53 »
Oh, they all need it? This is gonna take a while then :I

Are you fixing the files up for Dan or should I put what I've fixed into a folder for upload?

2711
Troubleshooting / Re: Transparent/Faded Enemy Textures
« on: 2016-02-04 20:37:33 »
Sure, I'll send them over once I've finished editing them. But for the default PC game, I think it's only Rufus and Mystery Ninja that suffer from the problem. Safer and co. were all fine as far as I can remember.

2712
7th Heaven / Re: Hardcore Choco/Mog Issue
« on: 2016-02-04 20:34:08 »
Might be the music; that script has a specific thing for checking where the song is before it stops (and it's caused problems in the past for different mods because of that).

Try turning your in-game BGM all the way down to 0 and then triggering the event. Long shot, but I think it worked in the past. As for the cause, anything that affects music is likely the culprit.

2713
Troubleshooting / Re: Transparent/Faded Enemy Textures
« on: 2016-02-04 20:23:29 »
It worked :3

2714
Troubleshooting / Transparent/Faded Enemy Textures
« on: 2016-02-04 19:04:07 »
A while back I asked folk about ways to fix the transparent texture issue that appears on certain enemies:

http://imgur.com/DOx3MGN

It was then fixed in a release of Aali's Driver, but because that fix also made textures on the field/world map opaque it was dropped from later releases. Is there a more direct way to fix it through Kimera or similar?

2715
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-04 06:36:13 »
I'll wait then. But this is going to be 1st mod to install.

By any chance, your modified EXE also unlocks enemy attack visuals? the ones that were unavailable before for modding?

Enemy attack visuals? I don't think you need to modify the .EXE for those. NT makes use of a lot of unused enemy animations for attacks and spell animations as well (except for that War Cry one, it has a similar effect to the Vincent Mug glitch in that it skips the next animation due to be played).

You will get an update message when you open 7H. Then you just click the Update button and it'll download/install it.

Will there be any files in 1.4 that have since been removed from 1.35? I have to use the advanced patch tool with 7H if files are removed between updates, and it requires manually typing in file names of those removed. I will need a list of those if so (I know, I know...bleh!). If all the same files are simply edited and/or added between 1.35 and 1.4, then I can use the regular patch tool and won't need any extra work.

I've made sure not to remove anything so that it doesn't need the advanced edit; you're safe, for now  :evil:

2716
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-03 20:15:48 »
I think the plan is to update it in the catalog as well. I'll be sending Alyza the new files when 1.4 is finished.

2717
I also could make only a dirty trick to bring it to work. I guess if you add to main script the commands
Code: [Select]
3 Wait 1 frame
4 Play music #0
it should reload the right song. That's at last how I solved the problem with the non played songs with FF7 music back then.

I assume that after the battle the buffer of the last field isn't cleared or is not cleared fast enough. Maybe on PSX entering the WM does clear the memory of the last fields, but on PC they decided that this won't be needed because a PC has enough memory.  :|

Kald's probably got the right of this. What I read was that the PS1 version overwrites it's RAM because it's got limited space, but the PC version has a lot more RAM or it works differently which means information isn't getting cleared out when you move between different kernels like the world map and field. To fix this, you might actually need to fix the underlying memory issue which would also fix wrong warping in general (maybe) but I imagine it'd be a major task. You should probably just go for Kald's solution; if the end result is the same either way on the user's end, then it's faster (and likely much safer considering what you might need to do to fix that memory thing) to just change the way music is handled on that Yougan field.

2718
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-02 17:21:06 »
Say, can you choose 3 members and stick with them for the hole game, or will NT force me to switch between options? Is the characters guide in the 1.35 read me still valid to 1.4?

You don't have to use every party member, you can stick with the same party of three for the majority of the game like in the default game.

2719
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-02 07:02:11 »
I don't get it... You're / you've implementing / ed an aerith revival option, but she does not interact with the story in the remaining game?

Most of the Disc 2 scenes are 'modular'; that is, the script checks who is in the party and then activates a small script for them to interject into scenes where Cloud, Tifa, or Cid (whoever's the main character at the time) are doing most of the talking. The majority of Disc 2's scenes are all modular like this, even important ones like activating the Keystone at the Forgotten City. Aeris herself isn't actually mentioned much in the game's story after her death which means a lot of scenes can remain intact, as all the characters are really doing is reacting to events as they unfold (weapon, Shinra's Huge Materia plan, etc.)

And then you hit the post-Rocket scene where the party have a 'what now' moment and try to decide what to do next to tackle Meteor. This is where it became problematic, because the whole point of this scene is the party remembering Aeris and then deciding to try and figure out what her plan was for stopping Sephiroth/Meteor. This can't work if she's, well, there but I was able to come up with a clean solution that fits. Once that one scene was fixed, there were no more problems. The ending FMV is maybe against it, but it's quite abstract so I'm just gonna say I get away with it :I

We still could make a new character. He could be rescued by Barret while the Junon outbreak.

A new character would be a bit sketchy. I think if there was one, it would need to use Aeris' animations/weapons/limits. Actually, no, if there is a new character it would have to be Guard Scorpion somehow <3

I'd say just put a question in at the very beginning of the game, if that's possible, like the arrange/ normal mode. That way the choice is "out of universe".
If that's not possible, I guess you could have a dialogue box during the event with something like -
"There's no saving her... (<Aeris> Dies)"
"She's still breathing... (<Aeris> Lives)"
That seems to be 'gentle', as well as making the choice very clear.

I like the idea segachief and since you are already on it might as well implement it however you think its best. It might be good to put that choice at the beginning of the game(it might be easier for you to change many things ingame as youll be clear what you need to focus on as opposing to have to keep game rich with both options), but then people might change their mind later and want to experience aeris alive so as mentioned above the option to choose keeping her after seph scene is also great idea. I would go with that later one if its not hard to implement.


I think I would probably go with an in-universe one. Alright, we'll do that.

2720
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-01 20:33:11 »
This alone almost tempts me to make a 3rd playthrough, just to abuse the fern out of that "feature". :>

I don't think I've seen Enemy Launcher being used much; it's basically designed for Blender strats (hurt enemy, heal allies) and affecting all targets with commands like an early Mega-All. Not super potent because of it's attack power, but nice and unique considering how it's sandwiched in the weapon lists.

Bit of an announcement to make on NT-

NT 1.4 is running late, but I'm not compromising on anything this time because it is going to be the last big overhaul (1.5 is a new game+ thing which isn't going to affect the base NT game). While I generally see a positive reaction to the Aeris thing when it happens, there's usually a couple of people who aren't too happy about it, usually for either story reasons or the method I do it by. And seeing as I've been redoing the game's dialogue and tweaking the events to enhance the story a bit, I can't really avoid dealing with this issue now (that and I think I promised Kalderasha that I'd make the option  :mrgreen: )

Yuffie has checks to see if she has been recruited for larger scenes where everyone appears; because she's now a mandatory recruitment, and because Vincent can be set up as one as well without needing to fight any bosses, that means I can swap this check over to use for Aeris instead. That way if you DON'T want her to stick around for the rest of the game for story-reasons, you'll have that option.

This'll take a bit of extra time, specifically because I need to try and combine two different scenes into one field (Bugenhagen's Observatory) which might be tricky. I also need to come up with some kind of non-intrusive means for making this choice. What do you all think about this?

2721
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-31 06:20:24 »
Yeah, that boss needs reworked. I didn't realise how unstable it was until bug reports started coming in about him; I've redone that entire fight as part of Dark Cave's overhaul. The Vince thing was reported, and I think the Midgar Parts was fixed in a patch (although it might be 1.4 where I've stripped out the mechanics for that field screen; can't remember which).

Some commands use the weapon's targeting data which I missed so when I made healing weapons for Aeris I kinda forgot that it would interfere with Steal; I'm going to try tampering with the command's targeting data to get around it. Though it means Enemy Launcher won't be able to steal from absolutely everything on the field anymore :I

And yeah, that steal is intended; it's a rare steal too, so pretty good acquisition. It won't be possible to steal ult weapons in 1.4 though due to a lot of bosses having their steals narrowed down to preclude rare steals.

Regarding Mr. Brobot, I'm still loving the gif that Iwa dude made of it: https://twitter.com/Iw4zaru

2722
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-29 12:48:19 »
Ah, that's annoying. Not sure what's happened there but I'll fix it one way or another.

2723
What's happening is, he's loading a save file with two different versions and for whatever reason it seems to be dipping the strength stat down when loading it through 7H with the MO.exe enabled. Did you change materia equip effects, by any chance? That's the only thing I can think of that would change stats through an .exe on its own.

2724
7th Heaven / Re: Discrepancy with attack stat
« on: 2016-01-28 21:42:13 »
Materia equip bonuses/penalties are stored in the .exe. Maybe he changed them?

Edit: A thought occurred. Alyza, did you say there was an NT + MO.exe where they're combined together? I think the strength penalty on NT materia is -2 or something and the save file had three Materia equipped on Cloud I think.

2725
7th Heaven / Re: Discrepancy with attack stat
« on: 2016-01-28 20:13:45 »
It's not the kernel if the stats are being altered between saves; maybe it's the Materia equip bonuses/penalties that are decreasing strength?

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