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Messages - Soul

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1
Completely Unrelated / Re: Anime Suggestions for g/f
« on: 2011-02-03 11:41:54 »
Highschool of the Dead. Best Short Series Anime I've watched so far. If you want gore/zombie sh*t, with a twist of sexiness, try this one. Note that this anime contains no porn.  :)

2
Right. Okay.  ;)

3
Can you tell me what file should I change if I want to change the effects for limit breaks? Just like what the avalanche installer is doing. Coz I only wanted to change the limit break effects but not the spells and summons. Oh, and if you also know what file should I change if I want to change the limit break aura, kindly tell me. Big Thanks.  ;D

4
I'll just ask you this then, is the animations for limit breaks located inside the magic.lgp?

5
@sl1982
Hmm. So your saying that I should install the spell patch first? Then manually take out the files that I want to put on the original magic.lgp, then put the desired png files in the texture folder?

@pyrozen
How can I open the exe with WinZip? And what exe are you talking about excatly? Sorry if I'm dumb or stupid, if your referring to the installer exe, I have 2 installers, The Avalanche GUI v2.0.5 and the Avalanche Low Res.

6
Oh, Then I'll change the mod_path=avalanche to mod_path=none?

Edit: Is there a way to change the limit color and the limit break effects while not altering the magic spells and summons? Like you can manually edit the magic.lgp file instead of the installer editing the whole thing.

7
Okay then. Can you tell me how to uninstall the overhaul? So that I will not see the glitch anymore. Thanks for the help anyways.

8
I also noticed that when I change the mod_path to mod_path = avalanche, the hp bars, limit bars, and the fonts will not be changed. As when I change in back to mod_path = none, the hp bars, limit bars, and fonts will change. Is this normal? Coz in my avalanche folder, I only have cache folder, flevel folder, and menu folder. Should I put the folders in the texture folder in my avalanche folder to apply the changes?

9
Well, turning on the fancy transparency fixed the thingy, but not the missing texture glitch. So, what next? And i'm sorry about the bumping. Will not happen again.

10
*Bump. Help? Anyone?

11
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2011-01-02 04:52:28 »
Well well well. Looks like we have Carmina Topacio in the house. I mean, marryjoy's forum pic.

@topic
Can't wait to see what cloud looks like. :) I am also curious if a field model will be done, if ever, released.

12
Well, when I installed it, here's the steps that I have done. First I installed the GUI. Then applied the low res patch. Must I apply low res patch first before using the GUI?

Edit:
Well, I tried reinstalling the GUI like you said. And this happens. Any ideas?








Here's my ff7_opengl

# ff7_opengl-0.7.9b config file



## USER OPTIONS ##
mod_path = avalanche

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = avalanche

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = no

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

# YUV fast path shader
yuv_source = shaders/yuv.frag



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

And here's my App.log

INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce Go 6100/PCI/SSE2/3DNOW! 2.1.2
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 225
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
GLITCH: missing external texture: Spells/fire2/faiga_2_00.png
GLITCH: texture conversion error
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

Hope this info helps.

13
I am using GUI v2.0. It is the one which can be found in the official releases of avalanche right? The GUI v2.0.5?

14
Well, here's the dirty thing im talking about. I run the game at the default resolution which is 640x480 and i get this.


about my app.log, here it is when i use spells which causes some texture missing glitches.
INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce Go 6100/PCI/SSE2/3DNOW! 2.1.2
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 225
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
GLITCH: missing external texture: Spells/fire2/faiga_2_00.png
GLITCH: texture conversion error
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

Hope this helps.

15
Well, I'm pretty sure its not working. And I think I did what the instructions told me to. I tried reinstalling the GUI and the Low res Installer. Also, I did the mod_path=avalanche thing. And it did not help either. And I am playing at 640x480 resolution. And I did not move or touch the texture folder. It is at the ff7 directory. I don't know what I did wrong. So, What am I suppose to do?

16
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2010-12-22 13:05:12 »
Well, you got me all fired up now!  ;D The face is looking really great. Keep up the good work. Make them believe that your one of the most talented model maker here. Break your own record for making the coolest cloud ever.  ;)

17
~Bump

Guys, I need help. Problem is above this post. If someone knows what to do, I'll gladly listen to your advices.

18
Well, now I see the problem. Coz I dont have an avalanche folder inside the mod folder. Guess I'll just have to reinstall avalanche. Thanks for the help. I'll inform you what happens after I finished reinstalling.

Edit:
I already finished reinstalling the avalanche GUI and I now have the avalanche folder inside my mod folder. But the problem is, the textures when I use some of my spells still doesn't work. And the font and hand thingy looks really dirty in a 640x480 resolution. So, is there a way which I can make my spell textures work but not put the fonts and hand locator thing? Or is there a way to make the fonts look cleaner?

Edit:
I also tried copying the files from the texture folder to the avalanche folder but it seems that it has no effect. Still not working. Also tried to reinstall the avalanche low res. Coz I play my ff7 in a low res. But still, it shows that the texture cannot be converted. What should I do next?

19
Still, no change. One question. Should I have an avalanche folder inside my mod folder in the ff7 directory or not?

20
Here's the ff7_opengl.cgf
# ff7_opengl-0.7.9b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = none

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = no

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

# YUV fast path shader
yuv_source = shaders/yuv.frag



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

Where can I find the app.log? Is it in the ff7 directory? The one with the APP file name that can be opened with notepad? If that is it, here it is.

INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce Go 6100/PCI/SSE2/3DNOW! 2.1.2
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.

By the way, I dont know how to do the one with the scroll thing if you want to post long messages. So if any moderator see this, kindly edit and put it that way if it bothers you. Or you can just tell me how to do it.  ;D

21
How can I use it properly then? I think the use of the GUI is that I'll just install it and its done.

22
Well. I encounter this thing several times now. When I use certain magic spells. This thing pops out. I think theres a problem with the textures of the magic spells and such. Anyone knows how to solve this problem?
OS: Vista 32-bit
Version: English
Patches & Mods Used: 1.02, Aalis Driver, FF7 Music, I used Wallmarket to change the spell names. I also used the Avalanche GUI V2.0.5.
There is a texture folder in my ff7 directory. And it contains the limit folder, spell folder, summon folder, and WMRP folder. I dont know why it happens though. But some of my other spells work like bolt2 and fire2.

23
General Discussion / Re: Question About Save Files
« on: 2010-12-19 03:44:02 »
Thanks for the info. :)

24
General Discussion / Re: Question About Save Files
« on: 2010-12-18 22:30:20 »
How can I use black chocobo to do it for me?

25
General Discussion / Question About Save Files
« on: 2010-12-18 12:26:39 »
Well, I wanna know how to delete save slots? For example, You wanna save the game. So you go to the menu and choose save. After that, You'll choose slot 1. Then, you accidentaly saved it in the second space. But your intention is to save it in the first space. So, Is there anyway to delete the saved data on the second space?

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