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Messages - Tom

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51
sith the computer that I use for ff7 is my laptop which has a crappy card :( .

Now back on topic: Why did you install updates to win10!?  Try running the installer again after deleting your FF7 folder in %ProgramFiles%

52
Q-Gears / Re: Q-gears Custom Story Project
« on: 2015-12-13 19:35:45 »
We don't have to restrict it to 20-30 minutes, I just said that so people don't think we have to make a full game.  But what do you mean with FF7 assets?  We can't use anything from the game, things can be made to remind you of characters and things in the game but can't be exact

53
Q-Gears / Re: Q-gears Custom Story Project
« on: 2015-12-13 13:25:14 »
Anyone got any ideas on doing this?

54
The main problem with adding support for Aali's mod is I don't know how it works!  I haven't ever used it because the computer I play ff7 on can't run OpenGL so I'm not familiar with it.  What can be done now is to add another component for Aali's mod through Installer Coordinator but that might cause other issues in the installer if it is not done properly.

55
I'm trying to get in touch with Aali in order to add native support for his mod in the installer (Like the check boxes that install the chocobo patch)

56
Q-Gears / Re: Q-gears Custom Story Project
« on: 2015-12-07 13:40:05 »
This is supposed to be bundled with the engine and should work even if you haven't bought the game, that's why we can't use anything from the game.

57
Q-Gears / Re: Q-gears Custom Story Project
« on: 2015-12-04 17:28:10 »
I would love it if we could do a story about that however we would need a model for Aeris as a kid (not the one used in game) and we would have to change the names a bit because it can't have original content like Aeris -> Iris
Like different everything but have the same kind of "atmosphere" to it so if you have played the original game and understood the story well you can understand who plays what role in this.

58
Maybe the OpenGL driver is not compatible with Windows 10?
Try installing this version of the OpenGL driver http://forums.qhimm.com/index.php?topic=8306.0

Because it can't be the installer since the installer does exactly what the old installer did like 100% (since the Installer Coordinator based versions) the problem lies elsewhere...

If you are using an old version of the installer download the latest as of now is 1.4.2
Delete your registry FFVII entry and your Final Fantasy VII folder before you use the new version.
Version 1.3.4 is broken pretty bad so don't use it if you have that one.

59
You can use full screen 640x480 :)

60
Having a newer .NET framework means you can run previous version's applications as well so 4.0 applications work on 4.6 and 4.5.  I can't help you with your screen resolution since that is not covered or messed with by the installer.  Officially you can set it to 640x480 and 320x240.  Running the game in a higher resolution won't help you much since everything was made for 640x480.

Try playing the game with the default DirectX driver instead of Aali's driver and see if it works.  If everything works with the default driver we might be able to work out a solution.  Make sure you install the 1.02 update AND the Chocobo patch (they are tick boxes in the installer)

61
Q-Gears / Re: Q-gears Custom Story Project
« on: 2015-11-01 15:11:33 »
The models can be edited with Kimera (That is how I edit them :) ) Once edited in Kimera the game converter converts them into OGRE 3D friendly meshes.

The scripts can be made/edited with any text editor or LUA IDE you like, their format is below and their file name ends  in .lua
Code: [Select]
EntityContainer = {}



EntityContainer[ "Director" ] = {
    on_start = function( self )
        background2d:scroll_to_position( 0, 40, Background2D.NONE, 0 )
        if FFVII.Data.progress_game == 0 then
            player_lock( true )
            --03b2 (end 03d1): fade:black();
            background2d:scroll_to_position( 0, 0, Background2D.NONE, 0 )
            --03c1 (end 03d1): music:execute_akao( f0, 00000000, 00000000, 00000000, 00000000, 00007100, 00008101 );
            --03cf (end 03d1): field:random_encounter_on( false );
        end

        --03d6 (end 03d6): [UNREVERSED] BTLMD(20, 00);

        if FFVII.Data.progress_game > 0 then
            --03e1 (end 03e3): music:execute_akao( 10, pointer_to_field_AKAO_0 ); -- play field music
        end

        --03e3 (end 03e3): [UNREVERSED] FMUSC(00);
        --03e5 (end 03e5): field:map_name(0);

        if FFVII.Data.progress_game == 0 then
            --03f0 (end 04bd): field:movie_set( 53 );
            --03f2 (end 04bd): music:execute_akao( c8, 00007000, 00000000, 00000000, 00000000, 00000000, 00000301 );
            script:request( Script.ENTITY, "View", "script_3", 6 )
            --0404 (end 04bd): field:play_movie();
            --0405 (end 04bd): music:execute_akao( c8, 00007fff, 00000000, 00000000, 00000000, 00000000, 00002081 );
            --0414 (end 04bd): game:variable_set("menu_appear", 763);


            FFVII.set_party( "Cloud", nil, nil );

            --041d (end 04bd): [UNREVERSED] MMBLK(00);
            --043f (end 04bd): music:execute_akao( 20, 00000040, 00000035 ); -- play sound

            script:wait( 1 )
            script:request( Script.ENTITY, "Biggs", "action1", 2 )
            script:wait( 1.1 )
            script:request( Script.ENTITY, "Gu1", "action1", 2 )
            script:wait( 1 )
            script:request( Script.ENTITY, "Gu0", "action1", 2 )
            script:wait( 2 )
            --0459 (end 04bd): music:execute_akao( 20, 00000040, 00000039 ); -- play sound
            script:request( Script.ENTITY, "Jessie", "action1", 2 )
            script:wait( 0.333333 )
            script:wait( 2 )
            script:request( Script.ENTITY, "Wedge", "action1", 2 )
            script:wait( 2.33333 )
            script:request( Script.ENTITY, "Barret", "action1", 2 )
            script:wait( 2.66667 )
            background2d:scroll_to_position( -20, 130, Background2D.SMOOTH, 0.4 )
            script:wait( 0.466667 )
            script:request( Script.ENTITY, "Cloud", "action1", 2 )
            script:wait( 0.0666667 )
            --0485 (end 04bd): music:execute_akao( 20, 00000040, 00000037 ); -- play sound
            script:wait( 0.733333 )
            background2d:scroll_to_position( 10, 35, Background2D.SMOOTH, 0.5 )
            script:wait( 0.533333 )
            --0499 (end 04bd): music:execute_akao( 20, 00000040, 00000038 ); -- play sound
            script:wait( 1.93333 )
            --04a1 (end 04bd): -- set window parameters (id = 3, x = 40, y = 20, width = 133, height = 41);
            --04ab (end 04bd): message:show_text_wait(3, 30, x, y);
            script:request( Script.ENTITY, "Barret", "action2", 2 )
            script:wait( 0.666667 )

            FFVII.Data.progress_game = 1

            player_lock( false )
        end

        while true do
            if FFVII.Data.progress_game > 1 then
                break
            end

            if EntityContainer[ "Cloud" ].cloud ~= nil then
                local triangle_id = EntityContainer[ "Cloud" ].cloud:get_move_triangle_id()

                if ( FFVII.Data.progress_game == 1 ) and ( triangle_id == 12 ) then
                    FFVII.Data.progress_game = 6
                    player_lock( true )
                    script:request( Script.ENTITY, "Hei0", "action1", 2 )
                    script:request_end_sync( Script.ENTITY, "Hei1", "action1", 2 )
                    --04e2 (end 04ea): field:battle_run( 300 );
                    player_lock( false )
                end
            end

            script:wait( 0 )
        end

        return 0
    end,
}



EntityContainer[ "Cloud" ] = {
    cloud = nil,

    on_start = function( self )
        set_entity_to_character( "Cloud", "Cloud" );
        self.cloud = entity_manager:get_entity( "Cloud" )
        if FFVII.Data.progress_game == 0 then
            self.cloud:set_position( 28.5547, 214.312, 2.42188 )
            self.cloud:set_rotation( 180 )
            self.cloud:set_solid( false )
            self.cloud:set_visible( false )
        else
            self.cloud:set_solid( true )
            self.cloud:set_visible( true )
        end

        return 0
    end,

    action1 = function( self )
        self.cloud:set_solid( true )
        self.cloud:set_visible( true )
        self.cloud:play_animation( "JumpFromTrain" )
        self.cloud:animation_sync()

        return 0
    end,
}



EntityContainer[ "Barret" ] = {
    barret = nil,

    on_start = function( self )
        set_entity_to_character( "Barret", "Barret" );
        self.barret = entity_manager:get_entity( "Barret" )
        if FFVII.Data.progress_game <= 1 then
            self.barret:set_position( 30.6328, 214.758, 2.52344 )
        end

        self.barret:set_solid( false )
        self.barret:set_visible( false )

        return 0
    end,

    --[[ Barret run from train and invite Cloud ]]
    action1 = function( self )
        self.barret:set_solid( true )
        self.barret:set_visible( true )
        self.barret:set_move_auto_speed( 2.8125 )
        self.barret:move_to_position( 28.1797, 216.5 )
        self.barret:move_sync()
        self.barret:set_rotation( 164.531 )
        self.barret:play_animation_stop( "Invitation", 0, 1.3 )
        self.barret:animation_sync()
        script:wait( 1.33333 )
        self.barret:play_animation_stop( "Invitation", 1.3, 1.6 )
        self.barret:animation_sync()

        return 0
    end,

    --[[ Barret run to next field ]]
    action2 = function( self )
        self.barret:move_to_position( 29.9688, 228.867 )
        self.barret:move_sync()
        self.barret:move_to_position( 27.9531, 229.375 )
        self.barret:move_sync()
        self.barret:set_solid( false )
        self.barret:set_visible( false )

        return 0
    end,
}



EntityContainer[ "View" ] = {
    on_start = function( self )
        return 0
    end,

    script_3 = function( self )
--[[
        056c (end 056c): temp6_06 = field:get_movie_frame();
        056f (end 056f): if ( temp6_06 > 20 ) then continue else jumpto(0582);
        0577 (end 0582): fade:clear();
        0580 (end 0582): jumpto( 0584 );
        0582 (end 0584): jumpto( 056c );
        0584 (end 0584): temp6_06 = field:get_movie_frame();
        0587 (end 0587): if ( temp6_06 > 664 ) then continue else jumpto(05a4);
        058f (end 05a4): music:execute_akao( 10, pointer_to_field_AKAO_1 ); -- play field music
        0591 (end 05a4): music:lock( true );
        0593 (end 05a4): music:execute_akao( c9, 0000003c, 00007fff, 00000000, 00000000, 00000000, 00000310 );
        05a2 (end 05a4): jumpto( 05a6 );
        05a4 (end 05a6): jumpto( 0584 );
        05a6 (end 05a6): return;
]]
        return 0
    end,
}



--[[ 1st army man that attacks Cloud as we approach next field. ]]
EntityContainer[ "Hei0" ] = {
    hei0 = nil,

    on_start = function( self )
        self.hei0 = entity_manager:get_entity( "Hei0" )
        self.hei0:set_position( 28.3906, 228.781, 2.86719 )
        self.hei0:set_solid( false )
        self.hei0:set_visible( false )

        return 0
    end,

    --[[ Army man run from gate to Cloud. ]]
    action1 = function( self )
        self.hei0:set_visible( true )
        self.hei0:set_move_auto_speed( 2.22656 )
        self.hei0:move_to_position( 29.6406, 228.656 )
        self.hei0:move_sync()
        self.hei0:move_to_position( 29.1562, 224.625 )
        self.hei0:move_sync()
        self.hei0:set_solid( false )
        self.hei0:set_visible( false )

        return 0
    end,
}



--[[ 2nd army man that attacks Cloud as we approach next field. ]]
EntityContainer[ "Hei1" ] = {
    hei1 = nil,

    on_start = function( self )
        self.hei1 = entity_manager:get_entity( "Hei1" )
        self.hei1:set_position( 28.3906, 228.781, 2.86719 )
        self.hei1:set_solid( false )
        self.hei1:set_visible( false )

        return 0
    end,

    --[[ Army man run from gate to Cloud. ]]
    action1 = function( self )
        self.hei1:set_visible( true )
        self.hei1:set_move_auto_speed( 2.34375 )
        self.hei1:move_to_position( 30.4453, 228.57 )
        self.hei1:move_sync()
        self.hei1:move_to_position( 30.2578, 225.312 )
        self.hei1:move_sync()
        self.hei1:set_solid( false )
        self.hei1:set_visible( false )

        return 0
    end,
}



-- AvM
EntityContainer[ "Biggs" ] = {
    biggs = nil,

    on_start = function( self )
        self.biggs = entity_manager:get_entity( "Biggs" )
        self.biggs:set_position( 30, 228, 2.45312 )
        self.biggs:set_rotation( 270 )
        self.biggs:set_solid( false )
        self.biggs:set_visible( false )

        return 0
    end,

    --[[ This is all action that does Biggs. At first he jumps from train, then he
    throws guard and a bit later run to next map. ]]
    action1 = function( self )
        self.biggs:set_visible( true )
        self.biggs:play_animation( "JumpFromTrain" )
        self.biggs:animation_sync()
        script:wait( 0.266667 )
        self.biggs:turn_to_direction( 326.25, Entity.CLOSEST, Entity.SMOOTH, 0.333333 )
        script:wait( 0.333333 )
        self.biggs:play_animation( "Throw" )
        self.biggs:animation_sync()
        self.biggs:set_rotation( 146.25 )
        script:wait( 3.33333 )
        self.biggs:set_move_auto_speed( 2.34375 )
        self.biggs:move_to_position( 29.9688, 228.867 )
        self.biggs:move_sync()
        self.biggs:move_to_position( 27.9531, 229.375 )
        self.biggs:move_sync()
        self.biggs:set_solid( false )
        self.biggs:set_visible( false )

        return 0
    end,
}



-- AvL
EntityContainer[ "Jessie" ] = {
    jessie = nil,

    on_start = function( self )
        self.jessie = entity_manager:get_entity( "Jessie" )
        self.jessie:set_position( 31.1406, 220.422, 2.50781 )
        self.jessie:set_solid( false )
        self.jessie:set_visible( false )

        return 0
    end,

    --[[ This is all action that does Jessie. At first she run from train, then she
    kicks guard and a bit later run to next map. ]]
    action1 = function( self )
        self.jessie:set_visible( true )
        self.jessie:set_move_auto_speed( 1.875 )
        self.jessie:move_to_position( 28.6875, 220.477 )
        self.jessie:move_sync()
        self.jessie:set_rotation( 16.875 )
        self.jessie:play_animation_stop( "Kick", 0, 0.466667 )
        self.jessie:animation_sync()
        script:wait( 0.233333 )
        --0680 (end 0680): music:execute_akao( 20, 00000040, 0000001c ); -- play sound
        script:wait( 0.766667 )
        self.jessie:play_animation( "Kick", 0.5, 0.8 )
        self.jessie:animation_sync()
        self.jessie:set_default_animation( "Idle" )
        self.jessie:play_animation( "Idle" )
        script:wait( 1.33333 )
        self.jessie:move_to_position( 29.9688, 228.867 )
        self.jessie:move_sync()
        self.jessie:move_to_position( 27.9531, 229.375 )
        self.jessie:move_sync()
        self.jessie:set_solid( false )
        self.jessie:set_visible( false )

        return 0
    end,
}



-- AvS
EntityContainer[ "Wedge" ] = {
    wedge = nil,

    on_start = function( self )
        self.wedge = entity_manager:get_entity( "Wedge" )
        self.wedge:set_position( 29.6406, 221.227, 2.42188 )
        self.wedge:set_rotation( 270 )
        self.wedge:set_solid( false )
        self.wedge:set_visible( false )

        return 0
    end,

    --[[ This is all action that does Wedge. At first he jumps from train, then he
    looks around and a bit later run to next map. ]]
    action1 = function( self )
        self.wedge:set_visible( true )
        self.wedge:play_animation( "JumpFromTrain" )
        self.wedge:animation_sync()
        script:wait( 0.266667 )
        self.wedge:turn_to_direction( 326.25, Entity.CLOSEST, Entity.SMOOTH, 0.333333 )
        script:wait( 2 )
        self.wedge:set_move_auto_speed( 2.34375 )
        self.wedge:move_to_position( 29.9688, 228.867 )
        self.wedge:move_sync()
        self.wedge:move_to_position( 27.9531, 229.375 )
        self.wedge:move_sync()
        self.wedge:set_solid( false )
        self.wedge:set_visible( false )

        return 0
    end,
}



--[[ One of two guards thas stays on train station at the very beginning.
This one is closest to camera. Jessie takes him off. ]]
EntityContainer[ "Gu0" ] = {
    gu0 = nil,

    on_start = function( self )
        self.gu0 = entity_manager:get_entity( "Gu0" )
        self.gu0:set_position( 28.0938, 217.008, 2.42188 )
        self.gu0:set_rotation( 90 )
        if FFVII.Data.progress_game >= 1 then
            self.gu0:set_position( 29.4297, 216.578, 2.42188 )
            self.gu0:set_rotation( 191.25 )
            self.gu0:set_default_animation( "Dead1" )
            self.gu0:play_animation( "Dead1" )
        end
        self.gu0:set_solid( true )
        self.gu0:set_visible( true )

        return 0
    end,

    script_1 = function( self )
--[[
        0714 (end 0714): field:pc_lock(true);
        0716 (end 0716): field:menu_lock(true);
        0718 (end 0718): if ( !(game:variable_get( "sector1_item" ) & (1 << 0)) ) then continue else jumpto(073b);
        071e (end 073b): music:execute_akao( 20, 00000040, 00000168 ); -- play sound
        0723 (end 073b): -- set window parameters (id = 0, x = 83, y = 10, width = 138, height = 25);
        072d (end 073b): message:show_text_wait(0, 6, x, y);
        0730 (end 073b): game:variable_set("sector1_item", (game:variable_get( "sector1_item" ) | (1 << 0)));
        0734 (end 073b): game:item_add(0, 1);
        0739 (end 073b): jumpto( 075c );
        073b (end 075c): if ( !(game:variable_get( "sector1_item" ) & (1 << 1)) ) then continue else jumpto(075c);
        0741 (end 075c): music:execute_akao( 20, 00000040, 00000168 ); -- play sound
        0746 (end 075c): -- set window parameters (id = 0, x = 83, y = 10, width = 138, height = 25);
        0750 (end 075c): message:show_text_wait(0, 6, x, y);
        0753 (end 075c): game:variable_set("sector1_item", (game:variable_get( "sector1_item" ) | (1 << 1)));
        0757 (end 075c): game:item_add(0, 1);
        075c (end 075c): field:pc_lock(false);
        075e (end 075e): field:menu_lock(false);
]]
        return 0
    end,

    --[[ This is what Gu0 do.
    First Gu0 look to Jessie and then run to her. Jessie kicks Gu0
    away and then Gu0 stay on the ground. ]]
    action1 = function( self )
        self.gu0:set_solid( false )
        self.gu0:turn_to_direction( 135, Entity.CLOSEST, Entity.SMOOTH, 0.333333 )
        script:wait( 1.06667 )
        self.gu0:play_animation( "LookBack" )
        self.gu0:animation_sync()
        self.gu0:set_move_auto_speed( 1.875 )
        script:wait( 0.266667 )
        self.gu0:move_to_position( 28.9375, 219.094 )
        self.gu0:move_sync()
        self.gu0:set_rotation( 191.25 )
        self.gu0:play_animation_stop( "Kicked" )
        self.gu0:animation_sync()
        script:request_end_sync( Script.ENTITY, "Gu1", "activate", 6 )
        --0785 (end 0785): gu0:set_talkable( false )
        self.gu0:set_solid( false )
        self.gu0:set_visible( false )

        return 0
    end,
}



--[[ One of two guards thas stays on train station at the very beginning.
This one stay far from camera. Biggs takes him off. ]]
EntityContainer[ "Gu1" ] = {
    gu1 = nil,

    on_start = function( self )
        self.gu1 = entity_manager:get_entity( "Gu1" )
        self.gu1:set_position( 28.875, 224.477, 2.42188 )
        self.gu1:set_rotation( 90 )
        if FFVII.Data.progress_game >= 1 then
            self.gu1:set_position( 30.625, 227.812, 2.42969 )
            self.gu1:set_rotation( 56.25 )
            self.gu1:set_default_animation( "Dead2" )
            self.gu1:play_animation( "Dead2" )
        end
        self.gu1:set_solid( true )
        self.gu1:set_visible( true )

        return 0
    end,

    script_1 = function( self )
--[[
        07b8 (end 07b8): field:pc_lock(true);
        07ba (end 07ba): field:menu_lock(true);
        07bc (end 07bc): if ( !(game:variable_get( "sector1_item" ) & (1 << 0)) ) then continue else jumpto(07df);
        07c2 (end 07df): music:execute_akao( 20, 00000040, 00000168 ); -- play sound
        07c7 (end 07df): -- set window parameters (id = 0, x = 83, y = 10, width = 138, height = 25);
        07d1 (end 07df): message:show_text_wait(0, 6, x, y);
        07d4 (end 07df): game:variable_set("sector1_item", (game:variable_get( "sector1_item" ) | (1 << 0)));
        07d8 (end 07df): game:item_add(0, 1);
        07dd (end 07df): jumpto( 0800 );
        07df (end 0800): if ( !(game:variable_get( "sector1_item" ) & (1 << 1)) ) then continue else jumpto(0800);
        07e5 (end 0800): music:execute_akao( 20, 00000040, 00000168 ); -- play sound
        07ea (end 0800): -- set window parameters (id = 0, x = 83, y = 10, width = 138, height = 25);
        07f4 (end 0800): message:show_text_wait(0, 6, x, y);
        07f7 (end 0800): game:variable_set("sector1_item", (game:variable_get( "sector1_item" ) | (1 << 1)));
        07fb (end 0800): game:item_add(0, 1);
        0800 (end 0800): field:pc_lock(false);
        0802 (end 0802): field:menu_lock(false);
]]
        return 0
    end,

    --[[ This is what Gu1 do after Biggs jumps from the train.
    First Gu1 look to Biggs and then run to him. Biggs throw Gu1
    to the ground and then Gu1 stay on it. ]]
    action1 = function( self )
        self.gu1:set_solid( false )
        self.gu1:play_animation( "LookBack" )
        self.gu1:animation_sync()
        self.gu1:set_move_auto_speed( 3.75 )
        self.gu1:move_to_position( 29.625, 228.375 )
        self.gu1:move_sync()
        self.gu1:set_rotation( 56.25 )
        self.gu1:play_animation_stop( "Throwed" )
        self.gu1:animation_sync()
        script:request( Script.ENTITY, "GuAdd", "activate", 6 )
        --081d (end 081d): gu1:set_talkable( false )
        self.gu1:set_solid( false )
        self.gu1:set_visible( false )

        return 0
    end,

    -- [[ This will activate Gu1 in place of Gu0. Don't know why it is done this way. ]]
    activate = function( self )
        self.gu1:set_default_animation( "Dead1" )
        self.gu1:play_animation( "Dead1" )
        self.gu1:set_position( 29.4297, 216.578, 2.42188 )
        self.gu1:set_rotation( 191.25 )
        --0835 (end 0835): gu1:set_talkable( true )
        self.gu1:set_solid( true )
        self.gu1:set_visible( true )

        return 0
    end,
}



--[[ Additional guard model used when script switch model.
Don't know why it is dome this way. ]]
EntityContainer[ "GuAdd" ] = {
    gu_add = nil,

    on_start = function( self )
        self.gu_add = entity_manager:get_entity( "GuAdd" )
        self.gu_add:set_position( 30.625, 227.812, 2.42969 )
        self.gu_add:set_rotation( 56.25 )
        self.gu_add:set_default_animation( "Dead2" )
        self.gu_add:play_animation( "Dead2" )
        --084f (end 084f): guadd:set_talkable( false )
        self.gu_add:set_solid( false )
        self.gu_add:set_visible( false )

        return 0
    end,

    script_1 = function( self )
--[[
        0858 (end 0858): field:pc_lock(true);
        085a (end 085a): field:menu_lock(true);
        085c (end 085c): if ( !(game:variable_get( "sector1_item" ) & (1 << 0)) ) then continue else jumpto(087f);
        0862 (end 087f): music:execute_akao( 20, 00000040, 00000168 ); -- play sound
        0867 (end 087f): -- set window parameters (id = 0, x = 83, y = 10, width = 138, height = 25);
        0871 (end 087f): message:show_text_wait(0, 6, x, y);
        0874 (end 087f): game:variable_set("sector1_item", (game:variable_get( "sector1_item" ) | (1 << 0)));
        0878 (end 087f): game:item_add(0, 1);
        087d (end 087f): jumpto( 08a0 );
        087f (end 08a0): if ( !(game:variable_get( "sector1_item" ) & (1 << 1)) ) then continue else jumpto(08a0);
        0885 (end 08a0): music:execute_akao( 20, 00000040, 00000168 ); -- play sound
        088a (end 08a0): -- set window parameters (id = 0, x = 83, y = 10, width = 138, height = 25);
        0894 (end 08a0): message:show_text_wait(0, 6, x, y);
        0897 (end 08a0): game:variable_set("sector1_item", (game:variable_get( "sector1_item" ) | (1 << 1)));
        089b (end 08a0): game:item_add(0, 1);
        08a0 (end 08a0): field:pc_lock(false);
        08a2 (end 08a2): field:menu_lock(false);
]]
        return 0
    end,

    --[[ We activate this entity after deactivation of Gu1.
    Don't know why we need to do this, but FFVII handle it this way. ]]
    activate = function( self )
        --08a5 (end 08a5): guadd:set_talkable( true )
        self.gu_add:set_solid( true )
        self.gu_add:set_visible( true )

        return 0
    end,
}



EntityContainer[ "Gateway0" ] = {
    on_start = function( self )
        return 0
    end,

    on_enter_line = function( self, entity )
        return 0
    end,

    on_move_to_line = function( self, entity )
        return 0
    end,

    on_cross_line = function( self, entity )
        if entity == "Cloud" then
            load_field_map_request( "ffvii_md1_1", "Spawn_md1stin" )
        end

        return 0
    end,

    on_leave_line = function( self, entity )
        return 0
    end,
}

62
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-31 16:13:27 »
Is there any way to display a non second timer while in battle, like not 00:00 but something like 000 or 0000? Then is it possible to display text next to the timer?

63
Q-Gears / Re: Q-gears Custom Story Project
« on: 2015-10-31 16:09:47 »
Regular github repo for Q-gears/Q-gears because 7-gears seems to be going nowhere for now.  Poke around the wiki and check out Q-gears/data repo for some examples.  Look at data/maps/ffvii/field/

64
It's the battle model but heavily edited and re colored.

Actually all of the models in that scene are re colored to what I thought looked best.

65
We would like to create a small custom story for the Q-gears project that we could distribute along with the engine so the user can get a feeling for what it can do already.  This shouldn't be longer than 20-30 minutes and should have plenty of action like field module puzzles like the mayor's library puzzle or push the button together puzzles. 

This kind of project requires field models, backgrounds, scripts and a storyline.  This means that you don't have to know C++ to help.

This is a collection of what we have so far of assets
Warning: Data heavy

Outdoor water scene

Elevator car scene (new version)

Elevator car scene (old version)

A power company logo (used in place of the shinra logo)

Midgar city outside scenes:

Midgar slums outside scenes:

Our very own debug room (startmap)

Reactor bridge from character's point of view

Reactor bridge (new and updated) from original and intended camera view

A random dining table scene (not found in game)


66
The installer is not file name sensitive, meaning it will install any files on the CD-ROM you have/add/modify.  It was done this way to support modded discs.  Install the game once with your German discs but make sure you remove all traces of previous installs.  Then post the differences you see in the registry so I can add them.

67
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-26 18:09:58 »
In the shinra elevators battle with thousand gunner and airhawk add some kind of timer like 500 meters remaining or 70 floors remain to give the impression that the elevator is falling because thousand gunner is overweight.

68
Pretty simple for now, just starting out.  Might need some help with textures





And yes, I did a test of the battle scene if anyone was wondering...

69
The data is different in the German CD I think.  Check to see if all the file names in the CD are the same.  You can't use an english flevel.lgp with a german .exe

70
But it uses the CD to load the movies... (and battles if you didn't install max)

71
Tom's Installer 1.4.2

You can download it here:
http://www.mediafire.com/download/au4dgzaq9jtchza/Toms_Installer1.4.2.zip

It now lets you select paths outside of Program Files (x86) however do so at your own risk...
Also fixes the registry bug that DataDrive was not set properly.

72
Since the installer is mostly complete and only needs updates when something breaks, I would like to know what all of you wanna see added to the installer as in features etc.

73
Team Avalanche / Re: Spell effects
« on: 2015-10-18 17:28:41 »
Awesome, I would love another release, keep up the good work  :D

74
Yeah but not everyone uses OpenGL driver, some laptops graphics cards have trouble with it.  Plus you can always install Aalis mod ontop of the chocobo patch, so you never really lose anything by having it.

75
Well maybe they launched an update to fix it but it was broken for a while and this fixes it for people without that update.  It also adds a bunch of new features like automatic patching of your game so it doesn't randomly crash at the Chocobo Races and also updates your game to the latest version of the Executable, 1.02!  Plus its written in a much better way than InstallShield 5.5 and leaves less junk on your system.

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