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Messages - Chrysalis

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176
Releases / Re: [FF7PC] Enhanced Stock UI
« on: 2019-07-28 11:35:05 »
The reason I made this thread Covarr is I needed a url to put in the 7th heaven url section, but I appreciated you moved the thread instead of deleting it.  This thread is the intended support thread for the mod but it will be part of the new 7th heaven catalog for distribution.

Yeah DLPB you will be credited of course.  More then just a credit, this wouldnt have even been possible without your work.

Basically I made new fonts for the battle UI headers, I also made the new bar borders by myself based upon the thinnest bars.  But the font for the text and some UI enhancements were ported over from menu overhaul mod and that was never going to go uncredited, thanks for letting us finish it.

177
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-07-25 13:45:27 »
I will probably play this soon.  It be nice to play on a balance mod with so much time and effort put into it.

178
I certainly don't.  I do have a problem with 7h - in that I find it to be very very counter intuitive - and too much of a one size fits all approach, which can't ever work well enough across the board to be a good solution (hence the hourly threads that crop up by people either perplexed at how to install mods - or the conflicts of which Qhimm's is running out of space to store).  My secondary problem is how my mod is also being judged on the shortcomings of 7h. When it fails or has a conflict, people sometimes blame me or The Reunion for it. The Reunion - and especially R06+ are meant to be standalone mods - the latter even has its own modding solution.

I'm hoping more people create mods that work properly with the framework added to R06, but, if not, 7h is always there. 

I commend the effort with 7h and I'd never have a problem with anyone who contributes.

Hi DLPB

First off congrats on your work with reunion, its a huge project and undertaking, and I am aware your work help's feed other's work as well as you share your knowledge.

My only concern is the R06 modding framework, I feel it may split the community with some modders supporting reunion and others 7th heaven, as right now 7th heaven I feel is an excellent tool, one can just add mods to it, remove it, all without manual fiddling, its click and play almost.  The only real issue is the main catalog has been allowed to get out of date.

Also you use precompiled exe's which is probably the main reason 7th heaven has been problematic with reunion, hext loading would likely make it work so much better.   It allows much more modularity in selective use of features and co existence with other mods.  But I accept this isnt a 7th heaven thread.  So will stop there, but maybe to hope one day you reconsider your stance on allowing the two to be used together with your support.

179
I can tell you the limit bar is good on the status screen after I fixed the bars, I also made the bar more like the battle screen style, it was adjusted before to try and cater for the misalignment.

So its just the exp bar that needs fixing now on status and post battle.  If we cannot fix post battle I suggest we keep the main menu aligned, as that one is seen the most by the player, also the status screen isnt as bad as the post battle screen.

180
Thanks, I did just do an update internally so it isnt as bad, but will put this and then redo again to fit the fix.

Also I fixed the one extra pixel on the bottom barrier bar (noticeable if you look hard enough LOL).

I believe this one if for after battle menu but it causes it to crash.

Code: [Select]
{after battle lvl - probably to fix bar alignment, dont know as it crashes game
{6C8358 = E8 7C B5 24 00 C1 EA 05

181
7th Heaven / Re: Cannot update catalog
« on: 2019-07-24 19:55:40 »
I think there is an issue today as I get errors when starting the launcher, try waiting a day as LordUrQuan said.

182
General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-07-24 19:54:54 »
Like they didnt bother with using aali's mod on steam? O_o

183
Sorry I been out for some hours, I am finishing up now, MP cannot be moved without hexediting which I wont bother with to move that.

There is also a known issue with next level exp bar alignment's, I think there is a fix for it provided by DLPB but it crashes enhanced stock so that is a known issue to be left alone.  Its not as bad on the main menu, its worst on the post battle screen.

https://drive.google.com/file/d/1m4dGuJMMGeDHTEXVK0DcUUCNHWIrr300/view?usp=sharing

There will be a newer iro also with preview images for each config option.

184
Releases / [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2019-07-24 19:20:57 »
Here is a public build of Enhanced Stock UI by me and EQ2Alyza

The idea behind this mod is I wanted a high resolution mod based on the stock UI in the game, that had no other functionality attached to it other than modernising the UI, and also not needing a custom executable, so to have least complexity in using it.

Before I started on this Mod I knew very little about modifying the UI in the game, and having been able to look at Menu Overhaul I was able to figure out how to create something I liked.

Tools used for creating this mod were.

Cheat Engine for live hext editing to adjust alignments
makoureactor for extracting texture files from game, and
Omega for converting those texture files to images
Gimp for editing the UI asset files, and upressing them.
I also used some images from the older MO mod such as the menu font.
7th heaven for packaging the mod.

The mod makes the following changes to the stock game.

4x resolution for UI assets.
Adjustable high res materia and inventory items.
New icons for the battle arena reel.
New UI assets for boxes and battle headers.
Additional rows in inventory screen and command menu's.
Many alignment improvements over stock game.
Choice between R03 menu overhaul dialog box style and stock dialog.
Full screen rendering for battle UI
999 hour support on game timer display.

New in 2.0

Additional Battle Themes optimised to be able to view the barrier bars without hiding the menu.
Additional Minimalist Battle Theme for fans of the old Menu Overhaul project.
Better support for transparent avatars, and further alignment improvements.

Thanks to the following people.

EQ2Alyza for helping develop the mod, her beta testing of a MO build kick started this.
Beta testers LordUrQuan, unab0mb, Strife98 and Tsunamix
DLPB and Kramner for the Menu Overhaul project.  As said above MO font assets are been used in this mod and a small part of the hext code is taken directly from MO.
Fewtch for the new logo and his Remake theme

Instructions
Spoiler: show
To install, download the User Interface mod from the qhimm catalog and activate it.
It is also available as standalone in the MOTR catalog, this build has newer less tested code/features.
Or download the iro, and then import the iro into 7th heaven.

Use "ff7.exe", dont use ff7_mo or ff7_bc exe files, this is very important.


download link

Enhanced Stock UI-rel2

download link legacy version - 28112019 update, no longer supported.

Old ESUI

In addition Fewtch has made a new theme for ESUI, based on the FF7 REMAKE.  This should be placed "above" ESUI in 7h load order.  Options are still to be configured in ESUI, but font, borders, and icons can be specified in the remake theme to override ESUI UI elements.

ESUI Remake Theme

Also I have now released a controller addon for ESUI, works with the theme as well, this is designed with modularity in mind, and I am hoping gameplay authors adopt this and add controller icons in their mod's.  I will assist if asked.  This is based on the vanilla game text/scripts.  Also is available in the MOTR catalog, and will very soon be an option in the qhimm catalog "User Interface" as well.

ESUI Controller Addon

FAQ - in progress
Spoiler: show

1 - How do I add the buttons to my gameplay (flevel) mod.

See this file here, open it in a unicode editor to see the symbols, they canbe injected into makou reactor.  I will post another method later.

Controller Characters

2 - I have seen a few posters on discord which seem to have took issue on a design decision regarding the barriers.  I will explain the decision made.

The UI I wanted was not to remove elements I considered important, people testing the mod prior to release agreed with me on this principle, the barriers especially on difficulty mods may be a tool that a player utilises, and been able to see the duration left on the barrier can be useful.
On the nbb theme where the barriers were moved to the far right, they have not increased UI pixel usage, as prior to moving them there the atb and time bars utilised that space, in addition the amount of space as a whole taken up by them is a tiny part of the UI, for a practical benefit, an older UI mod which was popular actually used up "more" room for its UI in that area.  The bar background boxes were kept as the bars didnt look right without a background to them, they had poor visibility.


Any donations are appreciated, donate link below.

Donate

Images below comparing stock to the mod so the difference can be seen.











Couple of images from the remake theme below


185
Barrier can definitely be moved left, I dont know yet about MP, I will look into it (I think MP is already in its left most position and stock also has it out of line, barrier is too far left in stock and I over compensated), I just want to finish the bars first, as moving those is just editing their position in the png files.

186
Doing my own fonts, making my own borders in gimp, what next :)

what do you think of the bar redesign :)

compare the barrier to the atb limit borders.  Also sorry didnt read your reply until I posted this so havent looked at what you suggested yet.




also after big guard



I think I just need to move right hand side one pixel to the left.

187
General Discussion / Re: [FFVII-R] 03.2020 - New Trailer
« on: 2019-07-24 11:55:42 »
Square want to attract the new breed of players, when realising that its understandable they didnt use the materia/ATB turn based system.

I think a lost opportunity for them tho was on the PS4 version to not use any of the mods from this site in that build.

188
General Discussion / Re: Modders Haven
« on: 2019-07-24 11:53:52 »
Ok, sorry if the question sounded rude, but I googled it and is absolutely nothing I found on google hence the question.  Is it a project like reunion with full makeover of the game?

189
I have made new NAME/BARRIER/LIMIT/MP/HP headers for battle screen, also STATUS for status spell selection and Lv and numbers for overlimit selection so its all consistent and sleeker looking on enhanced UI.
A new symbol for the X that matches up with rest of fonts.
Lv realigned so its next to number on the overlimit window.

I added back the borders for barrier in the battle UI but been honest I feel those borders alongside with the limit and ATB borders look off on the new look.  I added it back so it is at least consistent with the fact ATB and limit had it, but if the time is there I am going to make new ones based on the borders of the new UI, but if I am not done when you release catalog v3 then what I have now we can use for it.

Also I have done a lot of play testing, tested battle square, speed square, chocobo racing, start of game with clock in reactor, start of game naming characters, shops, caith siths slots and tifa reels.  all looks good on that side of things, no graphical anomalies or crashes.

If anyone wants to test where I am at now I will package this up.  Otherwise will be later.


190
General Discussion / Re: Modders Haven
« on: 2019-07-24 06:28:31 »
What project?

191
Releases / Re: [FF7PSX PAL-Eng] Lucky Tifa patch
« on: 2019-07-23 21:03:55 »
I have done the reverse in a 7th heaven mod, will post it sometime this week.

In the mean time two pics, the first one me trying to get misses to do a pic for the 7th heaven thumbnail and getting damn lucky, the second showing reverse order with miss's changed to hits.  I also did normal order miss changed to hits also.  Might add an easy mode with extra yeah (also reversed) (but not all yeah).


192
Gameplay / Re: converting exe to hext addresses
« on: 2019-07-23 20:59:30 »
Got what i needed from cheat engine.

For the help of others tho, it seems using a hex calculator will work, all values I checked the difference had a hex difference of '401600'.

193
General Discussion / Re: Modders Haven
« on: 2019-07-23 20:54:47 »
I just google'd and I see that work it is nice, although how was it needed for that project?

194
I got an idea, let me fire it up with the new values to see the new position.  I will edit my post after.

--

Ok Yeah its still over the names, but there is room above the names.

So I think the solution is put the number above "NAME" text and move All: towards it.  Its not uniform I know, but it better then having a huge gap between All: and the number, and the number been over the names.

Is odd All: can move much further left when by default they close to each other.

--

Ok my second thought process turned out to be true.  These value are limited to a maximum of FF hexadecimal so I figured there is multiple hext's that are added together for a combined value, and so far I have found what looks like two more addresses.

006DFF55 and 006DFF53

006DFF53 I tried on 3 random values and the number was off screen. High and even medium range values crash on this one.
006DFF55 number was off screen on first 2 values, then I tried F0 as others were low, and the 4 is now on the far left.  So it can be moved, I am going to increase the first Y value again to try and get it in the right spot.

195
both need scanline effect and they'll look great.  Which is what I do.

Where are your scanline textures? Or you applying it postprocessing?

196
My feedback I guess is same as DLPB's, most of everything looks awesome, but gold saucer seems odd, kinda blurry, I am guessing due to interpolation?

197
General Discussion / Re: Modders Haven
« on: 2019-07-23 15:54:30 »
So its just modders sharing with modders?  I dont see the purpose if people cannot use the mods and learn from discussions, larger community equals better, and it can kill site's like this.

198
You be please to know I added No Battle Boxes to enhanced stock :)

I been running around testing different areas and so far so good, but will do a quick run of a new game to see if its ok with clock at start of game and name dialog boxes.

I got no method for finding position using Hext as I said my skills are low, I found that value by guessing which one of the hext values was modifying the default behaviour as by default the value is visible, but it stands to reason that the X Axis position will probably be a neighbouring hex value so I will play some more to see if I can find it.  I didnt know that was the Y Axis, nice find to catch it.  I guess 70 takes it off screen as a means to hide it.

199
I fixed the niggling issues on Enhanced Stock.  As I put in earlier post the divider was easy for HP and MP.

The missing X?

Clue came from enabling aali driver debug option for failure to load missing png's.

Code: [Select]
[00000345] START OF MENU SYSTEM!!!
[00000345] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_00.png, failed
[00000461] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_07.png, falling back to palette 0
[00000461] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_00.png, failed
[00000776] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_00.png, failed
[00000776] END OF MENU SYSTEM!!!

I made copies of the 01 file to 00 and 07 and it shows now fine.  I will make a newer package and hopefully this can go in the new catalog.

200
EQ2Alyza the hext you need is in file '01-Base_4.txt'

Disable or comment out this line

is near the bottom

006DFF51 = 70

Then you see screen like this in battle, see where the arrow is pointing.



So need to move that number then you good, I wouldnt bother with the X after it, thats definitely too much trouble.

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