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Messages - Timber

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-08 08:50:42 »
might be worth stating which game type A/B and any other flags u have set, such as no exp/hard mode with regards to the other parts so he can perhaps replicate.

Apologies, it was Game Type B on Hard Mode.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-07 11:43:33 »
Hi Sega Chief, loving the mod, it's clear you have put so much love into it, it's better than the original game in so many respects – and that's seriously impressive.

I have been keeping some notes of bugs and oddities I have encountered to help, see below in spoiler tag. I also need some guidance on the last point (I looked in the documentation and didn't see anything). Note: This is on Game Type B with Hard Mode. I'm using it via 7th Heaven, along with other mods (for graphics, music, animations and UI), but the only mod I have above it is the Field Models mod.

Spoiler: show
The X-ATM Scorpion boss near the Mt nibel reactor just kept using Search Scope on itself and it's team, it never attacked me once. Seemed bugged.

When Yuffie stole my materia, I still had some. 2 fire materia which were both equipped to cait sith who was in my party (not sure if this is a bug with the mod or the original game), as well as 1 osmose and 1 slow in inventory (probably a bug with the mod as these are your custom materia).

In temple of ancients, where you view the tseng/sephiroth flashback scene in the pool, there was no visible dialogue boxes. Had to keep pressing the button to make the scene continue though.

Temple of ancients boss, why was there a robot scorpion behind me, and why were the dragon and the robot fighting each other? Very confusing and out of place.

After temple of ancients, Cait Sith was suddenly back in my party with no explanation, which I found strange. I think he at least introduced himself in the original.

In Battle Square, I think one of the NPC there said I would lose my BP if I leave, but that's not the case.

At the Icicle Inn, I went to the home of Gast/Ifalna and viewed the first video, after it finished I suddenly see aerith hanging out, even though she was supposed to be dead. Cloud said something like 'looks like you’ve seen a ghost', which is very true haha.

The above incident made me realise that this mod allows for Aerith to be saved, and I hadn't even realised it until that bug. I tried searching an apparently I was supposed to be given a dialogue option to save her? I don't think I got that. Are you able to explain what I did wrong here, as I want to go back and save her now.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-10-11 05:02:53 »
You don't need to use the chibis it comes with; any field model mod should be compatible. However, there are a few new entries used in NT that won't be affected by those mods so you may see the occasional chibi field model (for instance, the red shinra trooper will stay as a chibi because it's a new field model). But 99% of the field models will be replaced so if you can overlook that, have at it. As for order, NT should be lower in order than graphical mods. Higher in load order = higher priority.

Excellent thanks for the information! Yeah I will just overlook it and play with both, really looking forward to playing through this mod, but I also can't ignore the enhanced 'kaldarasha' models, they just look so much better.

A suggestion, if there are only a few new field models, maybe an option to disable them would be nice to have and allow consistency with other mods (if none of them are critical for your reimagined scenarios that is). Or perhaps ideally, there could be 'kaldarasha' versions of your new field models.

Thanks again.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-10-10 08:45:34 »
Apologies I assume this has been asked before, but I couldn't find any info - does this mod require sticking to the chibi field models?

I noticed if it is above the 'Field Models - Qhimm Catalog' in 7H load order, it forces the chibis. If I reverse that order, is it going to lead to large inconsistencies?

5
Isn't that normal?  I may have added that so you don't get repeated information.

Well it's definitely not normal - it's inconsistent with every other NPC interaction in the game, which is why I raised it.

6
Confirmed this only happens when New Translation is enabled:

In Cosmo Canyon, Barrett is standing in a room talking about how avalanche started. After the initial conversation, if you try to talk to him again, you can't. He just stands there and doesn't respond.

Here is the save (which is after the initial conversation):

https://drive.google.com/file/d/1sR8JbfmV2QR52I-sju8rbdf7eps_JCkz/view?usp=sharing

Just load the first save and walk up the stairs and into the top room and try to talk to him.


7
That's great, I had actually forgotten that the starfield was in the game until you mentioned it. Brings back memories of how I felt after my first playthrough.

Also can I just say, well done on fixing Gongaga! Those fields always confused me, it makes so much more sense now.

Reunion is well on it's way to becoming the definitive version of FF7.

8
need save file for the cid issue and perhaps a vid?

Apologies I saved over it, you could try the 'Corel prison after boss' save from this:
https://www.reddit.com/r/Gamingsaves/comments/1l1nvv/final_fantasy_vii_7_all_pc_versions_save/

9
I think it would have to be model overhaul if it's not present in original. It's probably an issue with blinking affecting the head.  Kaldarasha is able to fix it.

edit.  Yup.  That's what it is.

Nice one. FYI I just saw the same blinking head issue with the 'chocobo jockey' models with dark blue hats that are sitting at the table in the jockey lounge before Clouds first chocobo race.

Also, after winning the chocobo race, you get put in the buggy on the world map, there is a dialogue box explaining the buggy controls, and after that, there was another dialogue box from Cid that says something like 'Right off wi ya'. Of course, the party hasn't met Cid yet, so that ain't right.

10
Needs to be placed on the Bug thread. It's not Reunion related.  Double check to be sure.

Per above I disabled reunion and confirmed that the bugs don't occur - this includes the glitchy disappearing hat. It's fine in original game on original model.

Was going to try disabling model overhaul specifically but now since disabling and re-enabling reunion, my controller is no longer working for some reason. :(

11
I've looked through original psx for flashback scene and there is no "..."  - which exact part of the game is it?  Remember there is more than one flashback.

Please watch the video: https://www.youtube.com/watch?v=nQ0_tl78igY

You have to choose not to go on the ropeway car when prompted, and without Red XIII in your party, then talk to him.

Nice work debugging the door issue.

12
i don't think all of those are reunion bugs.  please test without reunion by disabling reunion from options.ini.  any that aren't reunion should be placed in the big bug thread.    but I'll test this time.  8-)

I havent touched this, so no idea why it's closed. Are you certain it's not an existing bug with original game?

I just disabled reunion and confirmed that the bugs don't occur on original game.

To clarify the Red XIII dialogue, FYI original game he says: "..."
and in Reunion he says: I

At first I thought the ropeway car door issue may have been caused by FF7 SYW "ArkTsukiVock" (v4) upscale, but again I tested and it only occurs with New Translation is enabled.

13
Just encountered 3 bugs, here is a quick video:

https://www.youtube.com/watch?v=nQ0_tl78igY

- In the corel flashback, there is a guy in a white hat, and his hat keeps dissappearing / glitching. This can be seen as he is walking towards the house as well as inside the house.
- After the flashback if you talk to Red XIII his dialogue seems to be missing.
- The door to the ropeway car is closed instead of being open (EDIT: This only occurs when New Translation is enabled)

Savefile: https://drive.google.com/open?id=1DOT7pnZoF7oe5-gfaJ79lNsiCccoBq3F

14
With regards to this bug from reunion database:

Quote
60fps Battles (mode 2 / interpolated) - Some visual effects are missing (like rifle fire / rain effect v dragon with Sephiroth).

Just as an FYI, the 'Zzz' effect is also missing when characters have Sleep status.

15
@Timber:  Please turn off New Translation option and try to replicate the bug.

Confirming that I turned New Translation off and the bug still occurred.

16
Hi DLPB, I just encountered a bug on the field where cloud blew up to cover most of the screen, but he was still controllable and invisible at his proper location (the location finger still worked).

Zoning to a different field screen always fixes it, and battle sometimes fixes it.

Only encountered it at this specific zone and reproduced it multiple times by changing fields repeatedly, hard to explain so I recorded a video, it happens at exactly the 2:57 mark, can only see it for a few seconds because unfortunately a battle triggered and fixed it:

https://youtu.be/H-v3SMG5CUI?t=170

Here is logs and save file:

https://drive.google.com/file/d/1S5mD6Rc1Rd5sg3DgV6UtoZVYf49XnzUu/view?usp=sharing

17
Some dialogue oddities that I noticed:

-In the Kalm Inn, after the flashback is finished, Cloud says 'Oh boy' twice in a row. May depend on which dialogue option you pick when talking to Barrett.

-Priscilla gives you a gift and says it's an 'ocean amulet', but it's the Shiva materia, doesn't make much sense to me. Water and Ice are separate elements in FF7. Also not sure why a materia is described as an amulet, but that was the case in original translation too.

18
I just got up to the part where you need to catch a chocobo to cross the swamp, and once i caught it I was surprised to find that it appears as white/grey with yellow patches on the world map.

Here is a photo: https://imgur.com/a/VFipArG

Guessing this is some sort of shading issue with the model overhaul model? Or did I find the ultra rare inbred chocobo?

19
WIP / Re: [FF7PC] Post bug reports here
« on: 2019-12-30 05:31:08 »
Accidentally posted in wrong thread so posting here too:

- In Shinra HQ after meeting Rufus, you control Aeris and if you enter the elevator and then exit, when exiting the glass elevator, the light that shines from the open door turns off too early (before you leave the elevator). Entering the elevator works fine though.

- Same scenario as above, there are 2 elevators, Player can enter the left elevator, in which case the elevator boss battle is on the wrong side and doesn't make sense. Player shouldnt even be able to enter this elevator as in theory there's a massive robot in there.

- When you first get to Shinra HQ and take the direct approach through the front door, you can optionally go to the Accessories shop on the second floor, and a small cutscene will play when you talk to the clerk - (Barrett talks about how they aren't going to rob the store, they are here to rescue someone). If you do not see this cutscene the first time, then later after the Rufus fight, while controlling Aeris, you can talk to the clerk and the same cutscene starts where Barrett is talking about how they are here to rescue someone, even though Aeris is right in front of him.

20
Field script error, probably in original game, could be fixed with a dialogue change:

When you first get to Shinra HQ and take the direct approach through the front door, you can optionally go to the Accessories shop on the second floor, and a small cutscene will play when you talk to the clerk - (Barrett talks about how they aren't going to rob the store, they are here to rescue someone). If you do not see this cutscene the first time, then later after the Rufus fight, while controlling Aeris, you can talk to the clerk and the same cutscene starts where Barrett is talking about how they are here to rescue someone, even though Aeris is right in front of him.

21
This is using interpolated, I dont use non-interpolated.

When I say rufus clips through the helicopter, I mean that his whole body phases through the helicopter as it takes off, instead of hanging below the helicopter as intended. The PSX original looks fine: https://youtu.be/Hfet6k8POTY

22
Hotfix 6 is literally above and fixes that :P

Nice! You are too quick.

While testing the above elevator I just noticed a few more bugs/inconsistencies, these are probably issues from the original game but I know you like fixing those:

- When exiting the glass elevator, the light that shines from the open door turns off too early (before you leave the elevator). Entering the elevator works fine though.
- Player can enter the left elevator, in which case the boss battle is on the wrong side and doesn't make sense.

60fps battles issues:
- The elevator boss battle looks really jerky, probably the case that the background and the 3D elevator itself aren't animating at 60fps.
- In the fight with rufus, when he grabs helicopter to fly away, clips through the helicopter pretty bad (May also be issue with original game?)

23
Bug report on Hotfix 5 - Game can hang when in control of Aeris in Midgar.

After seeing that president shinra is dead and meeting roofus for the first time, player is put in control of Aeris, and when you touch the elevator door to progress, the game can hang on the 69 floor scene, and you never see Aeris walk onto the elevator.

Interestingly, this is not 100% reproducible, sometimes it happens first time, other times I tried walking on and off of the elevators repeatedly and it would happen, or I restart the game and try again. Mostly on the closest elevator. One time on the furthest elevator door I observed barret + tifa walking around at the top of the screen briefly (as if still in the cutscene), before the screen changed to the elevator field, but no Aeris character was there, and then it hung on the elevator scene.

Files:
https://www.sendspace.com/file/ua21wb

Windows 10 18362
Intel i7 8700
Gtx 1080TI

24
Confirming Hotfix 4 didn't fix the 3D offset issue for me, but hotfix 5 did! Thanks DLPB.

FYI when I was using hotfix 2 before, I noticed this issue with Barret standing waayyy off the first shinra glass elevator:
https://imgur.com/rgHvzRU

Probably not offset related as this screen doesn't pan.

25
Congratulations on getting R06 out DLPB, been looking forward to it.

Question for everyone, as of now are there any difficulty mods compatible with this? Anything at all? Just want the game to be a bit more difficult when I play through this.

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