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Messages - -gone away-

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126
FF7 Tools / Re: Yet Another Multi-Patcher
« on: 2006-01-05 07:37:38 »
I'll upload the files later on, i tried before but my dad kept bitching about me using all the bandwidth while he was playing counter-strike. Go Figure.

127
Quote from: dziugo
And between "not getting killed by sephiroth" (Nibelheim incident) and "escaping from hojo's" they both (Cloud&Zack) were taken care by Hojo :wink:.
dziugo


So then why does cloud say he has never seen hojo before?

I want to watch LO but doesn't it really suck when you dont wont to pay for downloads that are going to chew up all your bandwidth. -_-

128
Archive / Stealing Rates
« on: 2006-01-05 01:47:59 »
Quote from: Terence Fergusson
And like I said, it requires that you copied Scene 111 over Scene 110's data - you will not see it if you left Scene 110 alone and copied that over Scene 111.)


Oh right, thats okay then i copied 110 over 111. Not the other way around, still it annoy's me that as a result i will not encounter 3 3rd class soldiers. And yea, i did spend alot of time within battle square.. early on to find out what items were possible to get, and the later on to get the final limit break.

Quote from: Terence Fergusson

It could be something as simple as not packing the file correctly such that one of the compressed files exceeds the size FF7 expects.


Thats my guess, when ever an error occurs the file size exceeds the 264kb limit. thus throwing everything out of whack.

Quote from: Terence Fergusson

with the correct attacks and monsters updated exactly the same no matter *where* they appear


The only problem with this method is that the engine allows for monsters that exist within different scenes to have different stats, so when modding you will not be able take advantage of this.

Another thing about the battle square, you wouldn't happen to know what the bonus is that monsters within the battle square have applied to them. They are deffinatly harder even without penalties, to kill than they're standard form.

129
Ah... ok, must remember to watch that last order thing sometime.

Reminds me of a black adder quote.

 --- when they are working out the battle statistics ---

Black Adder "... ah yes fornsbury, he took some finishing of i tell you."

Brother "Indeed, I killed him myself at one point."

130
Archive / Stealing Rates
« on: 2006-01-05 00:48:09 »
It doesn't have any nasty effects on battle square. I've tried with a previous mod all the way up to a lvl 90 character, completing everything along the way including battle square. and didn't notice anything out of the ordinary, nor experienced any technical difficulties. There are two main places that the problem occurs (Shinra HQ & Wutia Tower) and is usually/alway's realated to monsters of the same type.

Quote from: Terence Fergusson
This is not the sort of hidden after-effect I would at all like or expect in any mod, and if this one exists, then you'd have to be doubly sure other problems don't exist as well.  The source of this problem needs to be fixed.


I agree with you on this, however its not my software, and i havent seen any post from the creater's since releasing the software so theres not much i can do about it. Im not exactly the file hacking type and its one area of programming im seriously no good at. (I've only got a diploma in Game/Software development, which is more the engine stuff, & currently slowly working on a degree of IT)

The source of the problem still needs to be correctly identified. The problems only occur's after editing the files so that would lead one to assume that it's the editors fault, however replaceing these files with the originals does not fix the problem so either the problem lies with an earlier file, which is unlikely because the rest of the game plays out correctly so then my assumption becomes that it must be the compilers fault, however the compiler/scenereader compilers the original fine - but from a programming perspective that means shit.

...So any suggestions?.

131
FF7 Tools / Re: Yet Another Multi-Patcher
« on: 2006-01-05 00:03:52 »
Hehe, your patch works very well. I finally managed to get someones savegave near the end and test out a few things.

4x cut on cloud + ultimate weapon + lots of hpplus = four hits at 30000 damage each. Not even knights of the round can match that as clouds weapon does damage equal to his hp.

KOTR max dmg = 99990

Above Max Dmg = 120000 :wicked:

I managed to kill a master tonberry with 3x its normal hp(133332) in just a few moves. It was also nice to see an iron man dish out 10000+ damage.

Unfortuanly i did notice a bug which may be caused by either your patch or the hi-res patch, after killing jenova the game crashed instantly... well not the usually type of crash, but just stalled with a black screen. It may just be a one off thing.

132
Quote from: Radiosity
Quote from: Mkillbride2599
that sick guy in the slums(who we all know is Zack)


Interesting. Especially when you consider that Zack is dead and buried outside Midgar at this point, after being gunned down by Shinra soldiers while protecting Cloud.


Zack gets killed by sephiroth when the whole thing is explained in the sequence where cloud and tifa fall into the lifestream. It even shows a little animation of it happening, then cloud picks up his weapon and runs it threw sephiroth. So.. is it just me or does this guy seriously take some finishing off? :lol:.

Also Mkillbride, open google. type FF7 rumors/hoax's. read all available rumors. then check the author of each rumor and you will find it is the same jack ass that spreads all these bull shite rumors. And that man in the tunnel in the beggining is a sephiroth clone as indicated by the number two which aeris states that he has... not zack. And if you believe all these rumors then you will find that the man in the tunnel has many uses everything from resurrecting aeris to getting a grey chocobo that can travel to a moon map to becomming sephiroth.

Another thing, using a gameshark or hexeditor to get something in a game can hardly be considered a legit way of getting something. So go back to your teeny bopper friend(?) and punch him in the face for me.

133
Quote from: The Skillster
You know I noticed that the more deeper you go into editing the scene files (not just HP and stats, but steal and manipulate rates, elemental attacks and raw hacking) to longer it takes to get through it and the more motivation is required.
Especially in my case where I really wanted to be difficult in some areas but ok in others.

I was wondering if it was a good idea to pool everyone's time together and allocate sets of scene files and specific edits for people to do.
Ie: we do 10 files each a month?


I wouldn't mind, i tried to start something simular before but then left the community for a while because of ahh.. real life issues. Lack of motivations killed quite few of my mods ive tried to make, i get half way threw editing the files then stop delete and start on something else. Also the more you try to customise each fight the more & more time it starts to take. Thats why i usually use changes that can easily be done in my head i.e like 2 x Hp. This way i can get the entire file done in 4 to 8 hours rather than months on end. ..... so im in if you are :D.

I would like it if the weapon changes im making are included into it as well. Because as the name of my mod states this mod was more about fixing issues in the game rather than making things harder, to me the fact that you can steal a hardedge with shinra hq renders the placement of the mythral sabre obsolete and useless.
Another less posible thing i want to change is the price of yuffies weapons, they need to be made dirt cheap as they are intended to be thrown by the highly unused throw command (well mabye its just me that never uses it) to make it more like shadows throw command with his ninja stars that you could easily buy 99 of.

So if you intend to make a group/community developed mod create a new thread so its no cluttered by crap and we will get started, but i must admit i have no idea just how abouts we are going to go about this.

134
Archive / Stealing Rates
« on: 2006-01-04 22:52:43 »
Quote from: Terence Fergusson
No, they must not be identical.  While the enemy data is the same (they use the same monster IDs, so the exact same monster data will be stored in those scene files for safe keeping), the *encounter* data is different.

Copying one over the other will at best change some of the encounters at Shinra HQ, and at worst, break Battle Square.


It does change a encounter (Not a noticable change, as its just the same monsters in a different formation, i think it may even be an unused encounter) at shinra HQ, but doesn't effect Battle Square. Its the only fix i know of and if you dont do it the boss fight near Red XIII get messed up. Im not sure where the problem lies but i think it is within scenereader because it happens no matter which editor you use.

Skillster: sorry i thought it was fixed in a newer version (mines v1.2.4 if you want to check), It might just be because i haven't used it since scenester.

---- edit -----

Any insight into this problem is apreaciated as i would much rather fix the problem correctly rather than my rather shoddy method.

135
Archive / Stealing Rates
« on: 2006-01-04 11:15:14 »
Quote from: The Skillster
As a word of warning, I cannot remember if it was Scene Reader or Scenster that would (I think it is Scene Reader) change the items stealed into Potions.


That is and old bug no longer valid, and was in fact neither of the two programs that you mentioned that caused it. An early version of SceneEdit used to not read/export the steal items correctly. And resulted in, as you said players spending half an hour just to steal a potion rather than clouds hardedge.

Elentor never got around to correcting that problem with his hardcore mod, thats why i always start from scratch rather than building off his. At the moment i like mine better anyway :wink:.

So, dont worry about it salk. However here is a fix in advance, scenes 110-111 have to be exactly identical. problems always occur with these two files. So after you have finished modding delete one of them and replace it with the other.

And also someone a while back placed a link to a hacked version of scenereader which will fuck your mod up, so when downloading make sure that it is comming from elentors server which ive checked to make sure its safe.

136
I've tried something simular to what your sugesting with the 2xstat mod i released before and it didn't work well.

If you increase the Exp & Ap gained it makes the game go way too quick, were as i want the opposite. I wanted players to spend a little more time in areas they previously wouldn't have. Its best not to alter any of the rewards at all, the only reason why i added in source potions is because normally you would only collect about 10 or so of them through out the coarse of the entire game. Also it gives the player a chance to customise each character. e.g. cloud-melee, barret-tank, tifa-magic or somthing like that.

If any one encounters the error that sephiroth has describe above in the english version please give me a yell, because i might in fact have uploaded the wrong version if it does.

----------------------------------- add --------------------------------------

A new version might be out in a week or so, im just going threw changing misplaced items so that previously un-used items will get some use in game, e.g. cloud's mithral-sabre, yuffie's starting weapon, if possible(unlikely) i would like to remove a item of vincents from a chest as well. Because you find a gun of his before his even in your party.

If anyone has something to add to the list of misplaced items tell me.

137
Archive / dose final fantasy 7 works on windows xp?
« on: 2006-01-02 21:28:34 »
here's a few i forgot

dziugo's limit breaking patch + minigames fix
http://forums.qhimm.com/viewtopic.php?t=5124

And my most recent hardcore mod patch - only if you like a challenge
http://forums.qhimm.com/viewtopic.php?t=5130

138
Archive / Programs
« on: 2006-01-02 21:27:08 »
ive seen arguments(d&d in norway i think may be one of them) that have gone on for that long.

Go to google and search for the worlds biggest spam page. lol . ive dont it before and found some pretty funny stuff

139
Archive / dose final fantasy 7 works on windows xp?
« on: 2006-01-02 20:25:19 »
every thing you will ever need is right here

http://forums.qhimm.com/viewtopic.php?t=4351

make sure you get the 1.02 patch + saints hi res patch,

140
It worked fine for me, make sure you scrolled up the top(of this page) and downloaded the newest version v0.40, because ive updated/fixed the file four times since yesterday also make sure you are installling the file correctly into your battle folder over the top of your old scene file. The very top link is the newest the old ones are there for people if they dont like any of the changes ive made.

If that still fails, send me the original scene file that is on your FF7 cd and i will check to see if the french version differ's in anyway.

but like i said everything worked fine for me.

141
Archive / Programs
« on: 2006-01-02 19:51:54 »
HAHHAHAHAHHAHhahahahahahahahHAHHHHAhaha .... hehe haw you are killing me  :lol:  :lol:  :lol: .

How he even found it i just dont know.

142
Archive / Re: dose final fantasy 7 works on windows xp?
« on: 2006-01-02 19:48:21 »
Quote from: joelo4
hi im new here and i would like to ask if ff7 works in windows xp :D


yes, if you apply the appropriat patches + set the game up correctly

I've tested with the following, and its compatible with all of them.

GeForce 3
GeForce 4
Radeon9600
P4 3000
Athlon 3500
WinXp Home
WinXp Home with service pack 1
WinXp Home with service pack 2
WinXp Professional
WinXp Professional with service pack 1
WinXp Professional with service pack 2

143
It will not be affected by your language version, test the new version and if that hasn't fixed it send me a save game because i dont have any near that location to test with.
It wont take long to fix, it can just be a pain in finding which file the problem occurs in.

144
It mean's there is an error in one of the files before it, it throws the next couple of battles out of order.

sends us a save game and i'll fix it up, thats if its not already fixed as im about to upload a newer version with a major bug fixed in it.

145
General Discussion / Reasons to play through FFVII again?
« on: 2006-01-02 11:35:44 »
I would recommend to play all games twice.

Once without a walkthrew. And then once with one to find out all the secrets you missed.

The first time i played FF8 with a walk threw i was shocked at how much of the game i missed out on, overall i only found about 50% worths of secrets.

With FF7 i was fortunate because i had previously played it alot at a friends house so i managed to find about 95% secrets the first time threw.

146
Archive / Lines through FF8
« on: 2006-01-02 08:15:31 »
Use riva tuner, if its still updated. Thats what i used on mine to enable 8 bit texture support

147
Quote from: The Skillster
which app did you use to edit to stats for the monsters?


i used just the scenereader + scenester.

i've fixed two of the standard three problems that tend to occur, the third problem occurs at wutai (in the battle tower) were as im still in midgar so i cannot fix it yet - im pretty sure that the problems are initially caused by scenereader not extracting/compressing the files correctly, as the errors occur in the same files (area's in game) every time. scenes 54-56 and 110-111, i think the third error is in 147-148(affect's the materia keeper fight and yuffie's fight in the tower). It's got something to do with the part of the file that tells the game which scene is to be loaded next, i wish it would be fixed or that i had to the source to try and fix it.

Well here's the link, ive made it up to where you get Red XIII and i've only managed to find 1 source potion campaired to my previous run where i found about six by this point.  Also at one point i got killed(game over) once by a hell house & serious beat up by Ap's (Tip: use a hyper on aeris for that fight).

--- add ---

btw - dziugo this isnt the mod i was refering to in your post, this is an older one i started working on again because things were looking bad with the new one, it was turning out too much the same as the 2x mod. Anyway this ones pretty good... better than i remembered. Ive just made it out of midgar at lvl15 in a rushed game. i expect most people to make it out between lvl17 and 20.

148
Quote from: Mkilbride2599
Sorry if I'm reviving a dead topic; but...

How do I select the higher res? It's not in the config...and not in the readme.

An explination would be nice, thanks.


you've probley figured this out by now, but you dont need to select it. Just apply the 102 patch then the hi-res patch and your all set.

149
/// -----------------------------------------------------------------------------
This thread has been changed to a new topic, skip to the end for the latest & greatest, which at the moment isn't anything :-?, feel free to join in in development  
/// -----------------------------------------------------------------------------



---------------- Previous Mod, no longer in progress -------------------------
---------------- Download Link -------------------------
http://www.geocities.com/b_smithie/fixzmodv040.zip - newest (Major encounter bug fixed)
---------------- Download Link -------------------------

----------- Mod Changes/Features ---------------------
- Monster HP x 3
- Monster MP = HP
- Monster Lvl x 2
- Sephiroths HP = 5,000,000
- Bosses Immunities Corrected
- 1% chance to recieve a source potion from a Monster
- Removed a misplaced item (Barrets asault gun)

p.s. Please notify me of any problems + send me your save game

150
Quote from: Borde
I think there is no program yet that allows you to reinsert images in levels. I was thinking about making one someday. But i must admit that, if you can't change the resolution of the backgrounds, it would be pertty useless.


Doesn't saints hi res patch strech the images, why not just leave the images unstreched and generate bigger/higher res ones?

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