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Messages - FFFreak

Pages: [1] 2
1
Releases / Re: FF7Music Installer
« on: 2012-01-11 14:55:17 »
Yeah, I do use a headset every now and then but I don't use it with FF7, only with Vent. But it's just a miniscule problem though, no biggie.

2
Releases / Re: FF7Music Installer
« on: 2012-01-10 05:59:30 »
Boy, do I feel like a retard. Somehow in ff7config, it didn't have a driver selected although I distinctly remember playing ff7 with ff7music before. No idea how that happened. Thanks Covarr.

3
Releases / Re: FF7Music Installer
« on: 2012-01-09 08:38:26 »
Hey guys, back from the dead. I'm having a small problem running ff7music. Whenever I try to run ff7 through ff7music, the screen flickers then goes black for a split second and goes back to ff7music.

Here's my app from it:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) HD Graphics Family 3.1.0 - Build 8.15.10.2372
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1600x900, output resolution 1200x900, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.

INFO: fragment shader compile log:
No errors.

INFO: main program link log:
No errors.

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...

I'm guessing something is conflicting with it and is making it crash? Although it has worked before, but I haven't played in a while so I've no idea what the problem may be.

4
@Kyu: How would I go about making the game use those files? I don't want to have to download PS just to use it.

5
I'm trying to use the AC custom avatar's but having a problem having the game use them. I'm ASSUMING I replace the portraits in the DK modpath "Menu" file with the ones from AC, but it does nothing. I'm also trying to use a custom start menu background (buster_00) and it's also not doing anything. Am I supposed to select the  "Read files directly" option in Aali's driver and then copy the files ito the appropriate folder? What am I doing wrong?

Edit: Nvm. Tried direct path but it doesn't work.

Edit2: Went back and read DLP's MO post and I forgot to clear the cache and it works now. :)

6
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?

7
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?

8
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-08-26 14:10:46 »
So, I've restarted with renewed hope and I guess you just need to do a bit of powerleveling beforehand and it is still quite challenging but doable. Although I still need the use of a trainer on some area's. Now I know what he meant by wait till I fight the Soldiers >_>

9
Oh, I see. I always thought Steal % was static and didn't change, save for a few circumstances such as level difference. Puts a damper on things, but ah well. Thanks for the help.

10
Use Black Chocobo as a save editor, it's much better.

11
Does WM allow you to edit Steal % chances? Or is this hard coded into the game?

12
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-08-22 15:46:06 »
Alright, thanks anyway. Just tryna squeeze out the max aesthetic value vs performance with my computer.

13
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-08-22 14:02:44 »
Not 320x240 from the FF7Config.exe. Edited within the OpenGL Config for Aali.

14
It should, yes. Just look for YAMP (Yet Another Multi Patch) thread on here and download the corresponding mods you wish to use.

15
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-08-22 08:06:33 »
Silly question, but would this mod look bad with a 320x240 resolution?

Edit: Nvm. Don't think I can use it. My card doesn't like OpenGL much and doesn't support NPOT (or much of anything for that matter).

16
Computer req's :( The only reso I can run it is 320x240, and it just looks terrible and blocky (The game, not prp). Tried downloading DK's Menu Overhaul to see if it looked any good but it didn't quite work right.

17
Is Aali's driver absolutely imperative to use this?

18
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-08-20 13:37:49 »
Well, not so quite, i'm afraid. I also had to replace the scene.bin for the original one for RDM to install. Think I may have just a smidgeon of a problem, though :P I'm in Shinra mansion and I unlocked the safe and I fought 2 Ancient Dragons and as a random encounter whilst in Shinra Mansion, I had to fight Godo, the last boss at the Wutai Pagoda. Not quite a crash but alarming to say the least lol

19
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-08-20 12:38:27 »
By new bosses, do you mean the bosses that were already in-game or the ones that he added himself?

If the latter, could I simply replace the new flevel with my backed up one and everything will be hunky-dory?

I don't much care for the new bosses that appear after picking up summon materia.

20
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-08-20 12:24:55 »
Is it safe to use the Reasonable Difficulty mod with this to replace the scene.bin?

21
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-08-20 06:10:07 »
What would I need to download in order to edit battle.lgp to decrease enemy damage?

I'm guessing Hojo and ProudClod?

Edit: Nvm, found what I needed. Gah....that's alot of enemies to go through o_O

22
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-08-20 04:16:03 »
I'd really love to play it without cheating. Do you have any this for this boss? Also is this http://forums.qhimm.com/index.php?topic=9890.0 the correct trainer you're talking about?

23
I wish it weren't :( I watched a FF7 playthrough on Youtube with someone using his model and it was just awesome.

Is it not supported because of copyright issues?

24
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-08-20 04:07:07 »
Ah, hadn't heard of that one before. Suppose it WOULD save me time from having to keep alt-tabbing to find 6 values - HP and MP. So far, Ive gotten to the second boss that blows up the walkway after being defeated and...well...it's not going so well. Figured I'd try outhealing his Big Bomber so he runs out of ammo but ffs, Rear Gun and Counter-Ram-Attack is a bitch. and I even have them in the back row! WITH NO MATERIA except for linked Cure-All. I like the difficulty, but damn...this shit is HARD. Or perhaps I just suck at coming up with strategies.

25
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-08-20 00:29:47 »
Yep - Cheat Engine :D

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