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Messages - Iros

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1
Hi,

Unfortunately I do not have the time to work on 7H. Ficedula has contacted me with some good ideas about improvements to the software, so I have sent him the source, and he says he will upload it so that other people can make changes or fixes to it.

I hope the community can improve it further!

2
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.51)
« on: 2016-01-12 19:58:27 »
New update v1.52: https://mega.nz/#!aQdXiZYA!aJnVbQH5kWSi5sC6QMdgPmjKmhfUdsP-87R70j90ub4

-Support audio preview (e.g. for music mod) in config screen
-Support tags in XML to specify load order rules, to say a mod should come before/after other mods


1) Audio preview files:

Add a attribute 'PreviewAudio' to your Option tags, e.g.

Code: [Select]
<Option Value="0" Name="Orchestral" PreviewFile="preview\orchestral.png" PreviewAudio="orch\jukai.ogg"/>
<Option Value="1" Name="Lifestream" PreviewFile="preview\lifestream.png" PreviewAudio="ls\ayasi.ogg"/>

The file must exist in the mod of course. The audio does not play automatically, but the user can click a button to preview what that music sounds like.


2) Specify mod ordering:

Add tags to the mod like this:

Code: [Select]
  <OrderConstraints>
    <Before>73271161-6402-46a9-8cd8-72bf3c19a9c5</Before>
    <After>bc6f1dec-5cef-4f16-934e-4959aca1ea57</After>
  </OrderConstraints>

This sets the mod to say it must come AFTER a particular other mod in the load order, and BEFORE another mod in the load order.

If the other mods are not active, it will not complain at all. But if they are, it will warn the user if the order is not correct.

For now, it will only warn, not try and correct the order. That may come later. It is not super simple because if lots of mods have order constraints, there may not be a correct order, and it can be complicated to calculate.

@EQ2Alyza: I expect you will make the most use of these tags, let me know if you have any questions :)


@Insight: I would not suggest changing any of the XML formats as the core 7H libraries use them internally. Of course perhaps we will add new fields in the future.


@Eeketh: Not sure there is much to be done right now? Thank you for the offer of help though. There are probably many other tools that could use some coding help though. Perhaps it is a good idea to ask mod authors what tools would help them.

3
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
« on: 2016-01-10 13:27:37 »
New version v1.51: https://mega.nz/#!OM1QFa4C!nim0JGhMBntu17ThE6oyqfWeBRztLcoHzhBm_5yFIEs

Changes:

-Fixed bug in patch creation process
-Fixed a number of startup crashes
-Added 'Profile Details' button. This shows which mods are active, in the order you have set up, with all the config options for each mod. You can copy these details into a forum post to help with debugging.
-Tweak default settings when running 7H for first time


@EQ2Alyza: I think this is all the bugs you reported, hopefully at least


@Insight: I like how the design is going, but I will need to make some changes to the code before it can be made to work with a xaml layout.


@Ace: Sorry, cannot reproduce your problem using space bar to change priority :/ can you take a screenshot of how it looks when it goes wrong?

4
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
« on: 2016-01-03 11:31:52 »
Is it possible to devide the kernel also in chunks?
http://wiki.qhimm.com/view/FF7/Kernel/Kernel.bin

Possible, I suppose. If it does not happen in the next few weeks, reminds me please :)

I created a simple UI with not much functionality (but you can click on everything, its just a suggestion at all). Just take a look, share your ideas.
I made a minimalist approach and similar like the existing 7th heaven client. I'd keep it simple and clean.

I like it generally. A few questions would be I guess:

-It doesn't separate Active and Installed mods. I supppose it doesn't have to, but maybe it makes it a bit confusing because you can re-order mods that are not active (but it won't do anything!). Perhaps instead there could be two lists (one above the other) showing active & inactive mods? Not sure really...

-Maybe should make it more obvious that a mod has configuration? Some mods don't do anything until you configure them, so I think perhaps this should be very obvious?

@Iros I can't remember if this is something I can change or not. Can I have these for default settings whenever 7H is run for the first time?

Library Location: [gamedir]\mods\7th Heaven

Aali Modpath: [gamedir]\mods\Textures

Extra Folders: music
                     direct

This is set up when 7H is run for the first time, so not something you can change. It's before any catalog is downloaded at all. I can change this for the next version, I guess.

Also, what other errors are people running into a lot? I can change the way 7H displays the error, or maybe stop it occurring at all, depending on the error, so it is clearer what the problem is.

5
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
« on: 2015-12-21 17:03:25 »
I responded to Kaldarasha that i would be willing to help, if you ( the community ) want(s) my help and want a redesign that suits 7th heaven. I dont have my tools from work, but i can provide with basic free frameworks a decent ui overhaul.

The choice is up to you.

Sure, I would be interested to see what other designs someone could make. Design is not my strong point so I don't think the current layout is great, it is just what I came up with while writing the code ;)

6
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
« on: 2015-12-17 17:26:06 »
Yes it would be nice if we could do that. Not a must have, but a nice addition.

The Nexus has its own modmanger maybe this helps you:
http://forums.nexusmods.com/index.php?/topic/1327971-start-here-and-faqs/

It is still not clear to me what their modmanager does. Is it a download tool that downloads mods and installs them? If yes, I'm not sure how this would work with 7H - because 7H needs to do things like manage the mod configuration as well.

If they have an API to allow searching and downloading mods, I could integrate that. But I haven't seen a thing like that.


One last thing: the design.
The Custom GL config button isn't needed anymore. The right info column is also useless for the most and could be hided (maybe a setting to hide/unhidden it?).
The arrows to move a mod up and down could be made smaller and placed on top of each other.
I have seen Insight has made a nice UI for Bootleg (until I bombarded it with my concerns...  :-[)
http://forums.qhimm.com/index.php?topic=15391.msg217139#msg217139

Maybe he could help you to give it a more professional look (get me right the tool by itself is very professional).

Overall I would like to have it looks like the menu from FF7.  ::)

If somebody wants to make a new design, I can look at it and see if it can be made, certainly.

hey guys, new to modding ffvii. I saw this message when i tried opening the 7th heaven application - "System.TypeLoadException: Could not load type 'Iros._7th.Workshop._7HPlugin' from assembly '7thWrapperLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
   at Iros._7th.Workshop.fLibrary..ctor()
   at Iros._7th.Workshop.Program.Main()"

(without quotes off course)

I was following the step by step guide, successfully ran the game converter patch, and when i clicked the program it just gives that "oops" message.. I probably messed something up but if anyone could just spoon feed me I'd really appreciate it. :-\

Are you sure you have downloaded and unzipped all the files properly? It looks like a file is missing or not the right version?

7
7th Heaven / Re: Can't get 7th Heaven to start 1st time
« on: 2015-12-17 17:22:41 »
One of your settings is invalid.

I will fix the next version of 7H to report this better. For now, if you go to the folder %APPDATA%\7thWorkshop and delete settings.xml you should be able to start 7H and set things up again.

8
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
« on: 2015-12-13 16:46:10 »
Is this somehow useful to pre-set the control?
http://forums.qhimm.com/index.php?topic=16501.0

It is a start although it does not contain enough information to completely decode the file. What would we use it for, a key configuration screen in 7H?

By the way is it possible to add nexus support?
http://www.nexusmods.com/games/?

??? How would that work? What would 7H do?

9
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
« on: 2015-12-12 20:16:11 »
New version 1.50:  https://mega.nz/#!yAl3mBZB!Xx7YcDefzDaC6k6_qj65qcu7YYGfirXNN4J9k8ZDj8A


-Support for mods to have 7H specific plugins
-Fix one or two minor crashes

The main feature is that now the mod can have DLLs included that are either loaded into FF7 or into the 7H. If the DLL is a .NET assembly then it is given an object that lets it load files from the mod (even if they are packed into a IRO). So your plugin can access files that are included in the mod. There is a text file (and a example plugin) included in the download.

Also I added a command line tool to create/process IRO archives, which may help make creating them quicker for mod authors, you could eg. make a batch file to create the archive.

10
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« on: 2015-06-27 20:25:02 »
V1.45 has a minor problem with more then one catalog. Rigth now after I start 7H I have to check the supscription now to use all catalogs.

OK, I have found this problem, next version will fix it.

11
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« on: 2015-06-27 16:10:15 »
New version 1.49: https://mega.co.nz/#!eVEVDSoI!FsepAhS-GoTdPH-jkQiC5CaVglrGp6e4bwpPBDxOe2I

I have not put this on the auto-update, because the new feature is probably not useful until mod / catalog authors have updated the mods, this version is really for the authors to test using the new feature and see if it works properly.

There is a new tag you can put in your mod.xml file, Compatibility. With this you can:

-Require another mod (so if your mod is turned on, you say another mod must also be turned on)
-Forbid another mod (so if your mod is turned on, you say another mod must be turned OFF - e.g. the two mods are not compatible)
-Restrict settings on a mod (e.g. if I turn the music option on for this mod, you can still turn on another mod but the music option for that mod must be turned off).


The first two options are simple:

Code: [Select]
  <Compatibility>
    <Require ModID="bc6f1dec-022f-4f16-934e-4959aca1ea53">Test mod 2</Require>
    <Forbid ModID="bc6f1dec-033f-4f16-934e-4959aca1ea53">Test mod 3</Forbid>
  </Compatibility>

This says, when my mod is turned on, Test mod 2 MUST be turned on, and Test mod 3 MUST be turned off. The ModID is the important part, the text is a description that is useful to work out which mod we are talking about (e.g. you REQUIRE a mod that is not installed, the mod name could be useful so the user can work out what mod they need to find and install.)

The tag for a setting is a bit more complication:

Code: [Select]
  <Compatibility>
    <Setting>
      <MyID>MusicOpt</MyID>
      <MyValue>1</MyValue>
      <ModID>bc6f1dec-022f-4f16-934e-4959aca1ea53</ModID>
      <TheirID>Music</TheirID>
      <Require>2</Require>
    </Setting>
  </Compatibility>

What this says is, when MY option "MusicOpt" is set to value 1, then in the other mod, THAT mods option "Music" must be set to 2.

Another option is, instead of saying "the other option must be set to this" you can say "it must not be set to this":

Code: [Select]
  <Compatibility>
    <Setting>
      <MyID>MusicOpt</MyID>
      <MyValue>1</MyValue>
      <ModID>bc6f1dec-022f-4f16-934e-4959aca1ea53</ModID>
      <TheirID>Music</TheirID>
      <Forbid>1</Forbid>
      <Forbid>3</Forbid>
    </Setting>
  </Compatibility>

This is saying, when my option "MusicOpt" is set to 1, in the other mod, you cannot select options 1 or 3. But any other option is OK.

Also, you can leave MyID and MyValue out. Then you are saying, whenever this mod is active - does not matter what my settings are - then restrict the other mods setting.

This feature is a bit complicated, so any questions about what to put in your mod.xml, ask me :)

12
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« on: 2015-02-11 17:08:48 »
You are probably best posting in the catalog topic - http://forums.qhimm.com/index.php?topic=15520.0 - since it is unlikely this is a bug in 7H itself. Either some of the mods conflict, or you have somehow managed to alter the actual game files.

13
7th Heaven / Re: access within steam
« on: 2015-02-11 17:06:27 »
Yes, this is possible. See the instructions in this post:

http://forums.qhimm.com/index.php?topic=14490.msg222610#msg222610

14
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« on: 2015-02-04 21:07:02 »
Update v1.45: https://mega.co.nz/#!yAFkRaRJ!RrvfgGlxr_d7JOxOzFDMMu5Epso87xRnOHwCIUoGI-E

Fixes crashes with some vgmstream files

Not sure why the crash only with the mod from the catalog, perhaps the .oggs in it are corrupt in some way ... but of course it should not cause the game to crash. Should be fixed now.

15
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« on: 2015-02-04 19:48:55 »
Ah, no. I did try making a test mod to change the music for the chocobo event and that worked, but it must be something specifically to do with that mod. I will download it.

16
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« on: 2015-02-04 19:04:39 »
Hm, annoying - still does not crash for me using your saves :/

Can you try running in debug mode (right click on the launch button)? Since this logs a lot, I suggest disabling most of your mods first. Also since a crash may prevent it writing everything to the log file on disk, have dbgview running - it should capture all the log messages.

17
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« on: 2015-02-03 17:27:52 »
Dbgview logs would certainly be useful; also maybe a save, resting at an inn did not crash for me, but maybe it depends on the inn - although that would surprise me.

18
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« on: 2015-02-02 19:02:12 »
What mods do you have active? I have just tried resting at an inn (using v1.44) and it does not crash for me.

19
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
« on: 2015-01-30 20:36:27 »

Any idea what this error may be? I believe I've seen it before, but it's been a long time and can't remember.



Hm, the field textures mod downloads fine for me, so I cannot say what error you were getting!

20
Nevertheless the driver cannot find it. Something is clearly wrong. Perhaps you should post screenshots of the folders & config in case someone can spot the problem

21
Sorry dude I would hate to say this but that is a pretty basic and bare bones laptop there and hence while it'll be struggling. Lowering the internal resolution will help a bit but the loading of certain mods with many files will be adding to your slow down (NT uses a whole set of new field models). The folders will always be empty as 7H loads the mods into memory in real time when you start FF7 through it and hence why you can swap mods as you please without a fresh install like bootleg. With only 3.9GB of memory with at least 2GB going to windows, you then have whatever the machine decides to give to your graphics card (assuming you followed the instructions then 1GB) as it is shared memory and probably DDR2 which leaves roughly 900mb left for 7H to load everything into memory :/

The reason you wouldn't of seen these issues with bootleg is that nothing is loaded into memory leaving you some headroom. Might be worth choosing a lower memory options in the openGL driver configuration of 7H.

A lot of this is not correct. Windows does not use 2GB for itself (that is far too high!), and 7H does not load all the mods into memory (if it did, you would never be able to use the 6GB+ mods on machines with 4GB of RAM, but you can absolutely fine). 7H will increase memory usage a bit compared to bootleg because it caches some files in memory but it absolutely does not load all of them in. e.g, If you active the world map textures mod, those files are not loaded until you go to the world map.

22
I have uploaded a new version v1.44 which will make some things quicker. For me it especially speeds up loading .PNG textures out of archives, so the world map mod loads far quicker. It did not speed up field model loading (although that was already quite quick for me) so there may still be speed problems for some people, we will have to see.

23
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.43)
« on: 2015-01-27 20:07:05 »
Updated version v1.44: https://mega.co.nz/#!bEklTIiK!Yo-ko1Bjgr7lsxO0fM9d8ZQSgYVrCicGBGVgF9AeMi4

Only one change: Accessing files in a .iro archive from FF7 is now a bit quicker. The speed up seems especially large for loading .PNG files for Aali's driver; I did not see loading models get quicker, but the delay to go into the world map when using the hi res world map textures is about twice as quick on my PC now.

24
Which mods do you have active? It is not even always the larger mods that make things run slowly, it can depend on how many files the mod changes (so field model changes are bad because a single field model can be 30+ files!).

I will be doing some testing to try and speed things up.

25
What if you run FF7 directly, not using 7H?

If you get the same error then, it is obviously not a 7H problem, it is a problem with the game convertor or your setup.

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