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Messages - willis936

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26
Releases / Re: [WIP] Final Fantasy VII FMV Update
« on: 2010-11-06 07:21:34 »
Now I could be wrong here but that sounds like a codec problem.  Are you sure the plugin that's beige used for playing that video supports that codec.  There are lots of reasons a codec might not be working right and I doubt aali's current driver supports most codecs out of the box.

27
Releases / Re: [WIP] Final Fantasy VII FMV Update
« on: 2010-11-05 13:24:01 »
Clearly.  I always thought there was some debate over the actual difference in quality between the PSX FMVs and the PC FMVs but I'm fairly convinced now.  I bet this trick doesn't work with field backgrounds since they're probably still downsized to the ridiculously low resolution on both platforms.

28
Releases / Re: [WIP] Final Fantasy VII FMV Update
« on: 2010-11-05 09:29:35 »
I went back and did a side by side comparison and I'm just astonished that you found a way to polish this terd so well.  Honestly I was convinced that loss of quality was a one way road but this is some spectacular work.  Taking out the artifacts and effects of low res lossy compression in video.  I know it has been tried many times with little decent results but perhaps after this you could take a look at the field backgrounds.  ;)

29
Releases / Re: [WIP] Final Fantasy VII FMV Update
« on: 2010-11-05 06:46:18 »
I can't believe my eyes.  Simply incredible!

30
FOUND IT THE THREAD!

Using .7.9b and Team Avalanche's latest release (including GUI 2.07).

Okay a few things:  I'm on a laptop and use ff7input but there seem to be some problems.  I've tried fixing them by going to the ingame config but that yielded no progress.  Anyway whenever I hold shift, up, and left Cloud only runs up rather than diagonal.  It's only this combination though every other one works.  Also many non keyboard buttons (volume up/down etc.) seem to hit cancel and field (pointer finger).  Also my right shift brings up the menu but it also hits cancel and field.  Does anyone have any ideas?

Also I need to turn ff7music's volume down to 35/255 to be able to hear the sound effects.  I was wondering if there is any way to change the sound effects volume?

Also caching seems to make some Team Avalanche imported textures (but not others) come through.  For instance, restore still uses the old one.  This isn't a modpath issue either.  Also it works fine with caching off.  On the topic of spells, I can see the square edge of the bolt 1's "plumes" texture.  I don't think it's the texture's fault since TA makes all textures 1 to 1 replica updates.

Also I ran through the motorbike game recently and an error came up about the vsync (I couldn't catch it though).  I checked the .cfg and it said the framelimiter needs the vsync turned on but there was no option for it anywhere in the file.


Looks at thread title.  Looks at stickies.  Crap.

31
Team Avalanche / Re: GUI v2.0
« on: 2010-11-04 13:26:23 »
2.06 works perfect.  Also you can turn caching on without problems if you upgrade to aali's .7.9b.

EDIT:  Looking down below I can see I'm clearly wrong and will stop talking.  :mrgreen:

32
Gotta say this is the coolest thing since sliced bread.  I honestly can't tell you how amazing this is.

One note: Make sure you set your input .dll to loop indefinitely.  Also if some people are having problems remember to get and put in_vgmstream.dll AND it's external .dlls into your ff7music directory.

Also I noticed the sound effects in the field have been getting drowned out by the music.  I don't know why this is, ff7music volume is set to 100 (it was 179 before) but it doesn't seem like that changed it.  My example is Barret shooting Nanaki's cage in the shinra building.  Barely even audible.  Thoughts? Comments? Solutions?

EDIT:  Okay solved my own problem.  100 is still too high.  Strange it goes so high (255) if you only want to use 1-100.  I'm using 65 but I'm thinking 50 is probably perfect.

Okay so it turns out 35 sounds as close to 1 to 1 as I'm going to get.  I know this is the wrong thread but is there anyway to jack the FX volume?

33
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.8b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GT 240M/PCI/SSE2 3.0.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Original resolution 640x480, window size 1366x768, output resolution 1024x768, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/buster_00.png); this is slow, please convert to 32-bit
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 406
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/coloa_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/colob_00.png); this is slow, please convert to 32-bit
[BATTLE] Exitting FRAME_INITIALIZE
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Limit/limit/jo_b03_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/eskill/jo_b04_00.png); this is slow, please convert to 32-bit
[BATTLE] Begin main battle loop
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/bolt1/thunde00_00.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/bolt1/sonic_1_00.png); this is slow, please convert to 32-bit
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 412
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Limit/bigshot/hvshot_00.png); this is slow, please convert to 32-bit
WM_CLOSE
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

Interesting that turning cache back on (even with the old cache folder deleted) the font gets screwed up again.

Also the Limit text problem is fixed with cache off.

EDIT:  I used restore in that first battle but it still used the original texture.  It doesn't say any textures failed to load either.

Also putting seffect folder in the modpath didn't fix the problem.

Started with a fresh battle.lgp.  Update in a few mins.

Okay so the fresh lgp fixed my problems.  Have you found a way to make caching work with the new GUI?  Also I can't seem to download .7.9b from aali's link :<

34
Okay.  I'll stop taking up space in your GUI 2.0 thread.  Turning off the cache, running config, and playing the game worked so now I turned it back on and deleted my old cache folder.  The restore problem is still there I assume because I actually don't have as many spells in my texture folder as I should.  I have bio1, all of the bolts, break, despell, eskill, all of the fires, flamethrowe, flare, ice2, quake 1&3, remove, seffect, shield, tornado, and ultima.

Also this seems consequential but my config.doc has a lock icon in the corner.  I believe that has something to do with permissions.  It's strange that it's there now when it wasn't before but it doesn't seem to effect anything.

35
Team Avalanche / Re: GUI v2.0
« on: 2010-11-02 20:29:58 »
Aha!  Interesting.  That did solve the problem.  Though I think I'll have to end up reinstalling FFVII again because I've tinkered with battle models and cloud's actually missing his mouth texture for some reason.  Also I take it back about the restore spell, it's still low res.  I'm going to take a look into setting that up in my modpath folder.

36
GUI 2.06 problem:  The limit fonts take some colors from different font tables and the spacing in field is off by quite a bit.  Ignore the restore image here that got fixed while reinstalling the overhaul.  I assume this problem comes from Microsoft Security Essential since it browns its pants whenever I install GUI 2.06 and this last time it actually identified the instal.exe as a threat and deleted it from my directory!


37
Team Avalanche / Re: GUI v2.0
« on: 2010-11-02 20:18:58 »
GUI 2.06 is the latest.  That means it's a problem on my system.  I'll take this to the problem thread.

38
Team Avalanche / Re: GUI v2.0
« on: 2010-11-02 19:43:10 »
Okay so while playing around I found a few things.  The limit animation looks like it's taking different fonts for different colors.  Look at the "L", "m", and "t" and you'll see what I mean.  Second the heal spell looks low res but I'll try reinstalling the overhaul and see if that clears it up.  Lastly the field text may be lined up perfect with the original but it still feels off in some places like between the two Ms in "Umm" and "LOVE" and "with", "Let", "me", etc.

EDIT:  Okay so the spell problem went away with a fresh install but when I applied GUI 2.06 I noticed Microsoft Security Essentials put up a red flag immediately after saying it stopped one problem or something.  Thoughts?  Theories?  Also, haven't tested for the limit font problem again yet but the field text is still screwy.


39
Team Avalanche / Re: GUI v2.0
« on: 2010-10-24 07:57:23 »
I'm not sure if anyone else is noticing this but the new font has some serious spacing issues that weren't there before.
Also I know this is about half a year too late but I have a bit (huge) affinity for nixie tubes and though there technically they never made krypton nixies my quarrel comes with the brightness rather than color.  They seem too dim for nixie tubes and the hue seems slightly off from the original (I could be wrong here).  I know sticking to the original is more important that adhering to realism (final FANTASY etc.) but I think visually the timer could use a helping hand in sticking out.

40
Team Avalanche / Re: Rocket launcher [WIP]
« on: 2010-10-21 14:02:36 »
Stellar work, I see a huge improvement.  It fits the style of the mod so far too.
2 things:
-the trail seems a little long but I'm not sure if that can be changed easily.
-it looks like it wants to move a lot faster (not sure if anyone's found the code for this)

even if you don't change the speed perhaps other things could be done to give the illusion that it doesn't want to get there so quickly like reducing the change between each image in the booster animation.

41
Team Avalanche / Re: Team Avalanche Logo
« on: 2010-10-07 18:37:41 »
I think the horizon could be a smidgen more distinct.  The refletion flows a little too smoothly onto the actual logo.

42
Team Avalanche / Re: Team Avalanche Logo
« on: 2010-09-03 16:20:24 »
Well if it's to be a flag how bout modelling it after a traditional pirate jolly Roger flag?  Only in the sense that the skull should be centered rather than stretched and it should be white on black rather than white on red.

43
Team Avalanche / Re: Team Avalanche Logo
« on: 2010-08-26 02:57:28 »
I very much like that take on the shin-ra logo.  It's very simple and very classy.  It doesn't scream LOOK AT ME I'VE MODDED FFVII.

44
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-08-01 15:35:59 »
Sayyyy isn't that exactly what aali's driver does?  ;)

45
Since mill hasn't released it himself I'm going to go on a limb and say you won't find it anywhere here but as long as you don't share it you can modify it yourself.

46
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-21 23:52:36 »
I'm not certain how battle lighting is handled now but if it is self illumining then mill could just make it darker to match Barrett.

47
I think cloud's battle model should be riding a chocobo at all tomes.

Mod edit: I think you should keep to serious suggestions as this is a serious thread. Do not do it again.

48
Team Avalanche / Re: Verdana Font
« on: 2010-07-20 19:51:58 »
Delicious.
Can you post a side by side of both palettes?

49
Wow that's impressive I never knew there was an original AC cloud model.

Also, THANK YOU mill, you are truly a god among men.

50
Ah, I hadn't seen that.
Also that's a good point I guess I got caught up in conspiracy theories rather than keeping the process of creating a game in mind.

Well this all well and unfortunate but I think he should just make his own UV and try to clear some muck off his great name.

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