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Messages - twipley

Pages: [1] 2 3
1
thanks for the quick and comprehensive replies to all of previous questions.

so, you've both told me that the fix for the minigames locks them at half of the refresh rate. but, some extra interrogations:
a) why not instead lock them at a fixed "30 fps," so that monitors of the future, potentially using another standard refresh rate (e.g. 70), would still make one able to play those minigames correctly? b) and furthermore, dziugo in his "minigames patch" HighwayAndSnowboardMinigamesFix.txt puts: snowboard_speed=40; highway_speed=30; rollercoaster_speed=25; battleswirl_speed=50; any idea as to why those are not all locked to the 30 fps you have chosen for all of those? has dziugo screwed up in mgp but not in yamp?

plus, as for the third question, alli has written that "the driver will only add black bars to preserve aspect if you turn on that option." any reason as to why black bars aren't added by default on widescreen monitors (or, systems using a 16:10 (or, more rarely, a 16:9) resolution as desktop default)?

thanks,
twipley

2
hello again, dear developers and related comrades. i still have a few questions, if you don't mind:

1) "you do not need to install any codecs, the driver will only use its own codecs." -- does that mean I would not need the truemotion codec installed to be able to display movies, if I use your driver tool?

2) will it ever be possible in the future to include a speed fix for the minigames, but better than the one created by dziugo? because his tool requires you to manually adjust the framerates, depending on the strength of the computer you are using.

3) helps in increasing resolution? "yes it will increase it to any resolution, looks best if a multiple of the originals (320x240, 640x480, 960x720, 1280x960)." -- a) isn't that a little similar to "2x scaling?" (see http://forums.nvidia.com/lofiversion/index.php?t53262.html) -- b) and can black bars at the sides of my screen be added? because otherwise the image gets all stretched, and i cannot seem to add black bars with the help of nvidia drivers (because of some nasty, well-known bug).

by the way, thanks, and well, i hope to see you soon.

3
Oh yeah, I forgot to say movies were re-encoded for the Duck codec not to be needed anymore. Such a skip would be useful, though! :)

4
Alright, thanks for the quick answers.

For the info, I am running widescreen (1680x1050), and haven't got the TrueMotion codec installed, and just have tried the "custom graphics driver."

It has given me an error, http://www.megaupload.com/?d=RXKR6UXK (crash file and log combined in a rar archive).

Any idea of what is going wrong here?

5
Hello. I would like to get more info on this tool, if possible. For example:

- does it mean that when you select Software as renderer, the game uses OpenGL?
- will it make software rendering prettier than it was before?
- should I first install the v1.02 patch?
- helps in increasing resolution?

Forgive me, as I am quite new to this tool. :shy:

6
Archive / Re: STICKY: FF7 Music
« on: 2008-06-20 22:44:58 »
Ok, I did not manage to get sounds at all with that "loopbe1".
How do you all play mp3 soundtracks AND have sound?
Remember to set SFX while in the game. With the OST, I've found the right setting to be at exactly 70% of the music volume. That way, the music/sound ratio is the same than the one of the original PSP game. Note that setting the volume via FF7 Music doesn't influence the ratio, as it only affects Wave in Windows volume settings.

auxili160, thanks, but nothing you have posted seem to work...
anyway I'm not even sure of keeping the game, as summer is coming...

P.S.: for the resume thing, the only setting that is working here is 1 (always). Putting it to 0 (none), even with the same ResumeAfter and ResumeExclusions values than you, will just make the music restart from beginning each time a new area is loaded.

EDIT: auxili160: new area, meaning moving from house to house in the same town...

7
Archive / Re: Difficulty mod - Taking Requests
« on: 2008-06-20 20:53:07 »
I'm aiming for a 1.5x to 2.5x difficulty mod
That's a good thing, because the original game IMO is too easy.

8
Archive / Re: STICKY: FF7 Music
« on: 2008-06-20 20:51:36 »
http://forums.qhimm.com/index.php?topic=5387.msg86853#msg86853
http://forums.qhimm.com/index.php?topic=5387.msg91561#msg91561

I've still not been to configure it like most people on this forum (using XP):

- ticking selective instead of always, songs are not resuming as they should;
- there is a small delay in music from one room to another.

I'm using ripped FF7 OST MP3s.
Here's my ff7music.ini file:

Code: [Select]
[Setup]
InputPlugin=in_mp3.dll
OutputPlugin=out_wave.dll
Volume=255
Pan=0
Profile=CDtracks
Paths=mp3\
ProfileList=CDtracks
Loop=1
Remember=?
ResumeAfter=aseri2,bat,chu,chu2,fan2,
AutoVol=0
ResumeExclusions=aseri2,bat,chu,chu2,crwin,crlost,fanfare,fan2,
CustomFadeIn=1
CustomFadeOut=1
MidiFadeIn=1
MidiFadeOut=1
ObeyStop=1
LoopFudge=2000
PassThru=1
MidiDevice=0
MuteMidi=0
MaxMidi=0
EmulateRamp=1
StopDelay=1

9
They've let me drop.
%$*& NVIDIA

10
I just can't believe this is something other than a driver problem.
What, the newest GPU just can't reproduce what could be ten years ago? Just save this for somebody else. :)

P.S. how about some flooding NVIDIA in their tech support? ;)
I know it's not the first time they receive such feedback from us and they're aware of the problem...
Maybe they just don't think (as of now) this is worth the trouble to fix? :S

11
Good to know people still have this problem.

See this thread for solutions...:
http://forums.qhimm.com/index.php?topic=2670.275


P.S.: I'm still waiting bad for a response from NVIDIA!
don't surrender now! we still got a lot of pushing to do! ;)

12
Archive / Re: STICKY: FF7 Music
« on: 2007-09-25 22:24:19 »
Fixed by choosing "always" rather than "selective".

edit: but people here are not using "always" and it's working for them... that's weird!

13

Quote
Yes, there are texture problems, I've experienced them too, and there is NO solution for this at the moment, except of playing the game in Windows Vista.

See the NVIDIA debugging thread.

14
Archive / Re: STICKY: FF7 Music
« on: 2007-09-20 16:25:27 »
It's about resuming tracks, when I play the game and move from one scene to another, the track starts again - even if it's set to Selective or None. What the?

Is anybody else experiencing this error?

I'm using the FF7 4-CD soundtrack, and when "resuming" is set to "selective", the music starts from the start each time the scene changes (using miracle.flame inclusions & exclusions). The only way I can set it not to repeat from the beginning when the scene changes, is to set "resuming to "always". But, it shouldn't act that way, isn't it?

Here's a portion of my ff7music.ini file:
Code: [Select]
[Setup]
InputPlugin=in_mp3.dll
OutputPlugin=out_wave.dll
Volume=255
Pan=0
Profile=CDtracks
Paths=mp3\
ProfileList=CDtracks
Loop=1
Remember=2
ResumeAfter=aseri2,bat,chu,chu2,fan2,
AutoVol=0
ResumeExclusions=aseri2,bat,chu,chu2,crwin,crlost,fanfare,fan2,
CustomFadeIn=1
CustomFadeOut=1
MidiFadeIn=1
MidiFadeOut=1
ObeyStop=1
LoopFudge=2000
PassThru=1
MidiDevice=0
MuteMidi=0
MaxMidi=0
EmulateRamp=1
StopDelay=1

Thanks for helping,
twipley

15
Archive / Re: FF7 movies decoding enhancement
« on: 2007-09-17 23:41:22 »
Yes, read my posts, and the corresponding help from miracle.flame
(use VirtualDub for the encoding, and Job Control > Process Directory)

16
Archive / Re: Movie Tweaking
« on: 2007-09-17 23:39:17 »
If you only have problems playing FF7 movies, use the TrueMotion DirectShow Filter (ask miracle.flame).

If you want to improve the quality of the movies, read miracle.flame's thread. that's it

17
Archive / Re: FF7 Music problems
« on: 2007-09-17 23:36:41 »
The latest version (I believe), you have to start the game by FF7music, too!

18
Archive / Re: STICKY: FF7 Music
« on: 2007-09-16 15:37:56 »
Maybe we should email NVIDIA...
maybe driver-maker teck geeks could solve that for us!

(upcoming drivers are not supposed to erode previously-working stuff!)

19
Archive / Re: STICKY: FF7 Music
« on: 2007-09-14 22:16:05 »
I experience a bit problem with FF7Music after fixing another. It's about resuming tracks, when I play the game and move from one scene to another, the track starts again - even if it's set to Selective or None. What the?

Same here...
Christian says it's a Vista problem!?

But, on XP, there are texture problems when using a GeForce 8800!
http://forums.qhimm.com/index.php?topic=2670.msg86614#msg86614

Help would be greatly appreciated!
Thanks in advance! :)

20
Archive / Re: FF7 movies decoding enhancement
« on: 2007-09-12 02:54:17 »
Well, here's another movie problem... :(

On XP, all is forking fine playing movies.
The movies themselves are rendered better in the game engine than before.

But the thing is, I've got to play on Vista because of a nasty bug...
(unless I play in software rendering)

So, on Vista movies won't play, because there is no Indeo 5.1 codec natively installed...
I've tried with the Vista Codec Package, and with single-packaged Indeo codecs, but unsuccessfully.


edit: I'll try with the ir50_32.dll
more on this tomorrow!

21
Archive / Re: FF7 movies decoding enhancement
« on: 2007-09-11 00:37:18 »
Oh my. So simple! I only had installed the decoder, and not the compressor from the very same toolkit!  :oops:

You're such a great helper!
Thanks for the help, again.

P.S.: after having boosted my encoding skills...
time to play the game for real, soon, finally! :D

22
Archive / Re: FF7 movies decoding enhancement
« on: 2007-09-11 00:24:49 »
Oh. You're right!
This is definitely a step ahead...

but what do you suggest using as the VFW codec?
on the VFW (video encoder) configuration, on the decoding tab, truemotion is set to libavcodec.

When it is set to "disabled", the truemotion video won't load in VirtualDub...
But with the libavcodec library, it will load with color misrepresentation, whether I have the truemotion directshow filter installed or not.

Have you got something additional to suggest?
Hey, and thanks for the help already given, too! :)

23
Archive / Re: FF7 movies decoding enhancement
« on: 2007-09-10 23:36:01 »
Since I presume this page will be seen by people who have actually bought the game, here is the opening movie, encoded with VirtualDub:

http://files-upload.com/files/494504/opening%20INDEO.rar
Password: qhimm
Size: 24 MBs

24
Archive / Re: FF7 movies decoding enhancement
« on: 2007-09-10 22:19:52 »
Having no codec registered / no codec pack installed / FFDShow uninstalled / having restarted XP :

Now I'm fairly confident the only traces of codecs on my PC are the native ones.
I could try a fresh VMWare install but I already have formatted and installed XP anew not so long ago.

So here are the results:
- opening the movie in WMP11, colors are still too glowy;
- when its run by the game engine, the end result is the same.


So... if it's not the codecs, it should be my encoding, right?
I've precisely used the very same settings as the final ones published by miracle.flame

VirtualDub's encoding has been verified, and here is GSpot's report:
[img=http://img299.imageshack.us/img299/4793/ff7movieencodingsqp9.jpg]

So... what more can I say? :S

25
Releases / gjoerulv's "Hardcore" mod
« on: 2007-09-10 21:19:35 »
Well since I happen to be reading this before the author,
here is what you got to know about command-line programs:

Press the Window key (near the bottom left of the keyboard, I believe) in combination with the "R" key.
Click and drag the executable over the window, or type in its location, then add the proper switch (parameter, argument, whatever you're calling it).

These type of software contrast with the GUI-type programs.

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