Author Topic: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)  (Read 276283 times)

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #325 on: 2014-02-28 13:51:08 »
If only there were two (or three) of me so I could actually work on this again
surprisingly I haven't forgotten how to do almost everything

Lionsmane

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #326 on: 2014-02-28 17:08:54 »
Is it still only through the first disc?

Also, im not positive, but I think my problem had to do with window sizes due to running with parallels on a mac.

I tried to go fullscreen (fullscreen with parallels in respect to my mac, not the game) in the middle of the game and the window issue reappeared. Otherwise its fine.

I hope that made some kind of sense!
« Last Edit: 2014-03-01 01:08:10 by Lionsmane »

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #327 on: 2014-03-01 06:26:58 »
Yes, it's only the first disc so far
Scope creep is a horrible thing to go through. I'll probably finish the difficulty rebalance before introducing any other new features and content.

Lionsmane

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #328 on: 2014-03-01 18:26:59 »
gotcha gotcha. Yeah i can imagine that would happen pretty easily taking on a project like this.

roxas86

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #329 on: 2014-03-03 00:02:54 »
hello ... I found other bugs in the game:
1) in the palace of shinra floor number 69 (I think) where there are car selling potions, even if you select the "no" is receiving full-time, however, the object (free)
2) in combat with the serpent in the room where there was Jenova (shinra building) steals an unidentified object with an image of a ring that is constantly changing "name" (type: sbg ... 3h46e5w6 | | | |)

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #330 on: 2014-03-03 08:04:22 »
Second bug should not happen. I'll see what I can do about it but for the time being avoid stealing from the Zolom

First bug I don't really understand what you're trying to say, I'm sorry

roxas86

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #331 on: 2014-03-03 09:08:09 »
excuse my English ...... the first bug relates to the "distributor of snacks / chocolate" floor 69 has a bug, in practice gives objects rather than pay

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #332 on: 2014-03-05 09:33:12 »
I have started work on CD2
I am also making minor adjustments to CD1

roxas86

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #333 on: 2014-03-05 16:06:19 »
ok thanks ..... so the mod is not complete?? should I continue and wait? ends as I understand it when you leave Midgar and then comes the hard mod?? need help if I can you give ..... I got to the boss after the stroke motorcycles (you could put a save point before you ride the bike? ........ (I have dealt with 3 bosses in a row to the one on lift it takes a lot of time, rufus has not created me problems) some advice on how I can beat him?? thank you very much

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #334 on: 2014-03-05 17:04:57 »
The difficulty part extends from the start of the game to the end of CD1. After that (CD2 and CD3) the game is like Gjoerulvs hardcore mod.


Beating Motorball requires you to have some sort of fire element defense and spread out your healing capabilities. Don't be afraid to use items to heal and damage him as he is very, very tough. It also helps to put everyone in front row before the battle, since he will back-attack you and reverse your rows.

roxas86

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #335 on: 2014-03-07 10:34:43 »
hello ... I have a problem I wanted to start from scratch ff7 but with the hardcore mode but when I arrived at sector 7 and we flash back with Sephiroth, always at a certain point the game ends and goes back to windows-_-. help .....this message after the bootleg :Error in blackbg1: Incorrect number of entries: 8/23
« Last Edit: 2014-03-07 12:27:44 by roxas86 »

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #336 on: 2014-03-07 15:38:01 »
I recognize that error from somewhere but I can't remember.
I searched my flevel for a map jump to that map but I can't find one.
blackbg1 is a debug room so I'm not sure what the game is even trying to do there.
In what map exactly does it crash? Inside the bar?

roxas86

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #337 on: 2014-03-08 15:47:10 »
hello .... I solved it by uninstalling and installing everything all over again ...... I would like a confirmation for hardcore mode:
the enemies and bosses are stronger, and THERE ARE NO HIDDEN OBJECT as in nightmare right??

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #338 on: 2014-03-08 16:54:39 »
The Hidden objects feature ends when you leave Midgar
I will continue to develop these additional features once I have finished the difficulty overwork for the mod.

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7, Includes Hardcore and Aerith Revival
« Reply #339 on: 2014-03-09 15:47:40 »
It's been a b*tch but Great Glacier balancing is now done. A ton of bugs fixed, too.
Progress was made from:
Forgotten City CD2 -> Ice Fields -> Snow Village -> Great Glacier -> Snow Queen -> Ascend of the Glacier -> Icicle Minibosses -> Shizo

I'll work on the Whirlwind Maze next
I've put implementing any stuff beside the difficulty overhaul on hold for now (That means Hidden Objects, Trivia, New Story, New Threat Features I've been given permission to take.)
« Last Edit: 2014-03-10 19:45:41 by Tenko Kuugen »

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7 - Total Game Conversion
« Reply #340 on: 2014-03-11 16:47:21 »
Rewrote the entire Kalm flashback (excluding the last few goddamn scenes since MR crashed on me) for new story because I was sick of difficulty balancing for today

roxas86

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Re: [WIP/REL] Nightmare 7 - Total Game Conversion
« Reply #341 on: 2014-03-17 09:34:35 »
I can not wait for it to finish the entire game with nightmare difficulty, but to make the game more cool maybe you can add some other weapon to fight (maybe omega weapon XD) ...... however for my personal opinion I do not like the fact that it has reduced the save points (indeed seen the difficulty and not knowing what you are in absolutely better to put in more or not?) however i would be very glad to help you if you need some ideas for new boss and / or the monsters :)

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7 - Total Game Conversion
« Reply #342 on: 2014-03-17 12:57:14 »
Omega Weapon (from Gjoerulvs Hardcore mod) is alreada a thing
I once owned a red diamond weapon model that I think WhiteRaven did for me but I seem to have misplaced it.

Savepoints are reduced to encourage careful play and not just saving, storming in without a care in the world and then re-doing the section while knowing all about it

It'll take a good amount of time before I have finished CD2 since there are lots of things to do on CD2

MarinoKadame

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Re: [WIP/REL] Nightmare 7 - Total Game Conversion
« Reply #343 on: 2014-04-04 04:14:40 »
Is this the Nightmare conversion included in the Bootleg 040 ?

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7 - Total Game Conversion
« Reply #344 on: 2014-04-04 18:19:22 »
Yes, this is the Nightmare Conversion option in Bootleg 0040

vannyhook

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Re: [WIP/REL] Nightmare 7 - Total Game Conversion
« Reply #345 on: 2014-06-21 05:10:10 »
what kind of progress have you made since april? This is amazing work. :lol:

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7 - Total Game Conversion
« Reply #346 on: 2014-06-21 15:53:20 »
Not much. I haven't heard from more than a handful of people that played past Midgar and I was hoping to gather some feedback from the release.
(That and I've gotten completely absorbed into Kancolle)

NeuroSephrioth

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Re: [WIP/REL] Nightmare 7 - Total Game Conversion
« Reply #347 on: 2014-06-29 00:59:30 »
Hey Kuugen, would you like some help with this mod? I'm pretty much free all the time.

Tenko Kuugen

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Re: [WIP/REL] Nightmare 7 - Total Game Conversion
« Reply #348 on: 2014-06-30 00:09:47 »
Any one of the following is helpful and will enable you to help. More than one is even better.
1) You can write custom enemy AI
2) You know your way around field script code in makou reactor and you can get to a goal with minimal instructions
3) You can edit models
4) You can edit music (proper looping .ogg of the custom OST)
5) You are very knowledgable about the .exe and can do advanced hex edits
6) You have lots of time to proofread custom dialogue and bugtest the mod in general as well as provide feedback of the game experience.

In any case, there are lots of things I'd like help with.

NeuroSephrioth

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Re: [WIP/REL] Nightmare 7 - Total Game Conversion
« Reply #349 on: 2014-06-30 02:12:20 »
Any one of the following is helpful and will enable you to help. More than one is even better.
1) You can write custom enemy AI
2) You know your way around field script code in makou reactor and you can get to a goal with minimal instructions
3) You can edit models
4) You can edit music (proper looping .ogg of the custom OST)
5) You are very knowledgable about the .exe and can do advanced hex edits
6) You have lots of time to proofread custom dialogue and bugtest the mod in general as well as provide feedback of the game experience.

In any case, there are lots of things I'd like help with.

I can definitely revise and edit your story and bug test the mod for you. I'm a grammar Nazi and I have a job as a beta tester, so I'm well equipped. ;)