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Messages - pyrozen

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26
General Discussion / Re: Wanting a Tattoo
« on: 2011-07-30 00:49:23 »
I have wanted a tattoo since i was probably 15. I am 26 now nad still have none. I've picked out tattoos on 6 occasions since then, and kept a copy of it. I kept telling myself, "If i still want this in 6 months, then I'll get it." And every time, 6 months down the road, I pat myself on the back for not getting one.

I recently had a friend of mine draw up a sick tattoo of some lines of text that would run down the majority of my back. That was 3 months ago, and I already feel good that it's not permanently stuck to my back.

Lee

27
Completely Unrelated / Re: Mako Reactor remake WIP - CE3
« on: 2011-07-22 03:17:41 »
I'm sure it would look better if I modeled new assets though, but that's me being lazy :P

Oh yeah, btw, you mean like this?
 

doesn't the cryengine have an easy way to convert brushwork into model files? Its a trick employed by any good source engine mapper, since models don't strain video cards as much as static brush work(in that engine). and the lighting looks good, though i was thinking maybe 5 of them evenly placed around the reactor, with a high angle, and lower intensity. looks great!

28
Completely Unrelated / Re: Mako Reactor remake WIP - CE3
« on: 2011-07-21 01:11:43 »
i'd guess it a combination of handmade brushwork like the catwalk, ladders, and support columns, and prefab assets such as the pipes you see everywhere. Whatever the case, its looking sweet

29
Completely Unrelated / Re: Mako Reactor remake WIP - CE3
« on: 2011-07-21 00:39:03 »
great job! maybe some upward spot lighting near the reactor to throw some sick shadows onto the reactor itself. Not canon at all, but it would look absolutely killer.
A few more large pipes running around and some additional lifts and ladders and this could make a very frantic vertical deathmatch.

30
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-07-20 00:36:54 »
Would this be the appropriate place to request that summons get listed straight from the top of their menu regardless of which ones they are, instead of spaced out so each summon goes in a specific line? Or is that already covered (here or elsewhere)?
I believe he means that instead of the summons being locked into positions on the menu, and thus unequally distributed within the menu, that they are all pushed to the top, and additional ones are added below previously acquired ones.

Sounds like a good idea, but i don't know that it could be implemented since it would require additional loop logic in order to loop through all obtained summons, and then assign new positions to them. Sounds like a nightmare to debug, and could cause major issues with savegames since the summons could potentially be anywhere.

Or i could be wrong and its a piece of cake to implement :) Maybe re-order the menu so the summons appear in the order that they can be obtained. Same concept but just faking it. Not that I really mind, I rarely use summons due to the massive snooze factor and minimal damage.

lee

31
Completely Unrelated / Re: Mako Reactor remake WIP - CE3
« on: 2011-07-20 00:30:25 »
totally killer! I used to be huge in mapping for the HL2 engine a few years ago. I'm jealous of the new engines where poly count and vis-blocking don't really need to be considered anymore. They used to be huge hurdles to overcome in order to make large-open maps. Now the cryengine just lets your imagination run wild without the tight restrictions of engines past.

Looking forward to more screenshots!
Lee

32
any basic midi software does what mario composer does, just find yourself some good soundfonts to go with it and you'll be good to go. Fruity loops would do what you want, but it's probably serious overkill at this point if your just getting into midi composing.

33
Completely Unrelated / Re: Bitcoin Discussion
« on: 2011-07-11 23:32:14 »
well, this is the first i have heard of it. i would imagine the government stepping in at some point if it got out of control, mostly due to the money laundering aspect. But for now i assume it can be considered "safe", and if enough like minded people could mine together with monster computers i think a bit of cash could be made.

However, once the near limit of coins is reached, i see people leaving in droves because it will become to time-consuming to generate BT coins, and those coins will be worth significantly less than older ones.

Still interesting piece of tech, i had never heard of it before. And if you've got 2 decent GFX cards just  lying around, why the hell not? I would definitely avoid putting any "real" cash towards it though, your better off playing wall street or simply saving it in the bank.

lee

34
just the way the video was recorded. i don't think any tricks are involved though it does look pretty cool. Think when you watch other cars driving on the highway, sometimes it looks like the rims are spinning backwards.

35
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-07-01 22:41:36 »
I would have agreed the the barrier bars were not needed...until i fought schizo again last night. My character kept getting reflect cast onto him, and i had no idea until cure spells started going to the other side of the battle field. Extremely frustrating in the hardcore mod!

36
what's that new-ish saying?
As processors get faster, the guys writing the code can get lazier....

37
General Discussion / Re: Favorite FF7 Mods
« on: 2011-07-01 03:47:18 »
Felix's WorldMap and battle scenes
Gjoerulv's hardcore mode
DLPB's menumod (and eventual retranslation)
Team Avalanche GUI (hands, arrows, etc..... need their own release now)
team avalanche battle sprites and GFX
Toss up between any of the fractal-resizes on field screens, I honestly cant tell the difference

and thats about it. Since I've been on these boards a lot has happened, but the quality of many mods has been distilled, and these few mix together just perfectly!

lee

38
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-06-30 01:27:17 »
i've been waiting forever for this particular release! just installed it and everything looks great, you have done an amazing job!

39
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-06-29 01:31:02 »
looks like your integrated graphics threw up when the driver started, notice how not a single feature is available.
did you make sure to setup the config file correctly? I have crap intel GMA graphics in my laptop and it plays just fine with all the same mods that you are using. Try setting up the driver again from ff7config.exe and make sure you have properly chosen your options within the ff7config file. Outside of that...try updating your GFx drivers?

40
Graphical / Re: Just another project
« on: 2011-06-28 22:52:52 »
Can someone explain this method? :P
If im right, he's refering to the EXT method of injection before he had added the fancy mod folder. Its a matter of hex editing a few bytes in the header of your images. Download the TA overhaul and extract some of the .tex files and open them in any hex editor. You should see "EXT XXXXX" in the header, with the XXXs referring to the name of the new external texture, which i cannot recall where it needs to be placed :P

41
those are some pretty lofty goals my friend, none if which are impossible, but extremely difficult. The best advice i can give you is the same I recently figured out on my own. Quit trying to do something and just do it. Very Yoda-ish i know, but if you REALLY get it then you should know exactly what you need to do to get where you want to be, and if your not willing to make big sacrifices for it, then you'll never make it.

42
Completely Unrelated / Re: Tron : the Legacy...
« on: 2011-06-09 03:26:15 »
I hated it...until 1/5 through the movie i decided that Jeff Bridges was playing "The Dude" from The Big Lebowski.  Watch it again with that frame of mind and it's a much better movie.

lee

43
Completely Unrelated / Re: Time for some cardio workouts
« on: 2011-06-01 01:39:24 »
http://www.youtube.com/watch?v=jEBol54EjVE

just found these about 2 weeks ago...been sore ever since. I can barely do 3 set of 7 reps on each leg. Makes for an interesting rest of the day if you do them in the morning like i do.

44
after contemplating that thought....sqenix would probably be better off paying out these hardworking people for a true 100% remake...we all know what could happen if they're left to their own devices...

45
General Discussion / Re: Codes
« on: 2011-05-12 03:50:13 »
easier menu from highwind sounds cool to me, wonder how hard it would be to implement an instant world map menu while driving the highwind, instead of having to go inside the highwind to access it.

46
Completely Unrelated / Re: Food Additctions?
« on: 2011-05-11 20:31:07 »
knock-off oreo cookies, the ones that have vanilla and chocolate cookies in the same package. Sooooo much better than oreos, and they turn into complete sugary mush if you dip them in milk.

lee

47
FF7 Tools / Re: NSIS Installer Script
« on: 2011-04-14 09:54:24 »
Code to unlgp an lgp:

Code: [Select]
nsExec::ExecToLog /OEM '"$INSTDIR\unlgp.exe" "$INSTDIR\Backup Files\battle.lgp" "$INSTDIR\Temp\"'

Code: [Select]
nsExec::ExecToLog /OEM '"$INSTDIR\lgp.exe" "$INSTDIR\Temp" "$INSTDIR\data\battle\battle.lgp"'

Be careful with the quotes, removing one or using a different one instead as it will not work. Replace directories as needed.

very nice, i'll definitely make sure that gets in there

48
FF7 Tools / Re: NSIS Installer Script
« on: 2011-04-14 04:13:27 »
I already figured most of this out on my own (by which I mean with sl's help), but I will give this a look to see how you did the background graphics and music.
background and graphics are easily done by using the UltraModernUI. The music and finished sound were a bit trickier to get working properly, and making sure they ended up in the TEMP directory so they are deleted later on. Outside of that, its a fairly straight forward script, and anyone with NSIS experience won't be wow'd by it, but its a good starting point for people who have never used it before.

I encourage anyone to modify it and add functionality, I have already revised the initial script a bit, so a few updates are sure to materialize over time. If anyone has any suggestions please post up the code.

lee

49
FF7 Tools / Re: NSIS Installer Script
« on: 2011-04-13 03:28:14 »
Wow, that's pretty bad ass. Maybe I'll make an Installer for my old bike mod.
it'll move files around, but open/closing the LGPs is something that SL is much more familiar with. He helped me get going on this initially by providing me with the original TA installer script. It contains provisions for altering the LGPs, and ATM this script is more for the PNG based mods, though i am sure LGP functionality could easily be added *nudges SL. It would become more difficult to manage for an inexperienced user though.

50

I created this a while back for TA release, but have decided that it may be helpful to other on Qhimm. It is an NSIS script that creates a spiffy installer for you after you declare a few different things. If you are inexperienced with NSIS scripting, this might be an easy way to ease into it, because I have done all of the difficult coding for you already. All you have to do is place your fies in the same directory, then declare them in the script and compile! It's a bit more involved than that, but i have fully commented the entire script, so nothing is difficult to locate. I would suggest using Notepad++ for ease of viewing. If you dont have NSIS experience i would recommend reading about it on the NSIS website, as well as the UltraModernUI website, since i will only provide basic support here.

First you will need to download NSIS and UltraModernUI:
Download

Full Documentation:
NSIS webpage
UltraModernUI webpage

Do a full installation. Without this package you cannot compile this script. There is also a fair chance that this may not compile the same on your computer as mine, I have never tried to transfer a raw NSIS script, but I am pretty sure everything is worked out.

Included in the installer:
=AutoFind FF7 directory (windows only)
=Aali Driver Check
=Spiffy Music
=Background graphics
=Spiffy ending fanfare

All of these elements are changable with the right knowledge. Most elements don't need to be changed, only things such as installer name, folder names, and a few text fields. Everything has been labeled in the script, so any important function will have its use listed next to it. There is also an example installer in the ZIP file so you can try it out before you decide if you want to use it.

Download Template


If you have any problems let me know, if they are graphical in nature, provide a picture. I ask you provide credit for me somewhere, but its not a big deal.

have fun!
lee

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