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151
FF7 Tools / Re: 7thHeaven
« on: 2013-08-05 04:05:29 »
Sorry, completely missed the post where you explain the generator in further detail. Everything definitely coming together for this, thanks for explaining how to do the /launch /exit thing, too, that really makes it sesmless to play from the desktop. I'm kicking myself for deleting all the versions of 7thWrapper I had because I can't test .iro packing at the moment.

I'm just announcing my plans to run a subscription service (qhimm.com approved mods only) off google drive if I can work it all out. I am planning to host mods in .iro format only, though. Anyone have any thoughts about packing mods into .iro files without permission? I know I brought this up before but no one really said much about it and it's a little sticky maybe because any readmes and things will pretty much get left behind. 

152
FF7 Tools / Re: 7thHeaven
« on: 2013-08-04 17:05:55 »
I really want to get a handle on packing the .iro files themselves. If I understood it and felt confident that was going to be the standard in the future, I would be busy packing mods into iros. I was almost anticipating a wizard of some sort for that, because everything about this is so slick and easy for the user, but a little more difficult for adapting new mods to .iro form as Kaldarasha did... Let's face it... we're not all on you guys' level.

153
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-08-04 16:57:07 »
I don't know, I checked and I don't have that file anywhere but my Kimera folder on my entire system. I don't remember having to register it but if I did I was really being tricky that day and did it from there. Is your Kimera not opening at all ChaosSaber? What operating system are you running?

154
FF7 Tools / Re: 7thHeaven
« on: 2013-08-04 14:56:34 »
Packing a folder into an .iro file will help speed up loading if the mods alters lots of files. The motorball mod isn't very many files, I think? so probably not so important.
Surprising amount of data here. I noticed an increased delay adding this new mod to Kaldarasha's(which had very little at all) on your old layout.
Now the delay is quite a bit larger 3-5 seconds, and I am using the same mods as on the previous layout, when it was a fraction of a second. No biggie.



Quote
Point the setting at FF7_Launcher.exe and run it :)  Obviously will only work with LGP type mods, since there is no Aali driver, PNGs etc. won't load.
Darn, guess it doesn't work for STEAM. I don't have a 2012 install on my machine at the moment to test this. For STEAM it just opens the launcher and sits there.
Edit: Deactivating the imported from folder Motorball Revamp cut the delay at startup to nil.
Edit2: The second photo is as far as I've got with the generator, which I think has awesome written all over it, as far as a collector type person is concerned. I am interested in learning more about hosting a subscription and maintaining these xml files easily with the generator. I was looking for the utility to create .iro files. Is it tucked into the generator? I may have missed it.

155
FF7 Tools / Re: 7thHeaven
« on: 2013-08-04 13:30:56 »
Hehe, It's even in a hidden folder! ...and I was looking through the registry. So I guess it doesn't change or make any registry keys at all? I wonder if version swapping has been my issue and if I delete all those files in the 7thWorkshop and have the program make new ones it'll work? I'll just delete settings.xml and stop worrying about subscriptions for now.
Works fine but... delay got a bit longer. I think there's probably a big advantage to creating iro files out of our foldered mods huh, like the way motorball revamp is by default? Would turning the mods folder into an .iro file make it load faster? Is that a crazy idea?

Also: How do you set it up to run through the 2012 unconverted version?


156
FF7 Tools / Re: 7thHeaven
« on: 2013-08-04 13:15:40 »
there was a DLL (cryptopp.dll) I included in the first v1.00 download but forgot to put into v1.01 / v1.02 :( So copying that over may help.
This was already included with most recent version, I tried to overwrite from 1.00 but they were the same size and it didn't affect the outcome. I get the mega crash if I try to open 7thHeaven.

I think I am about done with Firefox. Maybe.

Sorry for constantly breaking your program, Iros. I'm clumsy like that in real life, too.


157
FF7 Tools / Re: 7thHeaven
« on: 2013-08-04 12:00:38 »
I don't know if this is related to the mega subscription crash but I have issues with this host in firefox. The very first time I downloaded 7thwrapper it worked fine, every time after I get weird flashes on my screen as it downloads the file, then it wont let me have it because:

There is no icon to allow anything anymore...
Internet explorer grabs stuff from your host without problems, however.
Here's the crash report from the mega subscription:
Code: [Select]
System.DllNotFoundException: Unable to load DLL 'mega.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
   at Iros.Mega.MegaIros.IrosInit(IntPtr callbacks, String email, String pass)
   at Iros.Mega.MegaIros.ThreadSpin(Object o) in C:\Iros\IrosMega\MegaIros.cs:line 506
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart(Object obj)
Can't get back into the application at all after that. Copying new files over I still get same crash on instant.
It's a surprise when it has all the filepaths filled out for you already and it's pointing at my Steam install instead of my regular modded install :P But it's pretty unusual to have 2 versions of the game installed I suppose.

158
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-08-04 11:06:34 »
I think GameConverter actually uses the files from the new version, whichever it is, and just splices in the old exe. Something like that. Like the newer flevels have a few things fixed that I have noticed and probably some things I haven't seen. But then bootleg uses the old ones and overwrites them so people don't notice.

159
This is from Omzy's field pack lighting effects. If you choose "remove glitched lighting" from bootleg you'll get rid of all these, I think; but you'll lose all the hi-res lighting completely. Kinda funny that no one has ever gone through the game and only removed the ones that need adjustment, but we want Omzy to fix them.

If I ever get around to actually doing a full playthrough again (life and my obsession with mods themselves have prevented this for quite some time) I would like to make a list of the scenes that actually need to have their hi-res lighting removed, for a future batch file-removal process. If someone could do that that would be great. Who knows, that might even be helpful to Omzy.

It's the best way to play anyway, without removing the glitched lighting. When you run into a scene that has a bad glitch that is somehow really ugly or game breaking, you can see which scene it is with aali's popup feature (shows the name of the file that is glitching onscreen during play). I think it shows this same message in the APP.log, as well. Then all you have to do to fix it is remove... erm... remove the file in that folder (ex. .\mods\*.*\field\woa1\woa_1_16_00.png) with the 15 on it or the 16...  I'm a little "iffy" on that part. I'm not sure if it's always the same one, both the 15 and the 16, or what. You would need to do a little trial and error. Sounds like a fun project for a new member to make a big contribution to the rest of the community, if you could post a full list of all the scenes that needed to have files removed.

160
FF7 Tools / Re: 7thHeaven
« on: 2013-08-03 22:46:23 »
All Qhimm activity stops while everyone learns 7thHeaven. :-D

161
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2013-08-03 17:13:19 »
ocx are activex controls. they register like dlls but if its a 32bit ocx on a 64bit OS you need to run regsvr32 from sysWOW directory first in CMD,  then use regsvr32 to reg the file after.

Edit: I would have put a link to be helpful but I was on a cell and I can't cut and paste for anything on my s3.

Pretty sure we all end up at that link Borde provided sooner or later.

162
FF7 Tools / Re: 7thHeaven
« on: 2013-08-03 15:13:18 »
I still really like the idea of having a way to hit launch from a desktop icon without having to enter the GUI, once you have this all dialed in. I am having a blast testing this over coffee this morning... I bet it's getting late over there, though. I guess Auckland (just based on your host) and its 3:00AM lol

163
FF7 Tools / Re: 7thHeaven
« on: 2013-08-03 14:56:51 »
I posted the updated version above :)

Now when you import, it copies the mods in and leaves in the original location too. You only do this with mods that you were using with 7thWrapper, that you want to import into the new version, though.

Basically you would have ff7\7thHeaven that contained all your mods (that work with the wrapper). The only reason to keep the old 'wrapped' folder would be so you could go back to that if there was a problem with the new version.
First time opened 1.01 I got a fatal exception, was looking for 7thHeaven folder inside game directory, which I had deleted (not sure why I did that, OCD). Made a new folder there named 7thHeaven and app opened without error. I wanna say it's getting to that point where it's making registry entries that version changes will affect? If installer assistance is needed I would ask DLPB, but I cannot imagine you needing help doing an installer.

164
FF7 Tools / Re: 7thHeaven
« on: 2013-08-03 14:40:03 »
If you are having any difficulty with Iros's host, use Internet Explorer instead.

165
FF7 Tools / Re: 7thHeaven
« on: 2013-08-03 14:28:29 »
I'm really liking this, Iros! I mean... it's really slick. I have been able to get the game to run fine with mods included. I also got the pastebin subscription to load up. Here's how it turned out:

166
FF7 Tools / Re: 7thHeaven
« on: 2013-08-03 13:26:59 »


Be very careful messing with this right now. I just somehow lost my entire mod folder with everything I had.Needed a drink of water, was pretty funny. :-P Bit shocked at the moment.
And I don't mean my in game mod folder. I mean the folder I had all my downloaded mods stored in. Omzy's field pack, rare files, everything. Gone.
I attempted to run it with the Library import from folder pointed at the folder now missing, it said I had no mods activated and poof.

Edit: Of course it wasn't likely it was totally poof, but I did go ahead and panic a little. You can't blame me. So I found all my stuff in a new folder within a folder "7thHeaven" in the FF7 directory itself. The folder everything was in had a randomized-seeming name: "8eb262c4-b088-4c71-baf5-867d29f34ba6_FF7Mods". Cruel trick my friend! OK, so on with the testing, after backing up the rest of my stuff online haha. Should have done that a while ago, now my SSD will die before upload completes because Murphy's Law.

167
Red triangle? You have a Radeon card, I bet. You need a certain Catalyst version to work with Aali's custom driver. Only 13.5beta2 works with shaders right now. Sounds like you were one step away from converted ff7. Uninstall your video drivers, restart your computer, and then put on the ones linked from the bootleg 40 FAQ.

It doesn't just work for some people, it works for everyone with a modern desktop computer. Aali's driver can be complex at first, it has a lot of settings that you can change in the ff7opengl.cfg file. This is why bootleg is so user-friendly, it has a GUI (user interface) to manipulate Aali's driver functions more easily. I would personally advise anyone who was new to modding FF7 to use bootleg. It fixes a lot of things you and I just would never have the knowledge with which to fix. You don't have to download a 17GB file to use it, although Omzy's backgrounds are nearly 4GB compressed. You can just get a few basic things it needs to run and it will tell you what they are and if you are ready to go or not. But it isn't exactly a Microsoft Office Wizard, either. There are a lot of readme files associated with all of these things.   

168
I use Google Drive. It's free to 10Gigabytes and pretty fast. I am not positive but I don't think there is a bandwidth limit (like per day) at all. Kinda hard to imagine the Feds arresting the CEO and all your data going poof, too. I know how frustrating it is uploading big files.

Anyway, PM me a paypal email or something and I have a donation with your name on it. Considering your patset is designed to work for a lot of games you could potentially draw more enthusiast attention from a wider source by distributing your set in lots of little gamer communities and make a little extra money for books and synth equipment; I would throw that paypal email on your very good readme file you wrote and you might have a little money come in now and then, you never know. I only suggest this because of the complexity of what you've put together, the relative obscurity of the tools with which you did it, and the fact you said you were in school.

PS I finally got my Gothic Choir back, the fix you told me to put in + using the original sound effects fixed my problems... with bootleg on, or those sound effects, something I was doing was messing with all your pads. That choir is totally awesome even if it's not much like the original. It should have been.

169
Completely Unrelated / Re: Android RPGs
« on: 2013-08-03 04:02:15 »
My only experience is with FFIII official. Very expensive (comparatively anyway, 16$?) but very well ported, only: extremely boring, cannot recommend. Good for flying from New York to Jakarta perhaps. God forbid you take a book. 

170
Team Avalanche / Re: Out of hibernation
« on: 2013-08-03 01:50:30 »
I am testing support for the 2012 version - it was a bit harder than I expected, but I think it is working now, so next version should support this :)

Is the Steam release the same as the 2012 version?

I believe it is functionally. This should be compatible for both but only a test will show.

171
Graphical / Re: [WIP] HD battle scene pack
« on: 2013-08-03 00:26:10 »
I don't know if "better" is exactly the way to put it  :-D It's horrible.
But it seems like you pretty much completely addressed what Timu was saying, I didn't really get it until you posted that, though. You can see how the farthest area is still mirroring a slanted bloodspatter but it doesn't look odd because it just doesn't end up being obviously symmetrical.

172
No, and it's really disappointing. They purposely made the game moddable but left us no way to change the backgrounds without totally ripping their code apart. I did a collection of mods for unconverted STEAM but I must be honest I couldn't actually play that way, it's part of why testing that package is so difficult. There is really no reason to stay on the CLOUD unless you're a purist and it's a goal of some sort.

I gotta say, though. Troubleshooting reports for bootleg have dropped off. GameConverter9b handles STEAM like a ball of yarn now. If you were having trouble before with converting STEAM, this new version of GameConverter should take care of the dirty work. It's now possible to completely move your STEAM installed Final Fantasy VII folder and put it wherever you please outside of the Program Files area, and then convert it. Right now I have a converted version I play with, and a STEAM version I use to test both installed on my system. The only twist (if you could call it one) is that you need to manually type in the filepath for where you moved your STEAM FF7 folder during the conversion.   

I asked Omzy personally about the idea of making a huge flevel.lgp file with upscaled backgrounds in it, and his answer was complicated enough to mean it wasn't going to happen. In theory, it's possible, in practice, it would be sort of a life's work. Bootleg has all kinds of mods, some of which are actually included in the HQModels for STEAM package. You can install it and then put Kaldarasha's models on top, which is really all that HQ STEAM package is, minus the things that are incompatible, like world map mods and menu mods.

In response to some PM activity I've received on this subject I'll let Omzy explain it in his own words, because this is out of my comfort zone. To be totally clear: I am personally not capable of doing all this would require, physically or mentally, not even for 1 scene. Hope its cool to post this PM, I am almost certain he would approve.
Heya Template!

I'm not sure it can be done. This information is far from fresh in my head so pardon the laxity. The import feature of Aali's Palmer turns the textures into nice little compressed bundle textures that his driver reads (the files that are distributed with the field pack). His driver was specifically designed to understand an increased number of palette colors (larger palette size) in addition to the higher resolution. The palette sections of the field file would need to be rewritten to observe this, in addition to rewriting segments of the field file encoding the length of the larger textures. Even if this were all done without a hitch, I'm not sure the kernel itself would be able to understand the headers of the modified field files. Kernel editing would be above my level of ff7 knowledge and a dark area of programming I have yet to delve into. If, however, you think you can shimmy around these limitations, you have my full support ;D

Omzy
Just goes to show how awesome the guy is. Seriously I wouldn't even make political criminals do this process and I certainly wouldn't ask Omzy to do it. If this is going to ever happen, it will have to come from some super talented person who can verify that the kernel headers will work after doing a test scene. And then, assuming they could make that scene work, changing aali's Palmer tool to accommodate the format needed for encoding into the lgp file. That would be a year's worth of toil, several hours a day I think, and the person would have to start out with knowledge few people alive possess. There's no guarantee that there wouldn't be massive problems we haven't considered somewhere along the process. If you want to see how totally bonkers this stuff turns out... just look at the actual .png files Omzy's Field Pack installs. They look like quilts from the 19th century. 

173
Team Avalanche / Re: Out of hibernation
« on: 2013-08-02 16:48:32 »
Its the same thing 2012 is doing though isn't it? Need to figure out how to get between the launcher and the actual exe they hid inside. There may be a trick I have not considered.

174
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-08-02 15:49:40 »
And here's where I officially got sucked into hex editing........... Thanks Dan! [grumble grumble]  :-D

HxD--after spur of the moment decision to plunge into the ff7.exe file I ended up downloading this freeware hex editor... I'm sure there are better examples but this is OT so, make a new thread if you want to further this discussion.

Rollercoaster aimer issue: FIXED (added to Aali's next driver)

info:  Aimer was not moving at correct speed.
Code: [Select]
Solution:
http://dl.dropbox.com/u/36889302/FF7/CoasterAimerFix.exe
Change following exe values:
001ed679 = 05
001ed69a = 05
001ed6bd = 05
001ed6e0 = 05
All these values were already changed, but I had not installed this fix through MO, just YAMP MPG. Did Dziugo fix this along with the FPS of the minigame itself? Fascinating... I'm happy to stumble on a new hobby but I'm going to try to forget this ever happened.

175
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-08-02 15:11:04 »
DLPB, keep doing what you're doing. I got this. The minigame fixes are affected by the FPS limiter values that aali's driver imposes. I have not tested it but I think YAMP provides a way around this. The issue has been completely addressed in a new version of aali's driver, but it's not out yet and who knows, it's a very sensitive issue considering SE appears to be interested in making money off FF7 again. 

My suggestion: check out this "oldie but goodie" thread for Yet Another MultiPatcher, the FPS fix is the first one that comes up, and the FPS patch has customizable variants for the FPS in different minigames. This stuff still works great.
Here's what I put for my framrates in the MGP text patch configuration.
Code: [Select]
@echo off

rem |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
rem |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MiniGamesPatch =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
rem |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a.k.a =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
rem |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MGP =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
rem |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= by dziugo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
rem |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [email protected] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=|
rem |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|

rem ====================================================================================================
rem ================================== Configure these if you need to ==================================
rem ====================================================================================================

rem =============================== Framerate of The Snowboard Mini Game ===============================
set snowboard_speed=60
rem ====================================================================================================

rem ================================ Framerate of The Highway Mini Game ================================
set highway_speed=30
rem ====================================================================================================

rem ============================= Framerate of The RollerCoaster Mini Game =============================
set rollercoaster_speed=30
rem ====================================================================================================

rem =============================== Framerate of The Battle Swirl Effect ===============================
set battleswirl_speed=60
rem ====================================================================================================

rem ====================================================================================================
rem ==================  Don't touch anything below unless you know what you're doing!! =================
rem ====================================================================================================

echo %1 -patch %2 -in %3 -out %4 -fulldebug 1 -nopause -bswirl %battleswirl_speed% -snowboard %snowboard_speed% -highway %highway_speed% -rcoaster %rollercoaster_speed%
Obviously, you'll also have to turn off the minigame limiters in aali's driver.

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