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Messages - Guilkwe

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1
FF8 Tools / Re: [1.6.1] Hyne - My ff8 save file editor
« on: 2013-01-04 18:30:30 »
Hello I made ​​a save with this program my other lander is faulty, I did put the levels of GF and Placed in the Field: Disc 4, When They went to open the save in the game was asking to insert Disc 1, does anyone know how arranges this?

2
Troubleshooting / Re: BUG Save FFVIII PSX.
« on: 2013-01-03 18:49:01 »
Try to use Hyne

I've tried using this program there, I can not change anything, so I came here to ask someone fix my save

3
Troubleshooting / BUG Save FFVIII PSX.
« on: 2013-01-03 18:40:01 »
I do not know if this is the right area, but if not some moderator move the topic here please. I have a folder called memcards folder epxe 1.70 recording corrupted for some reason, I'm on 4 CD game and do not know what happened, I think my brother did something that got out of my characters were all level at maximum level and disappeared some GFS, GFS all I had at the highest level and various items stored, someone who has experience can fix my SAVE?

Upei for download under there. I tried to move but could not save editor.

If anyone can fix'm very grateful.

Link save: http://www.mediafire.com/?zr8pwrt0fij18tn

4
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2012-12-29 02:22:24 »
The project has been finalized?

5
Solved Problems / Re: Mod save state?
« on: 2012-04-08 22:18:13 »
You can get the Menu Overhaul from
http://forums.qhimm.com/index.php?topic=11649.0
Just install it with only the Save anywhere option turned on. Also note it only works with the English FFVII 1.02.

Also if you want a Save Anywhere for FFVIII i did make one a while ago for myself, and it should work with all version's of FF8 (regardless of language or version),
If you want that you can get it here http://www.mediafire.com/?xg9fvou351dcbki to use it put it in your FFVIII folder and run it and click PATCH and it should patch successfully.
But as this is a test version please let me know how you get on with it.

Ok, thanks all.

6
Solved Problems / Re: Mod save state?
« on: 2012-04-08 16:28:45 »
Only 7.

one last question here in the forum posts have to download this mod?

7
Solved Problems / Re: Mod save state?
« on: 2012-04-08 11:37:22 »
And you do not need to install Menu Overhaul with it, you can choose to install the save anywhere patch on its own. Credit to Kranmer.

Saving and loading states like emulators however, is not possible.  I asked for this feature a while back but I am told it is not easy to implement.

Patch save anywhere on their own works in two? FFVII and FFVIII?

8
Solved Problems / SOLVED: Mod save state?
« on: 2012-04-07 19:16:49 »
Is there a mod to save the best position or save state, equal to the epsxe emulator? In the PC version of FFVII and FFVIII

9
General Discussion / Re: FFVII multiplayer mod
« on: 2012-04-05 22:08:24 »
ok, maybe I can make it a future project.

10
General Discussion / Re: FFVII multiplayer mod
« on: 2012-04-05 13:25:31 »
this mod will never happen ever you would have to completely break down and then rebuild the game from code it would take dozens of teams working around the clock to pull this off which would take years anyway multiplayer just wouldnt work with ff7 i know first thought is it would be great but it wouldnt not with this game just think about it when i 1st player decides to goto the golden saucer and play the mini games what would the 2nd player do wait for 2 hour for player 1 to get bored same go for when your there in the main game also when your in clouds dream and parts at nibelheim when its just player 1 running around as for the vs mode that wouldnt work either as you only need to keep doing your strongest move as the enemy take emerald weapon for example all you need to do is stamp on them a couple on times and its over keep doing this over and over then player 1 doesnt want to play anymore and you would get bored waiting for the other player to make there move plus who has the money to host the game 24/7

if this was for something like ff12 it would work great as its as an engine that could be worked with as its an open battle field and freedom of movement and positioning but yet again the time it would take and the money to run it

To perform such a way, I need to rebuild the whole game?

11
General Discussion / Re: FFVII multiplayer mod
« on: 2012-04-04 21:55:16 »
Well, what are you going to do about it?

the means to do?

12
General Discussion / Re: FFVII multiplayer mod
« on: 2012-04-04 17:55:56 »
This is a little beside the point, but for those wanting a quick fix now for FFVII as a multiplayer game there are a few options.

The Midgar Mod for JKA is an excellent online multiplayer hack and slash style game.
http://www.ff7online.net/category/midgar-v3-0/
You will find me online playing this from time to time. It is hosted by FF7online so I do thank them for that.

The most excellent Avalanche game by our former member Mr. Adults also supports multiplayer, but i don't think it is online. At least not in anyway I've ever experienced.
http://www.ff7online.net/category/avalanche/

A MMORG style of FFVII could be done as a mod to the original game or by redoing it in any other engine. The real problem is how are you gonna pay for it.

You got it wrong, I want a way for two players on the same team see the picture:


13
It should. I'm running at 1920x1200 which is 16:10. As long as your monitor/GPU support that resolution and you're using the custom driver, it should work. Just go into the ff7_opengl config and set your resolution.

Thanks, I will test,

14
Hello, I wonder if the mod is working on widescreen monitors: 16:9 Resolution: 1360 x 768, awaiting response as to make it work.

Thank you.

15
General Discussion / Re: FFVII multiplayer mod
« on: 2012-03-18 06:42:06 »
anyone know how to do this mod?

16
General Discussion / Re: Day and night mode FFVII.
« on: 2011-07-30 07:06:24 »
Spell availability and power could depend on the day and night cycle.  How about a summon undead spell that only works in the dead of night.

It would even be a good idea.

Time of day specific encounters?

This I do not know already.

17
General Discussion / Re: Day and night mode FFVII.
« on: 2011-07-28 02:55:46 »
It would be fairly easy to make the worldmap have some kind of day/night cycle but it would just be weird when you enter field and suddenly its day again.

Not because the day will not lighten suddenly in the afternoon will go first and then gradually darken to night, the NPCs you said: Good morning, Good afternoon, Good Night and Good Dawn early in their sentences, only SOME, but precisely the staying in hotels.

But I wonder how long it will be spending one hour every minute every 30 minutes or one hour it is a little difficult.

18
General Discussion / Re: Day and night mode FFVII.
« on: 2011-07-27 08:40:17 »
im not a genius but i assume it would take far more  work then its rly worth...

just turn ur screen brightness down and there u go, night time on ff7!

I confess I found it funny, but I'm open to suggestions,
but a joke about my idea where this is going?
 :evil:

19
General Discussion / Re: Day and night mode FFVII.
« on: 2011-07-27 02:49:44 »
Did you get this idea after playing an MMORPG?
 (with a blond spikey haired character killing trolls
using an oversized blade and saving green eyed girls from villager killing weirdos)

No sir, I just had this idea because I could ever be interesting if day or night in FFVII and this already exist in other RPG games, I do not criticize my ideas joking.
 :x

20
General Discussion / Day and night mode FFVII.
« on: 2011-07-26 13:09:07 »
Day and night mode.

I find it interesting that there was in Final Fantasy VII FFVII on the date and time.

Example: When the game begins the date could be 1997 or whatever year the game was created and then the weather could continue to go.

times:
0:00 to 4:59, Dawn and dark.
5:00 to 11:59, morning and clear.
12:00 to 5:59 p.m., clear afternoon.
6:00 p.m. to 11:59 p.m., The Dark Night.

The game could go COMForm darkening and lightening the time quoted above.

What do you think of this idea?
It would be possible to make an order like that?

21
General Discussion / Re: FFVII multiplayer mod
« on: 2011-07-26 12:44:42 »
Okay, but when one appears free time, I think can be done a multiplayer mode.

22
General Discussion / Re: FFVII multiplayer mod
« on: 2011-07-09 22:47:59 »
Couldn't you set up 2 gamepads, and replace the keyboard controls with the gamepad controls using Xpadder or something? That way, each player could take control and you could manually designate who is who in battle.

That, and you could always have one person use the keyboard and the other a gamepad. Sure, the other player can screw with you, but if he/she is reliable, you guys could switch whoever controls it and take turns running around when the other is tired.

Sure but this test should be done in that version of FFVII?
PSX or PC?

23
General Discussion / Re: FFVII multiplayer mod
« on: 2011-07-09 05:18:15 »
Is this a question of existence or statement offering a feature you want help developing? The inclusion of a question mark at the end of that declarative sentence makes the entire thing ambiguous. I suggest you go review the proper usage of a question mark and/or how to write a interrogative statement.

I still do not know use English correctly, I understand that but I want to help me develop a multiplayer mode in FFVII.

Do not use slang when communicating with a foreign language for only learned without them.

24
General Discussion / FFVII multiplayer mod
« on: 2011-07-08 03:52:35 »
There is the possibility of making a multiplayer mod for Final Fantasy VII?
Anyone interested in the project send me a private message.

25
General Discussion / Re: Brazil FF7
« on: 2011-07-03 04:56:55 »
Just to show that in Brazil there are many fans of FFVII as anywhere else in the world contrary to what many say that Brazil has no games and no fans of games, just shared a little of the content is a translation made by Brazilian fans 2 versions of FFVII on the computer and Playstation.

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