Qhimm.com Forums
Final Fantasy 7 => Other Mods => Releases => Topic started by: DLPB_ on 2011-04-06 23:18:11
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Please go to http://forums.qhimm.com/index.php?topic=14914.0
This was the Menu Overhaul Project and has been superseded by the above.
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lets not forget that you can also move through the pages quickly with the "page up" and "page down" buttons so its not too horrible.
However I really wish you would at least do two rows for items (although, if it were up to me I'd do 3) since you have the ability to carry more items than pretty much anything else. Besides with your new improvements there is plenty of space for it.
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Now that i think about it, 4 columns for magic would be somewhat nice, since many magic materias have 4 spells associated.
Like:
Fire > Fire2 > Fire3 > Flare
Anyway, the mod is yours, so it's up to you ;)
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It simply isnt possible to do 2 rows for items because we are talking huge strings The box would look crap. That is why they kept it to 1 originally. Trust me, this will work.
As for flare and fire, they are in order of type (flare is part of the forbidden magic). To change it would be a big hassle for little reward.
This is a tradeoff between size of box and ease of use :) and without Aali I can't sort the columns anyway... I can sort the rows.
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On the topic of aesthetics, are you planning to ever make a version in the future with borders that are like the classic background/TA hires borders? It'd be kind of cool to have the new minimalist interface with the classic look of the game.
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lol
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Don't be hatin, I ask to be allowed one stupid question per year 8-)
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Final Fantasy IX, on the flip side of the coin, had far fewer skills and abilities per character. In Final Fantasy VII, there are 54 magic spells. There are 24 enemy skills.
This. Also the FF7 materia system will very often leave big gaps in the list (because of pre-set slots for magic, instead of just stacking the spells you have equipped) making having 1 column even worse.
Item, Summon are better than original, magic and e skill slightly worse, in terms of finding them.
I dunno man, why take steps backwards? A slightly smaller window?
I really don't think people will care how 'cute' it is if you make it more cumbersome.
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I am afraid not. The whole idea of this project is to move away from the old graphics. The old menu project is for the old font and graphics.
My mind is made up on the menus, if it can be done it will be. I can see what is in front of me, and the difference is minimal. The windows do not need to be that wide. Do not imagine things being so much worse. This isn't a step backwards, it is a step forwards. It looks miles better for the sake of clicking page down 2 extra times.
I am looking at these menus as we speak and it is certainly better the new way. Wait until it is released, then pass judgment.
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Well I have decided on the following:
E.Skill 1 column
Summon 1 column
Item 1 column
Magic 2 or 3 columns
But the number of rows has been increased from 3 to 4, so:
Item, Summon are better than original, magic and e skill slightly worse, in terms of finding them.
Will it be possible for you to release a reference guide after you're finished so that I may change the menus back myself? It's a good compromise between accepting the design decision and not using your mod, I think.
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That would be tons of work, because to change them back would require a lot of changes. The menu the boxes everything. It is how it is.... And so far I can't alter the menu anyway.
I do not have time to write guides to editing the game... I am up to my neck as it is....
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That would be tons of work, because to change them back would require a lot of changes. The menu the boxes everything. It is how it is.... And so far I can't alter the menu anyway.
I do not have time to write guides to editing the game... I am up to my neck as it is....
That's fine too. Just post the notes you're using to do the alterations after you're done, if you succeed in making the menu alterations. I'll be able to work off them.
By the way, just to be clear, I don't want my comments to come off as "Lol I hate ur work". On the contrary, I sincerely appreciate the 8 hours a day job you're doing to overhaul the menu system. VII's biggest shortcoming is the battle interface, and you've done a miracle in improving it. Just...some things I want to see unchanged, and I'm willing enough to change them back for my personal use. Thank you.
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Ok well I said I wouldn't me another beta but here is the latest:
New:
Menu rows are 4 and not 3
Item icons are cleaned up
Colour of bars is ready for Felix graphics.
http://rocketronnie.net/106.rar
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Wait until it is released, then pass judgment.
Well was only trying to save you doing work on something that seems kinda pointless. :)
I mean, you have already said that some menus will be at least 2 columns, so I don't see how reducing some of them to 1 column could possibly make it look 'miles better', especially at a cost to convenience.
And you kept basing the interface on FFX, which has 2 columns!
Meh I have made my case, I know it's not the end of the world, I'll just wait and see now like you say haha. :)
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FFX uses a smaller font and the boxes are small. The problem atm is even if you can ignore the better look, the e skill box is going into the character names and display (when I make it so the display doesnt go away)
I may have worked out a way around this though ;)
But you lot need to stop whinging ;D, so far I can't change it anyway I don't think I will be able to regardless. I am stuck with it.
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man and the spanish fonts is fixed?
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Spanish is not supported. This mod is for English game only (there is a spanish mod elsewhere based on our earlier work). I may provide the font sheet I used so people can make their own from my work but it isn't very simple. You need to be able to align it properly and edit window.bin via a place in the exe for testing.
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Anyway here is the new version. I did quite a bit of coding, and transparency is now supported. I coded transparency and menu clean up (i.e. main commands disappear when limit break options are up).
http://rocketronnie.net/108.rar
Progress report updated.
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ok thanks ;D
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Just tried it, It's very nice, very 8-like (except cooler looking :D)
Is the transparent attack window caused by having transparent dialogue boxes on, or is that something the mod does? If it does that, I think it would be cool to have in
the installer later, a choice between a transparent and opaque attack window because the transparent one makes it hard to see the color.
It is really cool though, can't wait to see when the full-screen flashes for attacks and stuff work.
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A choice of Transparency ....We'll see.
All windows in battle are transparent. It is not related to the driver.
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I'm going to guess I did something wrong here.
http://i818.photobucket.com/albums/zz105/DarkFang94/ff72011-04-1005-30-16-98.jpg?t=1302428060
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Yes. Your graphics have not been updated. Clear the cache or turn it off and make sure the graphic files I supplied are placed in the correct place in the mods folder and that the mods path is set correctly in the driver config file.
You have also not updated window.bin. See the files I sent in the 108 rar.
Basically you have done it all wrong :P
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I don't have a windows.bin file.
I did all the other things.
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You have not done it properly and there is a window.bin file provided with 108.rar it needs to be placed in the kernel folder.
You need to clear the cache or turn it off in the driver config file or it won't update the graphics, even if you have them in correct area.
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Ahh I couldn't find where to put window.bin.
I disabled the cache. Works fine now. Thanks.
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and with that we are now 25% completed.
Progress report OVERALL:
23/92 (25%)
People wanting to install the beta and who PM me, this is how:
1. Place graphic files into the correct mod folder and path. usually /mods/yourmodpath/menu Yourmodpath means YOUR mod path, do not be a bonehead and expect a folder called "yourmodpath". There is no "any" key either.
2. Set up your mod path in opengl driver config file. It is usually set to avalanche if you have installed any of their mods, and that's fine to use.
3. Place window.bin in kernel folder
4. Clear the cache folder or turn off the cache option in the driver config file (compress_textures = no)
5. Use the exe from the root. I.e. from the game folder. It does not need renaming.
6. Stop asking me why things are not lined up properly without first looking at the progress report. Is the menu in question said to be done? if so, then report an issue, if not, don't. The amount of times I am seeing "Why isn't X lined up with X" and the progress report is at 25%. Come on guys stop being bone idle. I go to the trouble of documenting every byte and flea for a reason.
7. Try to be considerate. Constructive criticism is good, b*tching about how you liked the old borders, the old layout, and wanting me to still be here until I am 79, is not. Whilst I am sure you mean well, it is extremely annoying because it is easy to criticise or want more, but try sitting here with a hex editor for hours a day for weeks.
8. If you have followed these instructions and your battles look like crap, you didn't follow the instructions. There is only 1 equation needed here. Look like rubbish=YOU made a mistake. I may not be perfect but I am not capable of releasing a totally crippled beta (unlike microsoft).
This is a beta. That means that this is nowhere near finished and only for testing purposes. Back up anything you are going to overwrite.
Have I missed anything in documentation? Have I missed something with the 004 original menu mod that I may miss again? Have you got an improvement that is feasible to implement (i.e. not "that youtube fan-made menu that looks great but is actually impossible for you to make without rewriting the menu from scratch which you can't do"). If so. Please tell me :)
Enjoy. :mrgreen: p.s. this post sounds tetchy,.
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Could you tell me which software you use to change the font width? I need to customize my kernel.bin at 1024x768 resolution with your mod.
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Font width is manually altered on the font graphic. Font spacing is altered in window.bin.
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oh yeah! what are ya using to alter window.bin?
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a hex editor but you need to unzip it first. Look for documentation.
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Having alignment issues:
http://i1004.photobucket.com/albums/af166/ae2011/screenshot.png
I am currently using aali's ff7_opengl-0.7.10b but have tried previous versions as well. I have cleared the cache and also disabled it in ff7_opengl.cfg. I copied all the graphics files to mods/modpath/menu, copied window.bin to the kernal folder, and using 108.exe. Also new_battle_interface = on.
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Having alignment issues:
http://i1004.photobucket.com/albums/af166/ae2011/screenshot.png
Try turning off the break_9999limit in the driver config.
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Wow that worked perfectly, thanks! ;D another issue i have is when selecting the save data file, the cursor isn't aligned properly when i move to other files
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6. Stop asking me why things are not lined up properly without first looking at the progress report. Is the menu in question said to be done? if so, then report an issue, if not, don't. The amount of times I am seeing "Why isn't X lined up with X" and the progress report is at 25%. Come on guys stop being bone idle. I go to the trouble of documenting every byte and flea for a reason.
dude at least read the posts from the author!
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At least that issue was related to something different, but I think people are generally lazy that they can't look about.
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Well, I won't use it until the final release, which could be never XD
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very unlikely, never :) 8)
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Based on the quality of Dan and Kranmer's previous work, i'd say that their will be a final release. Don't be so negative all the time :P
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This is the latest. If you look at the progress report, you will see that the only things not done in battle are the action and help bar. I am still not made up on the colour of MP / HP but other than that it is good to go. Soon time to work on normal menu.
http://rocketronnie.net/121.rar
I am also gonna do a ff9 interface at the end, as I like its style. Suits more to this imho, but both will be a choice. Priority is getting whole project done first.
I have also corrected the NEW GAME / Continue screen.
And yes, I know transparency is not turned off after battle. I will sort that soon.
(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/interfacenewfinal.png)
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First, thank you very much for your work DLPB. It's great. I'm trying to add Spanish letters to this game with your project but I have a problem with them. (á, é, í, ó, ú, Á, É, Í, Ó, Ú, ñ, ¿)
Here are the files that I modified so far.
http://img16.imageshack.us/f/usfontal00.png/ (http://img16.imageshack.us/f/usfontal00.png/)
http://img35.imageshack.us/f/usfontbl00.png/ (http://img35.imageshack.us/f/usfontbl00.png/)
Here's the result... :cry:
http://img38.imageshack.us/f/ejemploi.jpg/ (http://img38.imageshack.us/f/ejemploi.jpg/)
Is there any way to fix it? Excuse me if it is the wrong place to ask this. In that case I will erase this post. Thanks in advance.
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I think this is not compatible with non-English versions... At least it wasn't for my French version, the reason why I took an English one instead :P
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I am fairly certain you'd have to align the letters yourself by modifying the exe with a hex editor in order to get them perfect. Good luck :D
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yes you need to find the table, as I explained before. Window.bin holds the table, but to test out you have to edit memory at run time. Then save those changes in a file in window.bin.
offset 0099ddaf, that area in memory.
It is not as simple as just adding a letter to the font. And no, I am not helping with it unfortunately. I have too much to do. Kranmer may help if you ask him but he may be too busy as well. I have nothing to do with the non english game from now on :)
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yeah lets spanish fonts
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thanks but I afraid than I never used a hex editor so I have not idea about that. Thanks anyway. Good job with this proyect ;)
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If you get the font sorted, Kranmer may edit it for you. You never know :) If not I am sure someone here may...
I might do it but you'd be waiting a looong time.
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I think is better to wait until the project is finished for add others languages (if you like). You are busy now, I understand this. So you don't worry about this, I have no hurry :) thanks again!
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I am working flat out on this but it is going to take considerable time and effort. This time I also have to redo all the menu windows too...
As you can see below (and extra magics in the menu but you will see that in the beta release)
http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newmenulayout.png
It is a nightmare. I reckon if I work flat out I might have it done by end of May. I dunno :P
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latest beta. Work begun on normal menus. yes it is a mess. It will take time. Battle is also not finished.
http://rocketronnie.net/137.rar
edit. And to give you some idea of the torture I am under. It has taken 2-3 hours to manually edit ITEM menu. So much messing about and value finding.
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It looks amazing. Everyone working on the menu should be proud. I am working on getting that beautiful menu in game. Sadly I guess I am going have to sit this one out. Just cant get it working )= I disabled the cache. pasted the graphics into mods/modpaths/menu. pasted windows.bin into kernal folder. And have break limit turned off. And pasted the 121.exe to the game folder. It pops up in game. just hp and limit bars overlap. And the battle command box is still blue on bottom left side of the screen. So I made a dumb mistake just not sure where at. Any help would be greatly appreciated.
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137 is out right above as well. Make sure your modpath is also correct in ff7_opengl
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I got it working. Its a massive improvement. I got a question though. How do you use felix graphics?
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I got it working. Its a massive improvement. I got a question though. How do you use felix graphics?
it's very simple really. You just have to wait patiently for them to be released, or perhaps felix would be kind enough to send you his work were you to ask him
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Better off waiting really for the installer that is to follow the completion of this project. Remember, this is a BETA and is nowhere near finished.
This is 149. Item menu is complete. Have a check.
http://rocketronnie.net/149.rar
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Better off waiting really for the installer that is to follow the completion of this project. Remember, this is a BETA and is nowhere near finished.
This is 149. Item menu is complete. Have a check.
http://rocketronnie.net/149.rar
Nice work! It looks fantastic.
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Awesome.
On a side note, I just started playing FFIV The Complete Collection on PSP, and I really like the fact that you see the character's portrait in the battle menu, when his command menu appears. Just wondering if such a thing would be possible in FFVII.
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Awesome.
On a side note, I just started playing FFIV The Complete Collection on PSP, and I really like the fact that you see the character's portrait in the battle menu, when his command menu appears. Just wondering if such a thing would be possible in FFVII.
Anything is possible but that one would be for aali.
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http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/newgil.png
Still not done but getting there. Progress is pretty fast at moment. See first post :) Working my way through them.
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rocketronnie.net/184.rar
See progress report on first page for what is done. See earlier posts for how to install. This is just a beta and to show you what is done.
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YOUR LINK DOESN'T WORK UNLESS COPY PASTED :x :x
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:o lazy bones.
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in materia menu, are not aligned with the grid materia
in equip materia menu
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in materia menu, are not aligned with the grid materia
in equip materia menu
It says on the first post that the Materia menu wasn't complete.
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in materia menu, are not aligned with the grid materia
in equip materia menu
That release is a BETA. As above poster said, CHECK FIRST POST BEFORE POSTING. I also said that a few posts ago.
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No offence people, but I have decided to close PM off to anyone but friends or people helping with projects. I have at least 1 person every 3 days asking how to edit the game and what to do, but I do not have the time to teach everybody. I understand everyone wants to do their bit but here is what you need to do:
- learn hex editing
- learn basic assembly
- Download cheat engine and learn how it works and how to find values.
It really isn't that hard. I am full to bursting project wise and I have absolutely no time. 8) I will upload I and Kranmers work on hex values soon enough, but it is a mess and incomplete.
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Pleaaaase make it stopppp. It's burnning....
Well another night another menu done. Onwards and upwards.
edit:
I was thinking of realigning the menus in minigames too, but considering it... I think that's just going too far. Maybe in 2020 when I finish retranslatioon project I will look into it.
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We are now over half way finished. The following is the hex values we have. Some of it is personal notes. It is a complete mess. If someone wants to spruce it up and make a proper release I would be happy with that. It is not totally complete but it does the trick for me.
These values may help with those who want to edit the exe. The vast majority of these were located and documented by Kranmer.
http://rocketronnie.net/HexForFF7exe.rar
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rocketronnie.net/184.rar
The link appears to be dead and I don't see a newer one in your later posts (or in the OP). Is there a current release for testing? (Hope I haven't just missed something in an old post again; don't want to waste your time or anything.)
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I have removed it because it is now too old. A new one will appear here when I am ready :) It depends. Might not release any for a while.
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Can you send me a link of beta version? I love this project and want to try them with game.
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There isn't much point in betas of this as no installer is made and it isn't complete until its complete... its like downloading 5 FMV every 2 minutes when 20 arent finished...
best off waiting, although in a week or so I may upload current progress. It just makes it harder for me really...
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Releasing even a demo build is surprisingly time-consuming. Especially if you want to document its shortcomings properly.
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http://RocketRonnie.net/245.rar
Place window.bin into Kernel folder
place 245.exe into main game folder
Place image files into mods/modpath/Menu where modpath is your modpath.
This is for testing purposes only. See first post to see what is done. Some things are in progress like the materia menu, materia sell menu, item sell menu.
Lots of stuff isnt done. CHECK FIRST POST.
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is this compatable with the break limit patch?
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This is a beta and is only for testing purposes.
This is for testing purposes only.
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This is a beta and is only for testing purposes.
That Answers My Question Then Thanks.
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Hi DLPB
Sorry for the wrong post but there is one thing very interesting that I just found, when i change name 245.exe to ff7.exe and replace original exe with it, fmvs load very smooth and not lag :lol:. I use Aali's 0.7.9b and could you tell me what patch and mod you use for 245.exe (does it 1.02 version :|). Thanks
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1.02 is essential for Aalis driver. That's the only difference there should be really with my exe....
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I don't understand why your exe make fmvs load faster but thanks for answer :)
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My exe is just 1.02.... unless for some bizarre reason a change in it has fixed a problem, I don't know. The only real difference with my exe is that it loads less textures...
How that could fix a FMV issue is beyond me though. Are you sure that an original 1.02 exe is being slower than mine?
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I'm very sure. Try original download on wiki page, try exe on ff7 remix and another but all of them make movie lag and bad sound. I think load less textures make it faster (but I'm not sure because it's a movie, not textures)
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I've just spent 3 hours looking through code to understand why it wasnt working. The dialogue boxes in menu were not scaled right to the new font and the status menu text was spaced wrong.
It turns out the status menu text was treated as dialogue and had to be scaled properly to the new texture.
All I needed to do was change 4 bytes to make floating point 2.0 and not 1.66 (original game).
Was so bloody obvious!
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"Was so bloody obvious."
...is that sarcasm?
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No, it is literal. It was.
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I hate to do this here DLPB but you have PM's turned off.
I wish to ask your permission to include your new menu system in an upcoming release of an Automated Modification Installer that incorporates your menu system. Please feel free to pm me your response or place it here I will not release without your permission.
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You may do it , however be aware that the exe released with this overhaul is not finished and the installer isn't done... so if you are using this project you are better off waiting until it is actually done...
If you mean the original menu reconstruction for use with Avalanche and the old graphics, sure, you are cool to use that also.
Just link to this thread and make sure to credit myself and Kranmer.
The problem is that the installer we do release will be pretty full and detailed, and it is much better and wiser to simply use our installer with your own rather than incorporate all the patches individually.
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You may do it , however be aware that the exe released with this overhaul is not finished and the installer isn't done... so if you are using this project you are better off waiting until it is actually done...
If you mean the original menu reconstruction for use with Avalanche and the old graphics, sure, you are cool to use that also.
Just link to this thread and make sure to credit myself and Kranmer.
The problem is that the installer we do release will be pretty full and detailed, and it is much better and wiser to simply use our installer with your own rather than incorporate all the patches individually.
I was speaking about the 245.exe of course the users downloading this will be well aware of it being a non finished product. But I must say I have ran through most of the game beautifully. I think I will run this Menu as a precursor to your release...maybe just look of whats to come for those not modding savvy. I completely appreciate your approval and of course you will be credited. Again thank you for your amazing work.
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This perpetual torture is almost over. I set myself the date of the first installer for 22nd. The 9999 break hp limit and the ff8 style interface option will be worked on after that.
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Sweet looking forward to the installers release. I really want this ^^.
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Can't wait to try this out. I'm really digging those new graphics (the font and materia looks way better than TA's).
BTW, will we be able to use the new menu interface with the old battle interface? Just wanna have some options, that's all.
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I may add that back at a later time but only when everything else is finished... It is quite a lot of messing about to get that one back the way it was. Then you add in the 9999 patch and you realise the myriad of options and patches that are needed and aren't allowed to conflict. That's the real issue there.
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Hehe, so close to the 22nd ^-^ Its the only thing im looking forward to adding to my game at the moment.
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Maybe I was optimistic. Either way I'd say definitely within the next 3 or 4 days. I will try to get somethin out for tomorrow.
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Ok i've broken promise :P but I reckon tomorrow or day after is the day. just ran into a spot of bother with a few things.
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Oookay I will be waiting patiently. Good luck on debugging the issues.
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Hey Dan just wanted to let you know i updated the window.bin with the changes you wanted, i may or may not be on later (expecting my cousin but he may not turn up) so i uploaded it here instead.
http://www.mediafire.com/?neh13mdg9jbn7sy
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much obliged :)
Thanks to aali tutoring me in a few assembly things, I can also now center the "armour is broken" text etc in battle arena. This was the last main obstacle to the installer.
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Sweeeet~ Hope to be all over this soon ^-^ I havnt played FF7 in a while and I wanted to play it remastered with this menu overhaul+FF7Music and obviously Aali's Custom Driver. I have been keeping up with this thread for around a year now it feels like and I have tried out the avalanche menu overhaul a while back but wasnt all that intruiged. This project has me really excited to replay FF7 once again.
*pulls disks out of safe* *pets* >.>
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If I didn't have a load of beer it would be done now, instead I think I will finish it when I wake up later. IN any case, it is basically ready for a first release within 1 hour of work.
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Bad Ass. I got to sleep anyway so I will be looking forward to installing it once I get home from work ^-^. Ill have myself a cold beer as I do.
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Hey DLPB. First, fantastic job with this mod. I just have a question. Does this mod work along side Team Avalanches overhaul mod? Or is it a stand alone mod? Can't wait for the installer man, good job again.
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It works on its own but it does come with work that they did also. See first post.
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Ok cool. I checked the 1st post. Another question. Can I install this over titeguy3's remix patcher? I just formatted my lap top and forgot to back up the mods, so just wondering.
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Ok cool. I checked the 1st post. Another question. Can I install this over titeguy3's remix patcher? I just formatted my lap top and forgot to back up the mods, so just wondering.
Yeah but some of the mods in that are outdated. Use this guide (http://forums.qhimm.com/index.php?topic=11248.0).
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*Rolls around* This is going to be so awesoooome!
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Thank you DarkFang. My questions are now answered. Now just to wait on this brilliant piece of material ;D
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yup ran into difficulty today, really should have been completed but in any case 100% definite that installer will be here within 24 hours. It is complete now, just needs testing and installer.
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Im dieing for this xD jk but yeah good to hear it will be completed soon. I hope to be able to play it this weekend. Thanks for everything!
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You got a lot of the stuff done since the last time I checked. Nice job.
How much of the stuff are you going to have to change with the 9999 break text?
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9999 is not my mod but quite a few things need to be done to make this compatible with it. Shouldn't take too long to add support.
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I am now typing 1 handed because I have sustained an injury. Golfer's Elbow from typing.
;D
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common man, I can't wait any longer ;)
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^ *dead*
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common man, I can't wait any longer ;-)
Longer the Better. Rushing Through Anything Only Leads To Bad Results
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It is on the way... just a few small things to fix. And then test more, then installer, then test more.
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Longer the Better. Rushing Through Anything Only Leads To Bad Results
Can we make posting in Comic Sans a bannable offence?
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It's tempting.
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8) i like comic sans. I think it is being picked on unfairly. :P
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I concur. Comic sans is a great font.
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It doesn't fit. It looks out of place.
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Comic Sans has earned a bad reputation for multiple reasons:
1. There are far superior comic fonts available, many of them free.
2. It is often abused. It's a playful font, and it hurts to see it used for things like company memos; I'm just glad it's not showing up on foreclosure notices and legal documents so far.
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*rolls around* Its saturday night and I really wanna play x.x Anyhow it is sounding like it needs some more fixes and work before release so I am guessing it will take a few more days before release. I will wait until next weekend for this xD. Anyhow I hope everything goes smoothly with the testing and creation of the installer.
If possible, I would be perfectly fine with a few imperfections. A release of the installer as is right now would please me. But if I were in your shoes I would be waiting until it was perfect so I am not expecting that.
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Yeah it is almost there now. I have been testing a lot and fixing a few issues. Little niggles... Installer is already built really but release M001 will be bare bones compared to 002 where I include FeliX graphics and 9999 patch etc.
This one is just gonna be the basics. I am almost ready to start finalising this release now. I got distracted by Harry Plinkett.
It is more than ready for a first release. Sorry to keep you waiting.
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Sweet then ill stick around tonight and look forward to playing FF7 x3
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The thing that's causing me to spam this thread to look for update is that i forgot to backup my stuff before i threw this mod in (the 245 release iirc). So I've just been waiting for the actual installer to be finished to fix the things that weren't done yet.
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^Unlike you I have no reason other than boredom.
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Installer is ready now. I will test it when I wake up and then post it.
Up to now, new exe has 10918 changes over original. Might give you an idea of the work involved...
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Sweeet! Glad to have this news. Grats on all the work. Hope the testing runs smoothly and enjoy your sleep.
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DLPB, one question.
Would this work for both PC & PSX Version? Or only PC version?
By the way. Excellent Job :). Hop this can be compatible with PSX Version.
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Not PSX-Compatible. Sorry.
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well anyway, good Work :).
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Nor can it be, completely different how the game works but why would anyone want PSX now when PC game has far surpassed it?
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Nor can it be, completely different how the game works but why would anyone want PSX now when PC game has far surpassed it?
only reason i can think of would be the PSP... :P
looking forward to the release.. rly impressive work!
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Well look forward no more because the first release is FINALLY here.
Menu Overhaul Project M001 (https://docs.google.com/leaf?id=0B1JH_wU1qqN4M2Y1N2EyMmItZDRiMy00MjMxLWJhOWUtNzk1MDA3MTdlNjcx&sort=name&layout=list&num=50)
Things to note:
1. There may be small alignment issues. I know of a few already but please note anything you find a problem.
2. I now use my own modpath "DK" (DLPB & Kranmer). If you have other mods in another modpath, obviously you will have to copy the relevant files to the new modpath. The new modpath is not deleted if you uninstall.
3. This mod should have absolutely no problem with any other mods, with 1 exception. kernel2 holds text and I have included a replacement option. If you want to keep your current kernel2, do not check this option and make the following changes: D.blow > D.Blow and next level > Next level. In future I may get someone to create a patcher for this which looks up the correct pointer.
4. Always read the readme (the one from the archive NOT installer). The game backs up your original files in "BACKUP-menumod" in the game folder.
5. You are likely to get false positives with this installer and mod if you have antivirus turned on. I do not get an issue with nod32.
6. Do not install this on retranslation project or on an already edited exe using the older menu mod project. If you have installed on the older Menu Reconstruction, run uninstall from old menu installer and try to install menu overhaul again. If you have run on the retranslation project, run the uninstaller of both
Known issues:
- Possible crash in Materia Exchange menu. I think I sorted it... but let me know!
- Dialogue text scrolling is broken. I will be looking into it.
- Aali's driver has broken the fade out AND the critical hit flashes which appear on screen. That;s his bug and problem :P
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Non-valid URL Dan!!!!!!!!
Did you really have to edit while I was posting?
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Installed and running. Looks Amazing. Not used to the camera angle but will get there fast. Also sort of used to having a HP bar but I think thats something I can like as well. Otherwise it all looks godly. Thankies!
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Camera angle? I didn't change that??
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I just re-read the readme and it says to make sure to install Team avalanches GUI first. Is that optional or nessisary for this mod to run? Also the camera Angle thing I am testing to assure its actually different.
EDIT> K so it did not change, I am just really not used to it being top down lol. It decided to want to be sky view for a battle and I was like eer k. Anyhow Its working great.
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I just re-read the readme and it says to make sure to install Team avalanches GUI first. Is that optional or nessisary for this mod to run? Also the camera Angle thing I am testing to assure its actually different.
EDIT> K so it did not change, I am just really not used to it being top down lol. It decided to want to be sky view for a battle and I was like eer k. Anyhow Its working great.
That's old. I have updated the installer. read the readme which came in the actual archive you downloaded. This mod does NOT need TA, it comes with all relevant files, some of which ARE from TA
I still do not understand your issue, perhaps a screen shot?
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Wierd. Dunno where I got this other read-me from. Anyhow I have no problem. I just havnt played FF7 is a while and its got random camera angles depending on where you are and one of them was a really high up angle. Thus I thought you modded it but you did not. I am gravy ^-^
PS> Just curious, how interested are you in the original FF7 layout overhaul part of this mod? As well as the other layout? I just figured most people would start on the original and release others later, I love this layout im not complaining but I love to play around with options so I am just curious where your priorities are so I know what to look forward too.
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1st of all thanks for sharing the patch, awesome work!
so far only noticed 2 small problems, here they are:
1st one is on the load game menu
(http://i55.tinypic.com/iyejhe.png)
on the played time, instead of 09:30 as it would normaly show, it shows 009:30 (not a big deal but i guess u might want it fixed :p)
the other is on the menu
(http://i51.tinypic.com/30lmr9d.png)
the "Next Level" bar seems a bit too much to the left
that's all i found so far, everything else looks simply amazing.
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1. The new time can reach 999 hrs, so that is intended.
2. I can't explain that. Did you use blackchocobo or some editor thats buggered the next level bar?
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1. The new time can reach 999 hrs, so that is intended.
Can you set it like the in-game timer, where it only shows the tens and hundreds place if there's a number there? And can you make it show the seconds? Sorry to be picky. :p
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Showing the seconds would be really picky not doin that. Showing first number, only when there are 100 hours, I can probably do at a later time.
Also.. Start a new game and see if that next level bug persists.
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I found this site about 3 days ago and I'm loving the improvements to FF7 that I never knew existed. However when I try and run the game with this mod It pops up with a box that says "You have an error in your config file, some options may not have been parsed.(no such option 'mod_path')" then when I close that box the game crashes. I know next to nothing about how to even attempt to fix it on my own which is why I am asking for help. I have FF7 remix and AC avatars installed if this mod is incompatible with either of those. I apologize if this is a stupid question.
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You obviously ain't got aalis driver installed properly. The file is trying to locate mod path and other strings in the ff7_opengl.cfg file
Does this file exist and if so, is it correct?
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The remix patcher comes with an old version of Aali's driver, before there was an option for mod paths
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1. The new time can reach 999 hrs, so that is intended.
2. I can't explain that. Did you use blackchocobo or some editor thats buggered the next level bar?
1: ups didn't know about that change, my bad :-[
2: nope.. the save file was never edited with any tool.. also tried on a new game as u suggested but still same issue :-\
im also getting a crash in battles :-\
(http://i53.tinypic.com/27a60.png)
app.log here: http://pastebin.com/QPxy5Rqx
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There is no way that can happen...
unless you installed on wrong exe or something? or installed over my old exe from the old menu project which I said not to do. (and if you did, you will have to run the uninstall option from BOTH installers)
Install on a clean 1.02 exe and see what happens.
You must also have newest aali driver. Do not use the remix patcher. Install mods separately.
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There is no way that can happen...
unless you installed on wrong exe or something? or installed over my old exe from the old menu project which I said not to do. (and if you did, you will have to run the uninstall option from BOTH installers)
Install on a clean 1.02 exe and see what happens.
You must also have newest aali driver. Do not use the remix patcher. Install mods separately.
weird.. it was the exe indeed, now everything is running fine and the "next level" bar issue is fixed aswell :-D
thanks for the fast answers and the great patch!
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Somethin must have altered your other exe, probably something awful from the remix patch?
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Somethin must have altered your other exe, probably something awful from the remix patch?
well i never ran the remix patch... i had just the TA patch and gjoerulv's hardcore patch.. oh and some models but none of that messed with the exe file.. :-\
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TA does edit the exe but thats because of a patcher that I made.. I will be sure to look into that for next release. As for that battle corruption.... no idea, that was probably aalis driver being old?
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TA does edit the exe but thats because of a patcher that I made.. I will be sure to look into that for next release. As for that battle corruption.... no idea, that was probably aalis driver being old?
just the clean exe seems to have solved it aswell :o
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Dude, fantastic job. Everything looks great. I only have one issue and that's menu lag. Main menu and after battle EXP lag. Even a little during battle too. I also had this issue with TA menu overhaul so I don't really know what it is that's causing the lag.
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That's aalis driver. When you have cache textures off (compress_textures = no) the game will lag as it first loads textures into memory. For example when a character dies, it lags because it is loading the red font into memory. A faster hard drive is the only way to cure that if cache is off.
I did mention this to aali and he did express some interest in pre loading the textures so that this didn't happen.
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That's aalis driver. When you have cache textures off (compress_textures = no) the game will lag as it first loads textures into memory. For example when a character dies, it lags because it is loading the red font into memory. A faster hard drive is the only way to cure that if cache is off.
Hmm, well compress textures is set to on, so I guess I need a new HD? I thought for awhile it could be my resolution but I lowered it and it didn't help much. Guess i'll just have to deal. Thanks again for the amazing work man!
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Awesome work man, you probably need a break ;D
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Hmm, well compress textures is set to on, so I guess I need a new HD? I thought for awhile it could be my resolution but I lowered it and it didn't help much. Guess i'll just have to deal. Thanks again for the amazing work man!
That's strange, but it should only lag ONCE. Once those textures have been loaded all should be cool :)
Awesome work man, you probably need a break ;D
heh no rest for the wicked, got more options to add, but English tea I can get!
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That's strange, but it should only lag ONCE. Once those textures have been loaded all should be cool :)
heh no rest for the wicked, got more options to add, but English tea I can get!
You were right. Just tested it again and no lag. Now time to lose my self in pure epicness!
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I want everyones opinion thats using this.
preserve_aspect = yes
or
preserve_aspect = no
Which do you like better.
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You should preserve and if possible
960*720 window
1280*960 window or full.
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Yeah, preserve is better. The windowed resolution works fine but I cant get that fullscreen. Ive got a native 1366x768 but it looks beautiful.
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it seems ff7music isnt working with this. before this it worked fine
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hmmmm that IS a puzzle if true? Sure support definitely changes when using the installer?
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it seems ff7music isnt working with this. before this it worked fine
works fine here.
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this is what the error states
access violation at address 00000000. read of address 00000000
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are you sure it worked fine beforehand? Check the exe which is now in BACKUP-menumod
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backup seems to have no problem
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rar up your problem exe and send it to me.
edit: ff7music works fine for me, but this may be because of some other mod conflicting?
Send me your normal exe too.
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i'm gonna reinstall ff7 to see if that helps
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I install Avalanche GUI v2.0.8 and it's include a patch name FF7 BarCorrectionPatch.exe. I see this patch will restranslate something in ff7.exe and you are an author, so can you explain shoud i apply this patch or not ?
This patch make the font in menu display incorrect so I know what I should do. Thx for your mod, let's complete it. :)
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Well done, Tested on my PC Version & works like a charm.
By the way, the reason i asked about PSX version is because I prefer to play it on my PS or PSP, other reason is because the PC version usually has a lot of bugs and crashes, and that is because it is not 100% supported on my Notebook not even with MS Virtual Machine or Oracle VMBox with Windows 98. Luckily I Have an old PC with Windows XP where I can run FF7 PC version. :)
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I install Avalanche GUI v2.0.8 and it's include a patch name FF7 BarCorrectionPatch.exe. I see this patch will restranslate something in ff7.exe and you are an author, so can you explain shoud i apply this patch or not ?
This patch make the font in menu display incorrect so I know what I should do. Thx for your mod, let's complete it. :)
I have already said twice, do NOT use Team avalanche mod with this (if you have just run this installer again). The Menu Overhaul Installer comes with many of TA graphics regardless.
--------------
Meanwhile TA world maps have been added for next release, and FeliX is on the case with regards to optional colouring and shading and materia graphics (though I am guessing everyone will want to use em)
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Will you be including all the TA menu graphics in your mod? Cause i'd love to use your mod, But i need my TA graphics more :P
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It does include TA graphics. ;) Look at the first page. The only things that have really changed are the materia and the font.
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So basically.. Install TA mod, Install your mod over it correct? (basically to replace the PNG's that are needed)
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:o
Read a few posts above. Do NOT use TA with this mod (it won't mess anything up if done first but it is a waste of time and resources). This installer does everything on its own. :evil: :P
Read main install notes and the readme too. The new modpath is DK. It will change it for you automatically.
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i reinstalled ff7 and then added your mod same thing again. then i changed the driver to 7.10b from 7.11b and that seems to the only solution. so far no errors no problems since i rolled back to the 7.10b driver.
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Maybe aalis driver is an issue then too... not sure why that would be though! Send me your exe that works for newest aali driver. I will see if ff7music works here
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i reinstalled ff7 and then added your mod same thing again. then i changed the driver to 7.10b from 7.11b and that seems to the only solution. so far no errors no problems since i rolled back to the 7.10b driver.
using 7.11b and it is working fine.
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it might be windows 7 issue then. any who gonna stop playing ff7 till windows 7 sp2 comes out perhaps then it might work
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If 1 exe works and another doesnt, that means something has happened to exe.
If this is so send me it.
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If 1 exe works and another doesnt, that means something has happened to exe.
If this is so send me it.
look i just tryed that earlyer again with the an unmodded ff7.exe and had the same thing so its obviously my system is making it crash.
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I keep crashing whenever I try to talk to someone. The error msg pops up before the dialog box appears.
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I keep crashing whenever I try to talk to someone. The error msg pops up before the dialog box appears.
And after this mod? Explain what things you have installed on the exe and if it is an 1.02 english version.
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I've installed: Fixes - Sense Limit and Game Cheats - Save and PHS anywhere
And yes I am running on 1.02, the English version
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
ERROR: failed to set fullscreen mode
INFO: Intel Intel 945GM 1.4.0 - Build 4.14.10.4543
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: VBO not supported
INFO: PBO not supported
INFO: Subtractive blending not supported
INFO: Found swap_control extension
INFO: NPOT textures not supported
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: No NPOT texture support
ERROR: init_indirect failed, scaling and postprocessing will be disabled
INFO: internal resolution clamped to 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, 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\Final Fantasy VII\Movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
ERROR: NPOT textures not suppported, will not be able to load C:\Program Files\Final Fantasy VII\/mods/DK/cr/opback_d_00.png
ERROR: NPOT textures not suppported, will not be able to load C:\Program Files\Final Fantasy VII\/mods/DK/cr/opback_e_00.png
ERROR: NPOT textures not suppported, will not be able to load C:\Program Files\Final Fantasy VII\/mods/DK/cr/opback_f_00.png
ERROR: GL_INVALID_VALUE
INFO: C:\Program Files\Final Fantasy VII\Movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
INFO: slow output format from video codec mpeg4; 0
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: NPOT textures not suppported, will not be able to load C:\Program Files\Final Fantasy VII\/mods/DK/menu/buster_00.png
ERROR: GL_INVALID_VALUE
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
ERROR: NPOT textures not suppported, will not be able to load unknown
set music volume: 127
ERROR: GL_INVALID_VALUE
ERROR: NPOT textures not suppported, will not be able to load unknown
ERROR: GL_INVALID_VALUE
ERROR: unhandled exception
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@Fµsïøn
try setting your resoultion to 1024x1024 then run the game and see if you have the same problem.
Also send your EXE to us if your still having problems so we can have a look at it
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Your graphic card seems to be having issues with the new textures.
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looks like your integrated graphics threw up when the driver started, notice how not a single feature is available.
did you make sure to setup the config file correctly? I have crap intel GMA graphics in my laptop and it plays just fine with all the same mods that you are using. Try setting up the driver again from ff7config.exe and make sure you have properly chosen your options within the ff7config file. Outside of that...try updating your GFx drivers?
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DLPB i find a issue when i installed this mod,all worked fine but 2 sub menus from status menu disappeared and when i go to a battle,FF7 crashed.Looks like the problem happened because 9999 break patch,i put the original 1.02 US Patch without changes and status menu worked and i was able to have battles again.
Hint: put the original 1.02 US Patch and install Menu Overhaul again and try see issues guys,i mean,maybe the problem i find can happen because some patches (9999 break patch for example),i don't know if this problem i found is just because 9999 break patch but at least is solved,i thought more people will find it. :(
Good work on menu overhaul DLPB ;)
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Clearly stated on the first post that 9999 patch isn't done yet. This mod will come with its own based on it. Adding 9999 patch OR using aalis 9999 patch is not compatible with this mod.
I have added a FAQ and a "what NOT to do" section on first post. I suggest everyone reads it. :)
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as for sub menus... I am not sure why they would disappear. Explain?
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ok,but i say this problem was solved when i put 1.02 US Patch again.
http://imageshack.us/photo/my-images/714/menuoverhaul1.png/
sub menus (2 and 3)
http://imageshack.us/photo/my-images/692/menuoverhaul2.png/
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that still has the 9999 patch added. Try again with a clean 1.02 exe. 9999 patches are NOT supported.
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DLPB, your Mod is working perfectly (other than the already stated scrolling text issue.) I suggest just updating the "things not to do" and make sure to make it clear whats necessary to run the mod then just only reply to people with issues not related to listed things.
If there is an issue after installation over a clean installed FF7 with the 1.02 and the latest Aali custom driver than its most likely an issue with the computer. You might add a note to update graphics drivers? Also might want to add in the recommended resolution if one has an issue (the one you posted to me) Even know I didnt use it because I didnt need it. Iuno.
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Menu Overhaul Project M002 (https://docs.google.com/leaf?id=0B1JH_wU1qqN4YmI3N2E4NDQtYjVkZC00YTNkLWEyZGMtYzcwN2E3YzhjYjlh&sort=name&layout=list&num=50)
Fixes:
1. Installer bug fixed. The installer will no longer carry out an install operation before the uninstall operation.
2. World map graphics by Team Avalanche added.
3. break 9999HP limit support added.
4. Break 9999HP external patch no longer ruins installation.
5. Password for archive is READMENOW. Read the Readme. If you read this...
Known issues:
1. Text scrolling is broken in dialogue.
2. Installer shows incorrect file sizes. This is not my bug and has been reported.
3. Aali's driver breaks the menu fade and critical hit effect.
Next:
1. A few niggling alignment issues will be fixed, including world maps placement on screen.
2. FeliX Leonhart's tweaks added.
3. Hopefully dialogue scroll issue fixed
4. Possible change and option to correct flevel based on Luksy's touphScript
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i've been waiting forever for this particular release! just installed it and everything looks great, you have done an amazing job!
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Whats the password for this? It's not working.
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troll ;D . In other news, download is down until I fix this uninstall issue. 002b be up soon.
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Menu Overhaul Project M002a (https://docs.google.com/leaf?id=0B1JH_wU1qqN4ZDllMDg5N2MtZjUxNy00YmUzLTliNDQtMTQ0MDBhMmQyYTgx&sort=name&layout=list&num=50)
Fixes:
1. Installer bug fixed. The installer will no longer carry out an install operation before the uninstall operation.
2. World map graphics by Team Avalanche added.
3. break 9999HP limit support added.
4. Break 9999HP external patch no longer ruins installation.
5. Password for archive is READMENOW. Read the Readme. If you read this...
6. Fixed uninstall and reinstall issue.
Known issues:
1. Text scrolling is broken in dialogue.
2. Installer shows incorrect file sizes. This is not my bug and has been reported.
3. Aali's driver breaks the menu fade and critical hit effect.
Next (M003):
1. A few niggling alignment issues will be fixed, including world maps placement on screen.
2. FeliX Leonhart's tweaks added.
3. Hopefully dialogue scroll issue fixed
4. Possible change and option to correct flevel based on Luksy's touphScript
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great i can use 9999 break patch again,i hope the next release be the last,you should worked so much.
EDIT: id*ot question Sorry DLPB for make you read it.
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Philman, I am not answering your question because it is answered 10 times in last few posts, is in the readme and the first post.
edit: thank you for removing it :P Now install the mod and enjoy.
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3. break 9999HP limit support added.
amazing, thanks for sharing! And thanks to everybody who helped/still is helping u with this!
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Hi DLPB :) thanks for your fantastic project !
I love the sleek new menu now! However I'd like to know if it's possible to not install the battle menu as I prefer the old one with transparency applied
I've checked the FAQ in the beginning of the thread but couldn't find an answer and checked/unchecked the option in the installer but i still have the FFX style battle interface applied! Thanks
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GREAT WORK MAN!
i love your work. keep it up :mrgreen:
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Hi DLPB :) thanks for your fantastic project !
I love the sleek new menu now! However I'd like to know if it's possible to not install the battle menu as I prefer the old one with transparency applied
I've checked the FAQ in the beginning of the thread but couldn't find an answer and checked/unchecked the option in the installer but i still have the FFX style battle interface applied! Thanks
You didn't check hard enough :) It is on the to do list but I may not bother as it is a ton of work for little reward. It depends how much time I have and how I feel later on. FFIX interface is first (and it won't support 9999 HP break limit).
Also it is impossible to uncheck FFX option at the moment.
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From what I understand, once your retranslation project is done, I will need a fresh install that has not this installer since it will be combined into this mod at some point? If that's the case, should I just wait to start a new game with the retranslation? Or is there still a whole lot left to do with that project?
In any case, thanks for all the obvious hard work. The menu looks excellent, and it makes the game much easier to look at.
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I will probably make it so that this installer cannot cripple the retranslation at some point and vice versa. However, the retranslation project has a LONG way to go due to translators being busy. The completion of this menu project will be merged with the retranslation project probably M004. M004 will be merged with R001, the retranslation's first new release.
It will take time. Another 1-2 weeks maybe.
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(http://img26.imageshack.us/img26/2060/ff9s.png)
A very rough look at what is next. Felix will be working his magic on the finished hud.
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wow that looks great :-) Is it possible to have an option in the installer to have the battle interface display 9999/9999 | 999/999 ( HP and MP ) or is it to hard to implement ?
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Think about how much space that would require and how silly it looks. That's why it wasn't done in FFX and FF9. If I redo the original game menu you will get that option. But FF9 interface looks a lot like FF9 interface.
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when compared to
(http://images.wikia.com/finalfantasy/vi/images/d/d7/FFIX_Battle.jpg)
looks very nice, im starting to be a fan of ur work with the ff7 interface haha
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I have a small question. Would you include the barrier/mbarrier bars into your mod? You see, not being able to see those bars makes some battles a bit frustrating since it's hard to tell when the effect "wears off".
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I have tried to place them back in both FFX and FFIX mods and it will not look right. When I do the original FF7 menu they will be there. They simply do not look good in the others. Nor are they really needed... not really. Like any effect in some other titles, when they were off does not have to be pinpointed.
It is a small issue.
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i need some help. the installer (m002a) tells me i don't have open gl installed. i have tried several versions of them, and i get the same result from all. is there an install mode in Aalis drivers i dont know about?
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Not here. Place problem elsewhere on the forum. This is not a menu issue but driver issue. Is the driver installed correctly? If it was it should not have any issue.
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I am still loving your Mod. I am very glad to see you are still adding features.
I noticed people wondering about adding 9999/9999 and the such and I can see how that would cripple the interface but I was sort of hoping for a HP bar of some sort. I am completely used to going by a bar instead of numbers. I personally could even go without the numbers but that would be silly.
I have a hard time remembering what my total hp is so I know when its getting low. I realize they have orange and red text as they get lower yet I guess it was just a bad habbit to always go by % if you know what I mean. Like monsters would take "this much" of my bar. Instead of "this number" of damage. I will learn to read the new HP properly but I did want to know if you were thinking about maybe adding an option for the hp Bar. Hell I could do without a Limit bar and replace it with HP lol.
Anyway I am running the latest release and its working perfectly. Thanks again. Take care.
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Why is M002a password protected?
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To make people read.
AS for the HP MP bars... sure, I might be able to add that back :) we will see.
-
(http://img163.imageshack.us/img163/5904/ff93.png)
MP / HP bars added. Colour and alignment still needs work but this is the basic outline.
maybe this?
>
(http://img6.imageshack.us/img6/3760/ff74.png)
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I like the top one better, but would much prefer it without them altogether personally
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Me too but give it a chance because I have just shrunk their height again, might look less cluttered now.
(http://img840.imageshack.us/img840/7585/ff95.png)
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I like the top one better, but would much prefer it without them altogether personally
I also feel this way.
Great progress by the way.
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Really liking the new, shrunk ones. Is it possible to shrink the shadows anymore without ruining the integrity of the design.
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i kinda think that those bars will end up giving more trouble then they are worth, they aint rly needed imo but it looks great so far
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I would have agreed the the barrier bars were not needed...until i fought schizo again last night. My character kept getting reflect cast onto him, and i had no idea until cure spells started going to the other side of the battle field. Extremely frustrating in the hardcore mod!
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Maybe you could replace the HP/MP bars with the Barrier bars. HP/MP bars aren't needed in my opinion.
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I agree with DarkFang on the above. When you think about it.
8, 9, and 10 all have had the bars removed.
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I wonder if it would be possible to code in an icon when barriers are on.
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It is... I can do that probably but the barriers look bad when you try to add them to the interface. Maybe Felix can get some art to me to see what he can make of it? In any case, even if not, the original FF7 menu will cater to people who are desperate for the barrier.
Really liking the new, shrunk ones. Is it possible to shrink the shadows anymore without ruining the integrity of the design.
No, that's about as low as it can go (without making it look too thin). I have made it look like this now
(http://img263.imageshack.us/img263/8001/ff75.png)
You see the barrier bars cannot be placed in like the HP MP bars. Those come with their own container and look inoffensive. The barrier bars would need a container or it looks real bad. And a container takes more space and looks shoddy with the FF8.9.10 interface. And let's remember that in FF8-10 there was no indication you had reflect status on you.
It is obvious when cure spells fly over to the enemy. You can probably also find out with the sub menu when selecting esuna.
edit.
Working on something. Keep you posted.
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I wonder if it would be possible to code in an icon when barriers are on.
I'm thinking this is the way to go myself.
FFXIII icon's worked great for that purpose. Having them flash as they're about to disapeear would also be a good idea but is probably beyond the scope of this mod.
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Fresh install except the TA textures and models with the M002a release comes up a bit messy.
(http://img51.imageshack.us/img51/9098/ff72011070217562443.th.png) (http://img51.imageshack.us/img51/9098/ff72011070217562443.png)
Something I've missed maybe?
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1.02 :P
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I'm not that daft, 1.02 is installed, Latest Aali driver, the Avalanche patch, Felix's WM textures and APZ's Cloud and that's it.
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Can't use the Ave patch with this. Says so somewhere in this thread.
If you copy the PNG's from the DX folder into the TA folder, and use that as your modpath, then all should be golden. (if t works. do post results :D)
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Make sure to clear the cache folders.
.\Square Soft, Inc\Final Fantasy VII\cache\
.\Square Soft, Inc\Final Fantasy VII\mods\avalanche\cache
If you're NOT running FF7.EXE as administrator, you'll need to clear the cache folders in VirtualStore.
These mods all work well together.
I've documented the installation procedure in my tutorial: Bootleg Edit for the FFVII Remix 2.5.1.
-PitBrat
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Thanks, cleared the cache etc and now the text and menus looks fine, sorted the UI out with a reinstall.
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I wonder if it would be possible to code in an icon when barriers are on.
Coming back to that, I reckon I can code something. If Felix gets me 2 icons (1 for barrier and 1 for m-barrier),maybe I can do something with em.
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If only I will find wifi on my trip. Just pm me the main idea and the sizes (like you did with the ff9 bar)
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Does the Menu Overhaul work with the YAMP Lucky Tifa patch?
I tried a patched FF7.exe, but the game became unstable.
Am I doing something wrongly, or are these these mods mutually exclusive?
-PitBrat
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you are doing something wrong.
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I have managed to work out how to do this... the coding is pretty simple really just a bit of logic. It will be possible to add 2 new icons for the barriers to let people know when they are active.
Does anyone have a picture of what this looks like in FF13?
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The two barrier spells in Final Fantasy XIII are Protect and Shell, and protect against physical and magical damage, respectively.
Protect (http://www.glasscoffin.com/templates/includes/image_handler.php?d=media_collection&d2=ps3&d3=final_fantasy_XIII&img=protect.png&mxh=30&mxw=30&img_size=2)
Shell (http://www.glasscoffin.com/templates/includes/image_handler.php?d=media_collection&d2=ps3&d3=final_fantasy_XIII&img=shell.png&mxh=30&mxw=30&img_size=2)
I was wondering if you could also do Haste like this.
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it is possible but time consuming and not needed.. you can tell you are in haste by animation and submenu. I will do only barrier :)
Thanks for the icons, are these the same that appear in battle?
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yes, they are.
Can you enable both for wall ?
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Off course. Can you show me a picture of how they look in battle?
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Yes they are the ones that appear in battle.
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I am goin for food now but I need to see a picture of how they look in battle. I need a screenshot of the whole battle area/menu of FF13 with the icon showing.
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Oh. The status enhancements/ailments show up beside the person's name, from left to right, showing oldest to newest. So when a new status effect is casted upon them, it shows up on the right (just to the left of their name) and moves all the previous ones to the left.
http://www.wired.com/images_blogs/gamelife/2009/12/ffxiii_battle05.jpg
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look how nice they can get the menu and font... shame that we can't overhaul it to that standard... but oh well :P
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Well we hypothetically could (we meaning you lol) but it would take ages.
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So I have come across a very small alignment problem and are not sure if it is an issue with something I did. I did install 002a over 001 but I heard there shouldn't be an issue with that. I tried using the uninstaller to go back to the original then install 002a again but that did not work either. Then I attempted to clear the cache and that helped a lot but its still slightly off.
here is a screenshot.
http://dl.dropbox.com/u/8138611/smpl.png
PS> Also About the HP and MP bars. I am glad you took it up as such a project. I very well do love it, the following is my favorite so far.
http://img840.imageshack.us/img840/7585/ff95.png
This one looks a lot more stylish and goes well with the design.
About the Barriers I agree Icons are the way to go.
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I don't see the issue? The FF9 one isn't finished and the FFX one looks like it should. You have handed me a bug report and not mentioned the bug. :mrgreen:
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far end of the lower bars. There is an extra line of black for the last quarter of the bar on the top of the bar.
-
That is probably a graphic fault with the driver and your resolution. Doesn't happen here. Best resolutions are 1280*960 FS and 960*720 windowed.
Other news:
(http://img580.imageshack.us/img580/7222/ff9icons.png)
latest ff9 interface until Felix draws me new icons.
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Ive got the newest drivers but ill test out the resolution change. I cant get to 960 as my max is 1366x768 but ill go for 1280x768 or 1280x720.
Also Looks epic.
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The blue/red icons are barrier indicators, right? Beautiful. Actually, I'd prefer this FF9 theme over FFX one.
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So would I. As usual I had to go spending my life making FFX interface when FF9 works better with this. Of course FFX interface will also get the icons. Those icons are not final, they are just basic. Felix is making some decent ones.
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That is probably a graphic fault with the driver and your resolution. Doesn't happen here. Best resolutions are 1280*960 FS and 960*720 windowed.
Other news:
(http://img580.imageshack.us/img580/7222/ff9icons.png)
latest ff9 interface until Felix draws me new icons.
i know that i shouldn't quote images but that deserves to be quoted.. looks AWESOME! especialy the icons on the left.. def will be using it once u release
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Also about that FFX problem on the other page, it could be transparent issue. 003 will correct transparency issues. So we will see.
Also official notice.
I will add break 9999 support for FF9 Interface but I will NOT be making the original FF7 menu as an option. It is unnecessary and a ton of work. Anyone who wants that can go back to TA and use Menu reconstruction 004 (old project).
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That latest pic looks godly DLPB, you have really outdone yourself.
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Can anyone post a pic on how is this currently looking?
Many changes seem to have been made but i haven't seen much screens.
I liked this take from felix (http://img9.imageshack.us/img9/7781/882011040422053979.jpg) but dunno how is it atm. Seen some screens with transparancy which didnt amuse me as much (talking about the battle menu, the UI on the right is a different story, as i i like the minimalistic style much more than the FF9 style with all that info).
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All of the menu's are now transparent. I may get a video going soon to see the differences but I suggest you install and check for yourself. When FF9 interface arrives.
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I may sound stupid for asking this, but was there a password posted earlier in the thread for the file? I can't find it ???
Don't hate me :-\
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He posted it in the post with the latest version, but didn't add it to the original post. I think the readme can also be extracted without the password, and it's in there.
DLPB, it's reasonable to expect people to read, but any post which contains a download link should also contain the password. Some software won't extract ANY file, even unencrypted ones, from a password-protected archive without the password, and it's not reasonable to expect people to read the entire thread, especially as it gets longer.
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The password will always be on first post from now on.
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Just saw this "Completed: 20/20"
Grats man. Will be looking forward to 003.
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Is this a bug in the Menu Overhaul?
When I go into the equipment menu and change a character's armor, I can scroll passed all the items and point to an empty line. When I select the empty line for armor, the character's defense stats go up to 255. Afterward, strange items sometimes show up in the list. These items have blank or garbled names. This doesn't always happen and has even fixed itself on occasion.
I recreated this error on a fresh install of FF7, Aali's 0.7.11b Opengl driver and the Menu Overhaul 0002a with default settings.
It doesn't seem to affect gameplay so long as I don't select an empty armor slot.
I even saved and reloaded after the error occurred without any adverse effects. The garbled items disappeared from the inventory.
EDIT: You're right, it's my fault. I have a corrupt save game. Something happened to corrupt my save game when I finished disk 1.
I apologize if I caused any alarm!
Thanks,
-PitBrat
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sounds like a save file problem O.o
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Is this a bug in the Menu Overhaul?
When I go into the equipment menu and change a character's armor, I can scroll passed all the items and point to an empty line. When I select the empty line for armor, the character's defense stats go up to 255. Afterward, strange items sometimes show up in the list. These items have blank or garbled names. This doesn't always happen and has even fixed itself on occasion.
I recreated this error on a fresh install of FF7, Aali's 0.7.11b Opengl driver and the Menu Overhaul 0002a with default settings.
It doesn't seem to affect gameplay so long as I don't select an empty armor slot.
I even saved and reloaded after the error occurred without any adverse effects. The garbled items disappeared from the inventory.
Does this happen for anyone else?
-PitBrat
It could be my error although I haven't been able to scroll to an empty slot. Please try without menu overhaul installed with same exe and see.
or try with a new game or new save which has not been edited. It sounds more like a save issue than my error. In fact it is unlikely my error because I don't generally put out mistakes that large.
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Could it be possible add icons for status?
[Or like in FF9 on the head of characters, this is another topic http://images.wikia.com/finalfantasy/images/e/e7/FFIX_Poison_Claw.png]
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Yeah it is possible but i ain't doin it cause its more work :P
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Corruption is evil! :evil:
Though I'm sure this junked item error I'm experiencing is the result of a corrupt save game, the problem only presents itself when I'm using the Menu Overhaul patched ff7.exe. When I revert to a 1.02 patched ff7.exe, the error is gone.
It problem begins immediately after disk 2.
I downloaded a save game for disk 2 and the error did not occur.
YAMP is the main difference between my save game and the one I downloaded.
I had a YAMP patched ff7.exe for the first part of the game. I reinstalled the 1.02 patch and then the Menu Overhaul and kept playing.
Testing my current hypothesis requires replaying the game from the very beginning with the Menu Overhaul installed.
It'll take me a few hours to get back to disk 2, so I better get started!
EDIT: I never had YAMP and the Menu Overhaul installed at the same time. I installed The Menu Overhaul on a clean 1.02 patched FF7. Unfortunately, I began playing from a save game I had previously created on a YAMP patched FF7.
-PitBrat
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Yamp shouldn't be installed at all with this either.
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So A bit off-topic but you made me get back into Final Fantasy so much I decided to finally make this~
http://www.thedrunkenmoogle.com/post/2978887753/phoenix-down-final-fantasy-cocktail
I just got finished drinking it, it cost a lot for the materials but I bought so much I can make like 99 Phoenix Down now. (no joke).
Just wanted to thank you for the push back into the series, its been sort of dead to me for a while now because well it just hasnt been the same. I needed to go back to old-school but with a cleaner interface and this really did the job. Thank you.
I would make you a drink, but I think you are a bit too far away for that. This thing will mess you up though.
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So A bit off-topic but you made me get back into Final Fantasy so much I decided to finally make this~
http://www.thedrunkenmoogle.com/post/2978887753/phoenix-down-final-fantasy-c*cktail
I just got finished drinking it, it cost a lot for the materials but I bought so much I can make like 99 Phoenix Down now. (no joke).
Just wanted to thank you for the push back into the series, its been sort of dead to me for a while now because well it just hasnt been the same. I needed to go back to old-school but with a cleaner interface and this really did the job. Thank you.
I would make you a drink, but I think you are a bit too far away for that. This thing will mess you up though.
Dude, that is awesome. I want one! Can't wait for new installer too DLPB. Love the FFIX interface. Good stuff.
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So A bit off-topic but you made me get back into Final Fantasy so much I decided to finally make this~
http://www.thedrunkenmoogle.com/post/2978887753/phoenix-down-final-fantasy-c*cktail
sry for the off-topic but doesn't that drink seem a bit.. overkill? LOL
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sry for the off-topic but doesn't that drink seem a bit.. overkill? LOL
Only if you are undead, otherwise it is restorative.
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Only if you are undead, otherwise it is restorative.
;D
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Only if you are undead, otherwise it is restorative.
def saw that coming xDD
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Na its not that bad actually, its not very concentrated so it goes down smoothly and doesnt kick in all at once. Just gives you a slow gentle buzz. I also made one of these for my friend and it was really smooth.
http://www.thedrunkenmoogle.com/post/1001669231/8-purification-sake-okami-cocktail
I spent too much money on alchohol..
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Hey DLPB, installed your menu mod AFTER the TA patch, then i copied the TA info into your DK path, And i get no videos, And a very very bad gamma white out in the menu and game.
So what did i do wrong? :P
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TA info into your DK path
Wrong way around :P
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I didn't overwrite anything in your folder, Basically, i copied all your files to the TA folder, then copied all those files back to your folder.
Those aren't the issue though. Fresh reinstall of the game, all i have is Aali's driver, and the 1.02 patch, still getting the same issue
EDIT: issue solved, It's nVidia's problem, Shaders are broken on newer drivers i guess :(
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;D so far every issue has been other people. Come on fellow modders sort your sh*t out!
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driver 266.58 works!
Yes yes, we're stupid :P
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Good news. Scroll is now fixed. Had to mess about like never before (so did Kranmer) but we were blind to the obvious and missed some code. Simples.
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Simples.
I should curse you and your future generations, damn meerkats.
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Well spotted. ;D
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I found a problem with font display in dialogue.
You see when i'm not get the potion, font display fine
(http://cC5.upanh.com/24.801.31920204.xOo0/untitled.jpg)
And when i get it .....
(http://cC5.upanh.com/24.801.31920284.Axm0/untitled2.jpg)
I don't apply another patch except that your mod. Hope you can fix it :)
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Yes that is the scroll problem mentioned in the post above and on known issues and on first post and also in the readme :P And it had nothing whatsoever to do with a potion.
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oh and btw people, it is possible to escape Aerith's house while running when using the YAMP autorun patch.
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I love the Menu Overhaul and can't wait for M003!
I'm getting a crash using M002 though, just moments into an event (not sure what the term is: not an FMV cutscene, but a point in the field where characters move and talk on their own). Uninstalled and played to make sure it wasn't any of the other mods, things worked smooth as ever. Reinstalled, problem returned.
APP.LOG
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) HD Graphics Family 3.0.0 - Build 8.15.10.2342
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x800, output resolution 1066x800, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
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 (x86)\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: yuv program link log:
No errors.
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
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
ERROR: unhandled exception
ff7_opengl.cfg
# ff7_opengl-0.7.10b 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 = 1280
window_size_y = 800
preserve_aspect = yes
fullscreen = yes
# 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=DK
# 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 = off
# 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 = off
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit
# 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 = yes
# 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 = on
# 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
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
# 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 = yes
# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp
## 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
Let me know if you need more details or if it's obviously the same thing as addressed elsewhere.
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Need to know precise moment and scene.
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Climbing Shin-Ra Tower, just defeated H0512 on floor 68. I go to meet everyone in the elevator on floor 66. Rude walks into the elevator, Cloud looks up, "Oops! Something bad happened..." message appears.
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I will check that. I don't see how I could crash it...
May be related to dialogue... He looks up and it is just before he says
{CLOUD}
“H‚hey! What is it?”
Rude
“Would you press 'Up' please?”
Yes?
Please send me your save.
-
E-mailed (not private message -- says I'm blocked from doing that) you a link to my save file.
None of that dialogue occurs. Rude doesn't even point up. Cloud looks up, game dies.
-
Your bug is not related to the Menu Overhaul Project or at least the MOP :-o is not the main cause of it. No issue here.
-
oh and btw people, it is possible to escape Aerith's house while running when using the YAMP autorun patch.
I remember I got that patch a long time ago and I kept wondering why when I tried to sneak by Aeris she would always catch me :p
-
Can be done though by running :) I did it yesterday :P
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Your bug is not related to the Menu Overhaul Project or at least the MOP :-o is not the main cause of it. No issue here.
Weird. I'll try it on a fresh install. If nothing else, I hope M003 will work fine for me.
-
(http://img685.imageshack.us/img685/4378/latestf.png)
The new icons also animate depending on status. I will get felix to look at those ATB bars again so they fit in with the colour scheme.
-
:o
Now I am definitely getting the next version of this. That's awesome.
-
(http://img29.imageshack.us/img29/1015/latest2v.png)
It is over to felix now to see if he can spruce the bars up, though we are limited by the engine somewhat.
-
The icons degrade as the effect wears out?
Nice.
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indeed. 5 cells, from healthy to wrecked, finally disappear in the 6th stage.
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That's genius.
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It was Felix's idea, I am just glad I was able to program it.
-
It was Felix's idea, I am just glad I was able to program it.
You're the one who made it possible ^_^
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Nice idea, but too small, and indistinct when far 'faded' and / or imposed on certain backgrounds.
-
It is gonna have to be left this way, it isn't too bad really but that's the engine for you, and if we do it larger it looks out of place :)
I can;t see much issue with this
(http://img29.imageshack.us/img29/1015/latest2v.png)
That has the first and final cell and looks OK
-
Nice idea, but too small, and indistinct when far 'faded' and / or imposed on certain backgrounds.
*sl1982 likes this.*
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Maybe a 1 or 2 pixel outline.
-
It already has it... the engine is rather poor with graphics and a gaussian has to be added to make it look nice. I guess we could add a stronger outline but tbh i have seen it in battle and it doesnt look all that bad at all.
-
I have now added a slight outline and background to these and this really is as good as it is likely to get. Almost ready for 003 now.
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I like the screenshots you've posted. Loving all of it. Really looking forward to the update!
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the actually M200 works fine for me.
Resolution
window_size_x = 1366
window_size_y = 768
preserve_aspect = no
fullscreen = yes
really nice work *thumbs up
and here are some screenshots
(http://s1.directupload.net/images/110715/temp/jj7uzmmo.jpg) (http://s1.directupload.net/file/d/2586/jj7uzmmo_jpg.htm)
(http://s1.directupload.net/images/110715/temp/fnfz23ts.jpg) (http://s1.directupload.net/file/d/2586/fnfz23ts_jpg.htm)
(http://s7.directupload.net/images/110715/temp/iix5h5p2.jpg) (http://s7.directupload.net/file/d/2586/iix5h5p2_jpg.htm)
(http://s1.directupload.net/images/110715/temp/2849topj.jpg) (http://s1.directupload.net/file/d/2586/2849topj_jpg.htm)
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the actually M200 works fine for me.
Resolution
window_size_x = 1366
window_size_y = 768
preserve_aspect = no
fullscreen = yes
really nice work *thumbs up
and here are some screenshots [snip]
So, It does work fine but it isnt actually working perfectly xD You have the same alignment issue that I do. Same resolution as well. I am re-posting your screenshot with a circle around the alignment issue.
PS. I understand after the new layout gets released nobody will care about FF10 layout but it would be nice to have the choice of it working correctly. I realize how minute it is but I think of myself in the creators shoes and its something I would not want in my mod.
Well here is the screenshot.
http://dl.dropbox.com/u/8138611/FF7-Magenta.jpg
Its two cuts, one with a Magenta lining for where the issue is seeing as its 1 pixel in width. I feel silly for bringing this up again.
EDIT-Is that the original RO or a Private server?
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That has to be related to aalis driver or the way the game works... There is nothing I can do. The graphic is perfect. That resolution above is wrong regardless, it is stretched.
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i dosn´t disturbe me it is better as the fad black boarders without stretchin on a widescreen monitor
i dosn´t disturbe me it is better as the fad black boarders without stretchin on a widescreen monitor
So, It does work fine but it isnt actually working perfectly xD You have the same alignment issue that I do. Same resolution as well. I am re-posting your screenshot with a circle around the alignment issue.
PS. I understand after the new layout gets released nobody will care about FF10 layout but it would be nice to have the choice of it working correctly. I realize how minute it is but I think of myself in the creators shoes and its something I would not want in my mod.
Well here is the screenshot.
http://dl.dropbox.com/u/8138611/FF7-Magenta.jpg
Its two cuts, one with a Magenta lining for where the issue is seeing as its 1 pixel in width. I feel silly for bringing this up again.
EDIT-Is that the original RO or a Private server?
here without streetching same mod´s
(http://s1.directupload.net/images/110716/temp/tyw37g2l.jpg) (http://s1.directupload.net/file/d/2587/tyw37g2l_jpg.htm)
EDIT: besser -> better XD
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weird... I will ask aali about it.
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i think it is the "unnatural" resoloution who will bring this glitch an has nothing to do with the streetching
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The resolution is quite standard now n days. I also use mine with preserve aspect ratio on. It really doesn't bother me enough I just like to find out the cause of problems so I at least understand them. I like to understand everything, its a bad habit. I have attempted all other possible lower resolutions with the exact same results. I will attempt to change my actual laptops resolution and post the results to figure out where this bug lies.
So I believe it is a shadowing issue, or transparency issue. If you look REALLY closely you will the the lines at the end of the bars fade out to lighter and lighter density before becoming transparent.
....Resuuuults....
Changing resolution on my laptop did nothing for it. It is most likely a transparency issue.
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When transparency has been fixed for latest release we will seeeeee 8-)
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i feel an update impending! /drumroll (maybe that'l work)
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I had hoped to get the release out tonight but I think I will have to hold off until FeliX has redone the font again. I found around 15 letters suffered with slight lines (from the next letter) appearing. Noticeable most after letter D.
Sorted it. The next release changelog will look like this:
18-Jul-2011 M003
Changes:
1. Gymp patches added
2. Invincibility cheat added
3. Felix Graphic tweaks added
4. FFIX theme added
5. Flevel editor option added [possibly.]
6. All images which are optional have been added to the same texture
7. Newly coded icons for the Barrier status, graphics by FeliX
8. Numerous alignment fixes, especially the Load and Save menu.
9. Graphical issues on font fixed. Transparency fixed.
10. Scroll issue fixed.
11. Some of the numbers in game now have leading 0's. Save and load menu now does not.
Known issues:
1. Graphical anomaly mentioned with the ATB bars. Fixing transparency may have solved it.
2. Aali's new driver (not yet released) will fix the problems with battle fade out and critical hits etc.
Does anyone have anything else they have spotted or I have forgotten?
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it seems really nice wich the scroll issue you mean the text bugs ?
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Scroll issue = scroll issue. When scrolling text it went out of the box.
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The process how FeliX tweaked the font need be done again with the colored font too? or just the normal white font? :-(
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The main font needs to be redone. he tells me it will take 5 minutes.
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The main font needs to be redone. he tells me it will take 5 minutes.
It would take 5 min if I didn't forget my psd files which are now 7000km away from me XD
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So...10 minutes?
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fraid not. Postponed for tonight, defo tomorrow. Since kranmer has located a huge flaw with scroll code (yet again) and I need to fix it.
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Good news... I was able to fix it. Good job it wasnt too difficult... and good job Kranmer noticed it. I had programmed the menu to only work with 1 box.. but the game can have multiple boxes on screen.. and then there were issues.
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wanted to re-request you guys add a function like kranmers load saved games from the field mod. unless im daft u kept the phs anywhere but left the load feature out, right?
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I am guessing that works via a trainer, which cannot be incorporated into the installer. It has to be run separate at run time.
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Would this be the appropriate place to request that summons get listed straight from the top of their menu regardless of which ones they are, instead of spaced out so each summon goes in a specific line? Or is that already covered (here or elsewhere)?
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I don't follow?
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wanted to re-request you guys add a function like kranmers load saved games from the field mod. unless im daft u kept the phs anywhere but left the load feature out, right?
I am guessing that works via a trainer, which cannot be incorporated into the installer. It has to be run separate at run time.
Well this could be done in the installer if we made it a DLL and used Aali's Custom Driver to load said DLL into the memory and it would also be hidden from sight (you would still need to press a button to load games), but to be honest I'm not sure if it would be a good idea to add it to this installer anyway due to the fact it does have a small bug if used while on the world map.
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hey guys,
just got a problem with the m002 menu mod!
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce Go 7600/PCI/SSE2/3DNOW! 2.1.2
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1280x800, output resolution 1280x800, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 32, vert uniform 1024, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: Loading external library FF7anyCD.dll
~blabla~
UNEXPECTED: zero count
the game always crashes when i try to speak to the ship commander of highwind to "go on" flying. it also crashes when i win the battle with yuffi and try talking to her in the screen after battle. so the dialog boxes may be the problem. using the savepoint on this screen also fucks up the game.
i tried several settings and files and i made up the experience, that the patches ff7.exe is the bad one.
any idea?
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Please check again with 1.02 original unmodified and then add menu project only and see if problem begins at that point. So many of these issues caused by other mods.
If so, send me save.
INFO: Loading external library FF7anyCD.dll
and please make sure nothing like this is loaded.
The dialogue has had a fix in recent version too so if all else fails 003 may fix the issue.
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hey again,
the crash has definitely nothing to do with:
- data folder + subfolders => tried original folders instead
- music plugin => disabled
- any cd plugin => disabled
- graphics driver config => tried diff. resolutions, shader use yes/no etc..
- textures folder => disabled
- mods folder => disabled
ff7.exe runs under compability mode with win 98 + run as admin
the old ff7.exe runs normally - the patched one still crashes. i even noticed that it crashes on every dialog in general, not on special dialogs!
i also tried different save games and i also tried a new game. but every time a text dialog came up ff7.exe crashed with "unhandled exception" or zero count. i repatched twice!
i dont get it...
this is my current config. can you find anything wrong in there?
load_library = FF7anyCD.dll (i disabled it like you said)
window_size_x = 1280
window_size_y = 800
preserve_aspect = no
fullscreen = yes
mod_path=avalanche
enable_vsync = yes
minigame_framelimiter = on
battleswirl_framelimiter = off
linear_filter = off
music_plugin = plugins/ff7music.fgp
transparent_dialogs = on (i tried to disable)
mdef_fix = no
new_battle_interface = on (also disabled)
post_source = shaders/bloom2.post
enable_postprocessing = no
disable_popup = on (disabled)
use_shaders = yes (disabled)
prevent_rounding_errors = yes
fancy_transparency = on (disabled)
show_fps = no
show_stats = off
compress_textures = no
use_pbo = no
use_new_timer = yes
use_stable_timer = no
movie_plugin = plugins/ffmpeg_movies.fgp
direct_mode = off
show_missing_textures = yes
all commands with (disabled) were tested
battle mode + menu is working excellent
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If the error only exists when the menu installer has patched, and when dialogue windows are opening, it is probably the fault of dialogue window programming which is fixed for 003. We will see :)
Please send me a save of an affected area.
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so im waiting for the finish of projects godheads =)
by the way a short question. which tools do you use to hex the executable and binary files of ff7? i got HxD Hex Editor but this little (but nice) tool doesnt support custom charsets. i began translating charset for myself but gave up after nearly 20 chars (dont guess im programmers pro - im just interested and like such things a bit more than others ;D).
an aim for me would be a german/multilingual translation of the executable and kernels (with jenova/wallmarket/XYZ). i know that there's a german (,spain, french?,italian?,..???) executable but to change this would be a majestic project for me alone (dont have the time :-( ) because the file sizes differ. so i think it would be more interesting to write a hex byte changing script which always changes the dialogs from actual english version (cranked up by you :D) and then translated into other langs. should be possible by searching defined bytes or am not right?
- edit: here you got:
i put one of my savegames right in here: https://skydrive.live.com/#cid=963954B82C17B88E&id=963954B82C17B88E!1534 (https://skydrive.live.com/#cid=963954B82C17B88E&id=963954B82C17B88E!1534)
the fastest thing to crash this up is: load 1st slot of save and drive with the land cruiser thingy in direction to cosmo canon and then drive till you kill this cruiser with the field event. cloud normally would say something to the damaged cruiser but not in my version ;-D
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Possibly. I use cheat engine as disassembler and neo hex editor for hex editing.
Your save does not crash on me (from much earlier revision, before the fix I made)... let's hope the new fix I made does the trick.
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I'm just curious... won't it make more sense to test out StrayOff's save with his patched ff7.exe?
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Well assuming he did what I told him, it shouldnt matter but yes that would at least make sure it isn't something else. It still may not make a difference.
Send it me please :)
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Would this be the appropriate place to request that summons get listed straight from the top of their menu regardless of which ones they are, instead of spaced out so each summon goes in a specific line? Or is that already covered (here or elsewhere)?
I believe he means that instead of the summons being locked into positions on the menu, and thus unequally distributed within the menu, that they are all pushed to the top, and additional ones are added below previously acquired ones.
Sounds like a good idea, but i don't know that it could be implemented since it would require additional loop logic in order to loop through all obtained summons, and then assign new positions to them. Sounds like a nightmare to debug, and could cause major issues with savegames since the summons could potentially be anywhere.
Or i could be wrong and its a piece of cake to implement :) Maybe re-order the menu so the summons appear in the order that they can be obtained. Same concept but just faking it. Not that I really mind, I rarely use summons due to the massive snooze factor and minimal damage.
lee
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please ma a function to disable the buster backround during setup
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@pyrozen, you are right, what he asks for ain't bein done :P Not by me. Not to mention that is daft as they are lined up in order of acquisition and their power / MP consumption.
@above
To remove the buster background look in modpath and the menu folder and delete it. It is no "function"
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I mean that the Summon battle menu does this:
(http://i56.tinypic.com/t685te.png)
Even though the Magic battle menu can do this:
(http://i55.tinypic.com/2m6wi7p.png)
If I want to use KoR, I have to scroll through the entire Summon menu, even if it's the only red materia equipped to that character.
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o good point zoo, that IS annoying
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I believe the Enemy Skill menu behaves the same way as the Summon menu, as described above.
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It cannot be changed. It would take ages to do what you want with very little benefit. Just use scroll buttons.
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It cannot be changed. It would take ages to do what you want with very little benefit. Just use scroll buttons.
Consider me "over it."
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hey,
its me again. i got running my game with the m002 mod and it doenst crash anymore. this time i didnt install the feature "remove commands box" from the mod installer.
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There is no way that can interfere with dialogue. There is something else that either the install files did, or you did. Check if auto run is the cause.
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I am finalising the menu project before its release tonight, but I am requesting help from anyone who might know of ANY spelling errors originally made in the game credits at the start.
Thank you.
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No idea about the spelling errors but I am glad to hear about the finalization. If there is any other way I could help let me know. Also I will test out if the graphical anomaly with the FF10 interface that me and the other guy pointed out was fixed with this release as soon as possible for your peace of mind.
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I'm so giddy with anticipation that I can't sleep!
I hope I can finally use the Menu Overhaul with save games I made when I was using the YAMP patch.
I'm fed up with that Guard Materia Overflow glitch. Blasted YAMP.
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Due to a number of issues that just arose on last minute, installer is yet again post poned. It is 15 minutes away from completion, so tomorrow it is here barring some miracle.
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There is no way that can interfere with dialogue. There is something else that either the install files did, or you did. Check if auto run is the cause.
i didn't install auto run feature because i don't like this. as i said the game runs normal if i use unmodified exe. when i install the m002 with "remove command box" then it crashes the game. there is really no mod or plugin which could do this because i also tried m002 on an unmodded and 1.02 patched original install. o_O
maybe my windows is fault because i also have to install m002 in windows safe mode because in normal mode i get an error message referring to some ressources. i also tried to install as admin - same error:
(http://www-user.tu-chemnitz.de/~vmario/doof.png)
that means something like this: "cannot find specified ressource. you maybe have not sufficient authorization to access the item"
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I have no idea what can cause that. Looks like you aren't even getting a proper install or access to the needed resources / admin privileges.
Please make sure Run As Admin is ticked (i know you said you are doing that?) if you are using Vista by right clicking M002. Anyone else have any ideas?
Obviously you have severe issues that are not related to menu project...
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i'm running win 7 pro 32 bit. i switched off UAC and i ran the setup with admin privilegs (right klick on the setup). i also tried [win key] + r.
i'm still confused about this. but now i got m002 running :) i'll definitely post the behaviour of m003 at my system. maybe the problem was solved with next installer.
EDIT:
loool. 5 seconds later i had the idea to deactivate Antivir for a while and setup started!
i've installed Kaspersky Internet Security Suite 2011.
Maybe you could give a tip in your readme to switch off the guard while installing. Could help noobs like me for instance :-D
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That tip is already in readme. If you read it :P
INSTALLER:
***PLEASE DISABLE ANTIVIRUS SOFTWARE AS IT IS LIKELY TO HAVE A FALSE POSITIVE TO THIS INSTALLER***
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dammit of course no xD
hmm i should put some toothpicks between my eyes to better watch out readme files
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Menu Overhaul Project M003 (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B1JH_wU1qqN4MDUzYWE1ZjktNzA2Ny00ZWE3LWJiZDMtYTI4ZWVjNTU0ODI2&hl=en_US)
For optimal quality, (noticeable especially with font), please do not use Compress Texture option in Aali driver.
I have not had time to give this installer a full test but I think it will be OK. Lots of problems in the last few hours. :P
BUG REPORTING:
Report:
1. Any bugs which were not there originally.
2. Suggestions to make this better.
3. Alignment issues.
=================
KNOWN ISSUES
1. Graphical anomaly mentioned with the ATB bars. Fixing transparency may have solved it.
2. Aali's next driver (after v0.7.11b) will fix the problems with battle fade out and critical hits etc.
3. Slight pixel protrusion in battle with coin and limit menu
4. Roulette Enemy Skill still uses old hand icon graphic.
5. Ex-SOLDIER text runs into FF9 interface. Suggest editing with wallmarket or using FFX interface.
6. Still testing transparency of many of the textures. Please notify me of ANY problems you notice.
7. In consultation with 9999 patch creator about a bug.
8. At low resolutions, the FF9, break 9999 limit main title bar looks choppy at the end. My fault, I will fix for M004.
9. usfont_a_l_00,usfont_a_l_14 are the same png file,so are usfont_b_l_00 and usfont_b_l_14.
Solved by install original overhaul files and replace usfont_a_l_00 and usfont_b_l_00.
REVISION HISTORY:
For M004:
1. Another look at graphics, see if we can spruce any up
2. Retranslation Project merged with this.
3. Magic barrier icon animation to be slightly modified.
4. Flevel editor option added
5. Last changes to the alignment. A few niggles I am not happy with.
22-Jul-2011 M003
Changes:
1. YAMP patches added
2. Invincibility cheat added
3. Felix Graphic tweaks added
4. FFIX theme added
5. All images which are optional have been added to the same texture
6. Newly coded icons for the Barrier status, graphics by FeliX
7. Numerous alignment fixes, especially the Load and Save menu.
8. Graphical issues on font fixed.
9. Scroll issue fixed.
10. Some of the numbers in game now have leading 0's. Save and load menu, now do not.
11. Credits background resized with Perfect Resize.
12. World maps are properly placed on screen.
13. Credit text is updated.
14. No-action hand icon in battle is updated and better placed.
15. Password is on first post.
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I just installed. The FFIX interface is sexy as hell! Thanks for all your hard work DL, and keep it up!
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I am also going to integrate the retranslation project with the menu project. You will of course be given a choice in the installer between both, and although it will be a monumental task for me to do it, it is logical as it saves me duplicating files.
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i get "Sorry, we are unable to retrieve the document for viewing or you do not have permission to view the document" on Google Docs... :(
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You do have permission so try again and go to file to download :) May take time if it is google fault.
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Tiny if you can see M003.rar - Powered by Google Docs at the top of your screen, there should be a button on the left that says file. Just click that and click "download original" That's what I did.
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and yeah Google are messing with what already worked... again. What is it with these companies? Can't they just leave it alone?
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Dropbox, beats having to fuck about with Google.
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Hi DLPB
The mod work great so far but I have a question: can you include FF7 lessdebug in your mod ?
It would be great if you could do that. Thanks ;)
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I thought that was redundant these days with Aalis driver? Anyone?
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this whole passworded archive thing is kinda meh. You win you made me reread your OP.
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I don't want spend time with screenshots talking about this but here a thing i noticed using FeliX Tweaks in M003.
usfont_a_l_00,usfont_a_l_14 it's the same png file,that thing happen with usfont_b_l_00 and usfont_b_l_14 too.
This can cause problems in battle...for status menu and in config i'm sure because the png is different and i have tested for these.
So i solved by install original overhaul files and replace usfont_a_l_00 and usfont_b_l_00.
image: http://imageshack.us/photo/my-images/15/menuoverhaul.png/
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Did you do all of this by trial and error hex editing? That's quite impressive.
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Quick question...
Is it possible to change the background color with the latest version? I've been seeing nothing but black in screenshots, and this isn't...positive to me.
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I don't want spend time with screenshots talking about this but here a thing i noticed using FeliX Tweaks in M003.
usfont_a_l_00,usfont_a_l_14 it's the same png file,that thing happen with usfont_b_l_00 and usfont_b_l_14 too.
This can cause problems in battle...for status menu and in config i'm sure because the png is different and i have tested for these.
So i solved by install original overhaul files and replace usfont_a_l_00 and usfont_b_l_00.
image: http://imageshack.us/photo/my-images/15/menuoverhaul.png/
Ups >< Yeah, just replace it for now
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teridkane yes :P (although a lot of it wasn't trial error... it was plan and change)
and as for the oversight with the fonts... my fault... I genuinely didn't see it (didn't test it) even though Felix and I have discussed that before.
And yes it is possible to change the colour... same as you can always do.
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Just downloading it. Thanks for the help everyone.. :-D
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I am having a bigger issue now. Seems all but the inner color of the bars in battle are fully transparent now lol. I will attempt to test some things before posting a screenshot.
EDIT> Ok so I cleared the cache and it fixed the issue. Atleast I didnt have to re-install FF7.
M003 HAS REPAIRED THE GRAPHICAL ANOMALY WITH THE FFX INTERFACE.
thank you.
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I notice a little something.
If you hit ctrl+q during the opening credits, the quit dialogue that pops up is all black with no words.
Ctrl+q seems to work fine anywhere else. It just happens during the opening credits.
-PitBrat
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Not my concern or error... not my patch:)
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Can I also remind people that having an anti virus running when installing may have severe issues. Please disable always.
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And yes it is possible to change the colour... same as you can always do.
<_<
I just couldn't be >entirely< sure. Thank you.
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I'm still having the same problem I did with M002 -- When any dialogue box is about to appear in the field, I get the "Oops! Something very bad happened" error and the game dies.
I did a fresh installation, in this order:
FF7 duh
FF7 Remix 2.5.1
Aali's driver 0.7.11b
Menu Overhaul M003
For what it's worth, I'm running Windows 7 64-bit on a Macbook Pro.
I've uploaded a zip containing my exe, app log, opengl config, and crash.dmp. Please see if you can find a source to this problem.
http://www.mediafire.com/?7jy9jr9xh1807lf
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inb4 dont use remix
This is a technical forum. Save your "Ph1rst!" and "OP is a [email protected]@!!" for the other sites you frequent. Thanks.
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^ Yeah. Dont use the remix. As well as making sure you have the .02 patch.
PS- Hey DLPB could we get a comparison of the differences between the "original menu overhaul graphics" and Felix's "tweaked" ones?
I have tried both and it must be very subtle because I cannot tell. I need screens to assure that there is no bug present.
Everything else is running smoothly ^^.
Also personal opinions everybody, do you believe it would mess anything up to use the "save anywhere" code? I believe it could be very useful for me but I am afraid itll put me in a bad situation lol. Any comments?
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Amazing. I'm using the MOP from now on because of M003. Making the menu black kind of reminds me of that remake video someone did on youtube with the cool menu.
I love classic, but this freshens the game up a bit, since you go through the menus a lot, It'll be something to look at. Plus seeing the whole battle is just nice.
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robo I started a new game and use the save anywhere code. So far so good with no issues :)
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FF7 Remix 2.5.1
I specifically said before that you must test without ANYTHING else being installed.... clearly remix has done something...
If someone wants to upload a few screenies I would appreciate it, especially of difference with Felix graphics. (at moment there is 1 problem there, see the installation note known issues).
but I am afraid itll put me in a bad situation lol.
You can easily test and then reinstall the project after if there is.
edit
Note all those using felix graphics. Please add these 2 files
rocketronnie.net/menu.rar
to the mods/DK/menu folder. It will correct the "always white text" issue.
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Thanks, that was getting a bit annoying in the shinra building, at first I thought all floors were unlocked at the start :D
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Thanks for the feedback.
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I specifically said before that you must test without ANYTHING else being installed.... clearly remix has done something...
My bad. (total noob).
Now to learn how to install the missing remix goodies (PRP models, and... wait, I guess that's it) without using remix.
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indeed :)
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Haha Okay so. I was having the damn'est time figuring out the differences between Felix's graphics and the original so I figured there was a bug. I was right, I restored ff7 to the original settings via the backup option then clicked on the FF7Config again to assure its set to use the custom driver. Then cleared the cache once more. After that I installed M003 once more with the original graphics and took a look at the materia...Huuuge difference, so yes I am very happy to get this working lol. Anyhow back to the game.
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The cache would have been the only issue. In fact I am thinking about deleting that cache folder in next installer to stop these issues. I may give an option to do it for those who know what it is :)
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Oddly enough I tried just the cache at first. Actually I attempted restoring from backup as well. Even unpatching FF7.exe but that all failed to remove the bug of only showing Felix's graphics. That and I was having the same scrolling text alignment issue that was present in M002.
Thus I used my own personal backup of all the system files and then re-installed the M003 mod. That cleared out all the issues. I am really not sure what happened to cause such an odd thing but its gone now. Basically "try it on a clean installation" or "try re-installing FF7" would fix it for anyone in the future with the issue. That and clearing cache.
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In the menu, "Arrange"-ing my materia puts them in a different order now (Red, Purple, Green, Blue, Yellow) than it used to (Green, Blue, Yellow, Purple, Red). Is this a result of MOP, or should I look over everything else I've added (mostly in battle.lgp and char.lgp, so I don't see how they'd affect the menu).
Also, when naming chocobos, the text I input appears several spaces to the right of the underscores provided to indicate the character limit. I haven't checked yet to see if this is true of other character naming events.
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Hi. i have installed your mod. It works really nice but at the "new game. continue" screen it says ERROR"texture could not be compressed". After that when i load my save another error appears which says ERROR"invalid color type". I have checked Felix's option. I am not quite sure if this error is due to the usfont_a_I_00 problem (which i didn't quite understand how we fix it) or because i didn't replace the rocketronnie.net and menu.rar files (which i don't know where i can find). Any ideas? if a problem like this has occur ed before I'll take a look at all the previous posts again. I installed the game with my antivirus disabled. Furthermore i enabled the Tifa limit break mod.
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The answer to your second question is in the readme and on first post. The compress texture problem is not a menu overhaul issue. I suggest you turn compress texture option off in the ff7_opengl.cfg file.
In the menu, "Arrange"-ing my materia puts them in a differentorder now (Red, Purple, Green, Blue, Yellow) than it used to (Green, Blue, Yellow, Purple, Red). Is this a result of MOP, or should I look over everything else I've added (mostly in battle.lgp and char.lgp, so I don't see how they'd affect the menu).
Also, when naming chocobos, the text I input appears several spaces to the right of the underscores provided to indicate the character limit. I haven't checked yet to see if this is true of other character naming events.
I assumed chocobo menu would be same as name menu, so yes this could be my issue. I will have to check. As for the order, I have noticed it... and I haven't a clue how it happened. I will look into it.
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thnx for the advice. i'll look into it and if i find anythin' else i'll let u know :)
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Is it just me, or does installing this do absolutely nothing?
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Is it just me, or does installing this do absolutely nothing?
just u lol
try deleting cache folder and then running the game or just disable the cache option on Aali's Driver config file
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just u lol
try deleting cache folder and then running the game or just disable the cache option on Aali's Driver config file
Tried that. The installer doesn't install anything.
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Is it just me, or does installing this do absolutely nothing?
If you had kept your end of the bargain (read the comments, read the readme, read the first post) I am sure my installer would have done its end.. I can lead a horse to water but I cannot make it drink it.
Check it all then come back and ask a question. And if it is a problem with antivirus software being active, leave this thread forever. ;D
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If you had kept your end of the bargain (read the comments, read the readme, read the first post) I am sure my installer would have done its end.. I can lead a horse to water but I cannot make it drink it.
Check it all then come back and ask a question. And if it is a problem with antivirus software being active, leave this thread forever. ;D
I'm not that retarded lol. But I'll try it again and see what happens.
Nope still didn't work.
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if it isnt installing at all the installer will not complete. Do you get a completed press OK message at the end?
If you do, are the files present in your mods/DK folder?
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Is it the whole run as administrator to access a system folder thing?
Can't you install to a non system folder like c:\temp and then manually copy the files into the game folder?
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Is it the whole run as administrator to access a system folder thing?
Can't you install to a non system folder like c:\temp and then manually copy the files into the game folder?
You still need admin to do that, because Windows is so smart.
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Everything should be as easy as installing malware! :evil:
The documentation briefly mentions using toughscript to format text in flevel.lgp.
I hope that future updates include more details about this new feature.
What changes does the Menu Overhaul M003 make to flevel.lgp?
A file comparison of .\Backup-MO\flevel.lgp and .\data\field\flevel.lgp indicates that the files are identical.
The MO installation appears to have worked flawlessly.
I'm using the MO with Remix, Aeris Revival and Hardcore without any problems.
-PitBrat
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if it isnt installing at all the installer will not complete. Do you get a completed press OK message at the end?
If you do, are the files present in your mods/DK folder?
That's the thing, there is no folder created. I changed the path to a completely different folder just to see if anything installed and all it put there was a Final Fantasy VII folder, that's it. The installer said it was successful and I clicked finish. Not sure why I'm the only one having this problem.
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DarkFang- Try to install something else and see if you have the same issue. If not make sure you actually don't have a virus that's stopping you from activating random things. If that doesn't work then assure to disable your Antivirus and firewall, make sure you have admin privileges and then re-download M003 WITH ANTIVIRUS OFF, some of these Antivirus programs have a way to completely break .exe downloads but keep them on your pc. they just dont do anything. Re-install FF7 without any mods, then install the .02 patch. After doing so Install the latest Aali driver. Then test the game to make sure its running clean on your pc with no issues. After doing so attempt to start the installer once more.
If this doesnt fix the issue or show you what the issue is then its most likely Windows installer having issues. Windows installer is hard to repair and usually results in a full system restore. Good Luck.
Its not M003.
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There is definitely something wrong at your end...
as for using touphscript, it isn't implemented yet, that is for M004 and it corrects every single dialogue box in the game to the correct width. It also clears up all cursor anomalies. It is an option for the menu but not if you also choose retranslation.
touphscript is now at that stage where it can be released with this installer. By the time of M004 it will also edit world map and those boxes too.
If you choose not to use the menu touphscript corrector, I patch the exe instead to do a real time resizer. It isn't as accurate as a true change to flevel but it is still good.
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DarkFang- Try to install something else and see if you have the same issue. If not make sure you actually don't have a virus that's stopping you from activating random things. If that doesn't work then assure to disable your Antivirus and firewall, make sure you have admin privileges and then re-download M003 WITH ANTIVIRUS OFF, some of these Antivirus programs have a way to completely break .exe downloads but keep them on your pc. they just dont do anything. Re-install FF7 without any mods, then install the .02 patch. After doing so Install the latest Aali driver. Then test the game to make sure its running clean on your pc with no issues. After doing so attempt to start the installer once more.
If this doesnt fix the issue or show you what the issue is then its most likely Windows installer having issues. Windows installer is hard to repair and usually results in a full system restore. Good Luck.
Its not M003.
I just uninstalled every anti-virus and anti-malware program that I had installed. I disabled all firewalls, uninstalled Final Fantasy VII, and restarted my computer. I installed Final Fantasy VII again, applied the 1.02 patch, and installed Aali's driver. The game runs fine so far.
Then I run the installer as administrator and the same thing happens. It doesn't install anything.
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While we are at it, I have decided the next release will have an option to allow full statistics from the guy in the cave. Thanks to touphScript and Makou Reactor, it is pretty simple.
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Did you re-download it? Does it pop up with anything at all or just "double click, hourglass...." then nothing? This is a windows related issue as far as I can tell but might also be a virus. If its installing then you check the installed folder and its empty then there's someting else completely going on.
Update drivers, do windows updates. check task manager to see if anything bad is running. that's all I can think of *shrug* You need PC help.
[email protected] THAT sounds awesome.
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^ I just formatted my hard drive like a week or two ago. Not sure how there could be a PC problem that quick. But yeah it completes the installation but when I check the installation folder, there are no changes to any of the files. And there are no files or folders added. Everything is exactly the same.
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You could start a virtual XP session and install the menu overhaul that way.
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Nobody answered my question before is this "less bugged ff7" thing necessary? Also.. I have added Bloodshot avatars to next release as option.
I will also look into how I can keep the Hardcore mod working with Retranslation installation. Not sure if it can be done.
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Just a suggestion.
It's possible to make critical hit use a different font than normal attack?Of course this will be more FF XIII based.(i just have this idea by see my brother gameplay in FF XIII)
Before i have the idea to make materia names use different font too (example,cure use green font) but this is complicated so i think that's not possible :-\
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Critical hit doesn't use a different font... unless you mean "D.blow", in any case using different fonts for different things cannot work. It would require major rewrite.
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^ I just formatted my hard drive like a week or two ago. Not sure how there could be a PC problem that quick. But yeah it completes the installation but when I check the installation folder, there are no changes to any of the files. And there are no files or folders added. Everything is exactly the same.
out of curisoity, have you tried installing ff7 in a non-default location (ie, not in program files folder). maybe it's a virtual folder issue.
I assume you already tried disabling UAC ?
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out of curisoity, have you tried installing ff7 in a non-default location (ie, not in program files folder). maybe it's a virtual folder issue.
I assume you already tried disabling UAC ?
Yeah I disabled UAC. Didn't try installing in a different location. I guess I'll try installing to my desktop.
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What OS? Not that awful vista I hope?
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Windows 7 Ultimate 64-bit.
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I use win 7 64 without any issues myself. FF7 is installed on a different drive though. Virtual folders have always been modding ff7 a PITA so I put it elsewhere.
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I am at a loss to explain your problem Darkfang...
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When in doubt, format it. It's usually what I do to solve all my problems xD
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Will those barrier icons be colored?
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No, since that would look out of place... If you want to colourise them and release a new version, do so. Better off waiting for 004 though cause the barrier graphic is changing slightly;
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What will they look like? I think the barrier icon should look more like the barrier that appears when they take damage and have those colors applied.
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I'm gonna go kill myself now...
I kept clicking on the uninstall check box. Which I thought meant that was the option it would do IF you uninstalled it, not that if you check that it WILL uninstall it.
But like really. I'm the only one that thought that? Jeez I'm dumb.
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lol o_o
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You would have my empathy, DarkFang, were it not for that avatar...
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You should have read the readme , darkfang :P
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I read that thing like nine times. But apparently I must have missed that part nine times...
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*claps so much* I I I Love this so much. Not making fun of you just, was very very entertaining.
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i really dont like admitting it... but i did the same thing twice before i figured out what that was for
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I will make it even more obvious :P
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By writing it again, nine times.
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Also, when naming chocobos, the text I input appears several spaces to the right of the underscores provided to indicate the character limit. I haven't checked yet to see if this is true of other character naming events.
I just checked, the rest of the character name inputs are working fine for me. Weird that they'd have something different for chocobos, but what do I know?
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By writing it again, nine times.
I second this, lol.
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I just checked, the rest of the character name inputs are working fine for me. Weird that they'd have something different for chocobos, but what do I know?
It is because Chocobo names are 6 characters so they had to create 2 separate name areas. Poor code to begin with actually. I have fixed the issue already.
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I thought I'll post it here...
To control Cait's slots, you must press [MENU] once, then it will stop. Use up and down to change the actual reel. Right and left to change reel. [MENU] again to make it spin again. You have to *validate* with Confirm four times in all before it can be launched. You're welcome.
Edit : Also, please set the 9999 break limit at 32 767 instead of 30 000. It's annoying.
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you would have to ask the author about changing the limit, there is probably a few complications, plus 30000 looks good. Thanks for the info.
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I have a video showcasing your mod (and your FMV's) i'll post it when i find a site that allows over 10minutes of video (it's 17)
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Youtube allows 15:59.... and cheers :)
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Oh, thought it was 10, i'm still a minute to long, Could cut out some i suppose.
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If your account is in good standing they lift the limit completely now.
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http://vimeo.com/27095258
Youtube said it was to long, so i updated it here.
Enjoy :D
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cheers! 8)
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http://vimeo.com/27095258
Youtube said it was to long, so i updated it here.
Enjoy :D
That's ironic, I did this a few hours ago :p
http://www.youtube.com/watch?v=yPKJbgfcZpM
I made the dialogue a little bit "neater" looking.
Something went wrong and the video is looped. Not sure how that happened. And I used the one without a command box, which I didn't like, so I'll probably make another one.
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Forgot to post this here, but I made a little preview video of the mod too:
http://www.youtube.com/watch?v=QOn6fnwPTcA
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Is there anyway to make this mod work with custom avatars and start menu?
Sorry, if I didn't search it. If it is possible can someone direct me in the right direction?
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Is there anyway to make this mod work with custom avatars and start menu?
Sorry, if I didn't search it. If it is possible can someone direct me in the right direction?
The start menu file is named buster_00 and is in "Final Fantasy VII\mods\DK\menu". Replace it with whatever picture you want.
Avatars are in the same folder. Usually the avatars are already named correctly so there's no need to rename anything.
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Thanks for your help. I got to resize the images on photoshop since it just doesn't take the .tex files.
Also, when I start the game, I get an "ERROR: Invalid Color Type" any idea's?
Edit: Fixed some of the problems.
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are you trying to copy the design to this?
http://www.youtube.com/watch?v=bKVKLPB8llo&feature=feedrec_grec_index
looks very similar
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are you trying to copy the design to this?
http://www.youtube.com/watch?v=bKVKLPB8llo&feature=feedrec_grec_index
looks very similar
Nope.
The visual part of that menu can be fully recreated easily, but the problem is the code for it, so it will be frustrating for Dan to code it.
(but if you poke him 1000 times maybe he will do it ^_^ )
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quite simply I couldnt code that, and if I could, it would take me 5 years :P
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ERROR: NPOT textures not suppported, will not be able to load F:\FF7\/mods/DK/cr/opback_d_00.png
ERROR: Texture could not be compressed
ERROR: NPOT textures not suppported, will not be able to load F:\FF7\/mods/DK/cr/opback_e_00.png
ERROR: Texture could not be compressed
ERROR: NPOT textures not suppported, will not be able to load F:\FF7\/mods/DK/cr/opback_f_00.png
ERROR: Texture could not be compressed
ERROR: GL_INVALID_VALUE
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: NPOT textures not suppported, will not be able to load F:\FF7\/mods/DK/menu/buster_00.png
ERROR: Texture could not be compressed
ERROR: GL_INVALID_VALUE
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
ERROR: invalid color type
ERROR: invalid color type
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD
I've been getting this at the startup. And yes, even with the "compress_textures = no/yes" I also get this. Any help would be appreciated ;)
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FAQ:
---------------------------
Q. It isn't even installing?
A. Make sure you have administrator privilleges (right click, run as admin in later Windows versions) and also make sure that YOUR ANTIVIRUS SOFTWARE IS OFF.
---------------------------
Q. The graphics look really messed up, especially in battle
A. Make sure you are using latest Custom Driver by Aali. Make sure you installed this project last and did not install Team Avalanche Menu Overhaul. Make sure your modpath in ff7_opengl.cfg reads "modpath=DK". Make sure that you have cleared Cache folder in the modpath, and try Compress Textures = no, in ff7_opengl.cfg.
---------------------------
Q. Do I need install Team Avalanche Menu Overhaul?
A. No. This installer comes with much of their work and uses a different modpath.
---------------------------
Q. My other lovely updates like that World Map overhaul by FeliX are no longer working.
A. Move the DK files and folders into your OLD modpath and change ff7_opengl.cfg back to the correct older modpath.
---------------------------
Q. This mod seems to be incompatible with one of my mods.
A. Post detailed explanation on this thread.
---------------------------
Q. This mod seems to crash my game.
A. Make sure that this is exclusive to this mod. Then make sure you have the latest graphic drivers and Aalis latest driver. Post your app.log if problem persists. If you get the same error when not using this mod do NOT post a bug report here as it clearly has NOTHING to do with it.
---------------------------
Things NOT TO DO:
1. Do NOT install Team Avalanche menu overhaul or associated menu files. This mod will not support it. If you have done, please reinstall our Menu Overhaul Project again.
2. Do NOT install ANY mod which changes the actual layout of the menu
3. Do NOT install any break 9999HP patchers. I have now taken into account the main patch and there should be no further issues. Do NOT use aali's driver option for patch either. Use the one that comes with this installer.
4. Do NOT install this if you are using the older Menu Reconstruction 004. Uninstall that first with the old installer, or use a fresh 1.02 FF7.exe
5. Do NOT run this installer without first deactivating your Anti-Virus software.
6. Do NOT install anything from the Remix installer.. at all! It has caused numerous problems and is grossly out of date. If you have, and uninstalling it does not work, use a FRESH 1.02 FF7.exe.
7. Do NOT leave a bug report without first testing this project on a fresh 1.02 FF7.exe to verify the problem is specific to the Menu Overhaul Project.
edit:
NPOT textures not suppported,
Try resolutions 1280*960. I do believe this error is usually to do with your graphic card not supporting other resolutions not divisible by 640*480
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NPOT stands for non-power of two. Some old Gfx cards (specially integrated ones) just don't support textures that aren't square and with a resolution that is a power of two. This seems to be your case WrathOcasteR. I guess you could open those textures with your favourite image editor and just scale them by yourself to some more fitting resolution.
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Thanks a lot. I'm gonna try that later ;)
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Is it possible to have the characters avatar appear next to the command window like this? Just curious.
(http://files.g4tv.com/rimg_606x0/ImageDb3/261277_l/final-fantasy-iv-the-complete-collection-screenshots.jpg)
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Is it possible to have the characters avatar appear next to the command window like this? Just curious.
Also interested=)
(btw, the background is done)
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Again to do that means lots of rewriting for little benefit. It isn't worth the effort :P
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i don't know the opinion of the others but can you put new game and continue dialogues in bottom left of the screen? (i just say that because i think strange those dialogues in front of the background image)
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Hey man i new around here,i Brazilian and i a fan of FF series and i need help
the menu from this project stays the same and the battle menu is very confused,how i repair this?
and Aali´s custom graphics are functional and appears it´s not instaled
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i don't know the opinion of the others but can you put new game and continue dialogues in bottom left of the screen? (i just say that because i think strange those dialogues in front of the background image)
It is actually in the correct place when using the original graphic. The one I supply is also in the correct place... I am not sure what difference it makes? You might think it looks better there but others won't, so it will have to stay where it is.
Upload a picture to demonstrate your problem.
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like i have sayed,i don't know the opinion of others.But thank you for answer. :-)
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Are you using the same background image as the original game?
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No,i'm using nero custom start menu.
Is just a idea DLPB,not a problem,look a example of where i want the dialogues: http://i809.photobucket.com/albums/zz12/philmansp/StartMenu.png?t=1312484267
Anyway don't worry about this,i don't think much people like that idea.
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yup sadly moving it for that reason alone isnt enough :P The menu was designed with the original background in mind.
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please someone help me i really want to play this game but with some higher resolutions
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please someone help me i really want to play this game but with some higher resolutions
Read the first post, all of it, then come back.
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I have had FeliX create a new background :) This is a teaser and I don't think I need to say what a legend he is...
(http://dl.dropbox.com/u/36889302/FF7/NewBackground.png)
I am still not satisfied with the latest updates for M004 so next release maybe in a week.
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Wow, that is just too damn good.
I used to sit at the intro screen all the time, and i think i might just do it again :)
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That's ironic, I did this a few hours ago :p
http://www.youtube.com/watch?v=yPKJbgfcZpM
I made the dialogue a little bit "neater" looking.
Something went wrong and the video is looped. Not sure how that happened. And I used the one without a command box, which I didn't like, so I'll probably make another one.
I am retarded when it comes to this, what mods were you using to make the game look like that in the video?
Apart from aali 0.7.11b I've only installed M003.
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The description on the vid lists everything he used.
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My bad I got my vids mixed up,
I was actually reffering to this vid
Forgot to post this here, but I made a little preview video of the mod too:
http://www.youtube.com/watch?v=QOn6fnwPTcA
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My bad I got my vids mixed up,
I was actually reffering to this vid
The first few I notice are Timu and Millenia's Cloud model, retextured battle scene, Millenia's weapon mod, spells patch, Shinra models ripped from Crisis Core and a new limit break texture.
He's also using Bloodshot's field models, Felix's materia (I think) and Bloodshot's avatars. Then there's the Barret model, Tifa model (ripped from another game, perhaps Dirge of Cerberus or Kingdom Hearts 2) and battle scene enhancements.
In the train graveyard it looks like he's using some sort of custom save point along with an Aerith model (probably ripped) and again, battle scene enhancements.
That's all the ones I could see from the video, there's probably more not shown.
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I dislike too much modding. I enjoy feeling like im playing a "refreshed" FF7. As in
FF7 1.02
FF7 FMV restoration
FF7 Menu Overhaul Project
Aali Custom Driver.
The End.
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This will be in M004 but until then, just use these. This folder (cr) should be placed in your modpath:
http://dl.dropbox.com/u/36889302/FF7/cr.rar
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Absolutely phenomenal. The new credit screen is amazing. A million thanks. :)
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You can change the picture of the characters in this mod? At the moment the battle is showing up a message that was not possible to load the file barret2.t09. Has anyone had any similar error?
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I Laughed pretty hard when I came back and saw the "That is NOT related to this mod. Please read first post." changed to over and over again xD.
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Not so greedy, one mod at a time. ::)
Are 'Romeo14's Colored Items' suitable for inclusion in the Menu Overhaul?
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They are, but only if he modifies the ones I changed... and that means he will need to colourise the new ones. I have asked him.. no reply :P
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This is just too damn beautiful to not have a screenshot:
(http://cloud.steampowered.com/ugc/595818896004078680/D88E5AC131C29AE58F237997EBC624AD6DFAA5BA/)
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Is this compatible with:
http://forums.qhimm.com/index.php?topic=11542.0
FL's Bse?
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Hey guys, before i say anything i just want to say what a wonderful job you all have been doing, after watching ACC on blu-ray the other day i got the urge to play through FF7 again and started doing research on mods.
So after digging out my old discs i got to work setting up my modded install.
now i have some slight issues with m003 and i wonder there are any fixes
first is the starting credits screen, half the screen is missing and the text is distorting.
(http://i46.photobucket.com/albums/f119/willo182/ff7/credits.jpg)
http://i46.photobucket.com/albums/f119/willo182/ff7/credits.jpg (http://i46.photobucket.com/albums/f119/willo182/ff7/credits.jpg)
(http://i46.photobucket.com/albums/f119/willo182/ff7/credits2.jpg)
http://i46.photobucket.com/albums/f119/willo182/ff7/credits2.jpg (http://i46.photobucket.com/albums/f119/willo182/ff7/credits2.jpg)
and then this is my new game/continue screen (hmm the image/link isnt working for this in the preview) the Cloud's sword texture isnt present.
(http://i46.photobucket.com/albums/f119/willo182/ff7/newgamemenu.jpg)
http://i46.photobucket.com/albums/f119/willo182/ff7/newgamemenu.jpg (http://i46.photobucket.com/albums/f119/willo182/ff7/newgamemenu.jpg)
and i'm not sure if this is how it just is or not but some of the fonts in my menu are a little wierd (probably need to use the link to see the slight issues with font)
(http://i46.photobucket.com/albums/f119/willo182/ff7/menu.jpg)
http://i46.photobucket.com/albums/f119/willo182/ff7/menu.jpg (http://i46.photobucket.com/albums/f119/willo182/ff7/menu.jpg)
I installed the 1.02 patch then Aali's custom driver 0.7.11b, then m003, then i inserted a bunch of texture and model mods both lgp and png and finally ff7music.
none of the texture mods effected the the exe at all because they were either drag n drop or involved recompiling .lgp's.
anyone else had an issue like this? am i just gonna have to do a new install?
Anyway thanks again for the brilliant work you are all doing it really does give ff7 that new game feeling!
Edit: Just installed the Hi-Def opening credits that will be in m004 and that now works perfectly! the other issues still persist tho
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i think you should control your ff7 config file from aali driver. maybe the mods folder is not set right or some textures are in the wrong folder?
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Hmm well its set correctly as far as i can tell
# ff7_opengl-0.7.11b 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 = 1680
window_size_y = 1050
preserve_aspect = yes
fullscreen = yes
# 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=DK
# 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 = off
# 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 = off
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit
# 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 = yes
# 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 = no
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
# 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
## 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
everying is in that mod path and put where its said to go
i have put in
sl1982's and yarLson's field improvements
Magochocobo's and FeliX Leonhart battle scene enhancements (lgp)
FeliX Leonhart world map
and then used the lgp's from ff7-prp without using the installer
and they are all in the modpath correctly
-
app log. Send what it says here. I am going to have to add that on first post.
Also you have ignored the first. It clearly states NOT to post anything here without first making sure it IS this mod. I am ignoring ANYONE who does this again. If you cant be arsed reading, I cant be arsed helping.
Please make sure that this is the only mod you have added and then send your app log here.
window_size_x = 1680
window_size_y = 1050
and that is a dodgy resolution. Try the optimal window mode 1280*960. This mod won't look perfect on resolutions higher and to be frank, why would it? Even big companies stick to 720p a lot of the time.
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Is this compatible with:
http://forums.qhimm.com/index.php?topic=11542.0
FL's Bse?
Yep, it is 100% compatible
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and then used the lgp's from ff7-prp without using the installer
PRP is the problem 90% of the time.
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and that is a dodgy resolution. Try the optimal window mode 1280*960. This mod won't look perfect on resolutions higher and to be frank, why would it? Even big companies stick to 720p a lot of the time.
Can you make a 1080p option? Cause I also play on 1920x1080. 720 is kinda old now
Plus the source images are 1080 that I sent you
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I had used the suggested resolutions in windowed mode and full screen and it didnt help (as seen in the first screenshot of the opening credits).
here is my app log
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. Radeon X1900 Series 2.1.7275 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.
INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Fragment shader(s) linked, vertex shader(s) linked.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
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: H:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: H:\FF7\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume: 127
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
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD
The opening credits are perfectly fine now with the ones you posted a link for
I did read through the whole thread like twice btw i just wanted to see if there was anything i could do before doing a reinstall. I'm sorry.
If it is ff7-prp is there anyway to get better field models for the pc/npc's that wont affect this?
if not then i'd rather have a slightly less than perfect m003 install than the original cuboid models :P
Edit: going to start a new install now and with only install 1.02 patch, aali custom driver and this. (will add what the app.log says once i do)
ok so a fresh install and the only things i have installed are as stated above 1.02 patch, the custom driver and m003, and i have the exact same issues as previously. (meaning all the mods i mentioned as installing before hopefully are compatable)
here are the config and app files
# ff7_opengl-0.7.11b 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 = 1280
window_size_y = 960
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=DK
# 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 = off
# 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 = off
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit
# 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 = yes
# 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 = no
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
# 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
## 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
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. Radeon X1900 Series 2.1.7275 Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 44, vert uniform 512, frag uniform 512
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.
INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Fragment shader(s) linked, vertex shader(s) linked.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 1:2- SB X-Fi Synth A [EC00], mid=1, pid=102,
midi data type: YAMAHA XG MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\xg.lgp
MULTIMEDIA ERROR: The function is not supported. in FILE C:\lib\src\sound\midi1.cpp LINE 356
midiOutGetVolume returned: ffffffff
Volume control unsupported
MIDI INITIALIZED
set music volume: 127
set music volume: 127
MIDI set master volume: 100
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: H:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: H:\FF7\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume: 127
MIDI play: 95
reading midi file: PRE.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
So yeah any ideas? I know I am being a pain in the butt :evil:
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I noticed your fancy transparency is turned off. I have had some strange issues pop up when I've had that turned off. After turning fancy transparency back on they went away, so maybe try that simple fix.
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Can you make a 1080p option? Cause I also play on 1920x1080. 720 is kinda old now
Plus the source images are 1080 that I sent you
I am afraid not. FF7 and indeed most games, are not designed for that resolution and the backgrounds at that resolution (even the new ones) will look terrible. 1280*720 is more than enough for FF7, given the FMV and backgrounds we are working with :) Not to mention the file sizes would be astronomical by the end.
fancy_transparency = off
As he said, that has to be on.
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ran using fancy_transparancy = on
Results
Opening credits = no change
New game menu = no change
ingame menu/font = fixed.
So yeah thanks a lot for that, I remember reading in a few threads that having fancy transparancy on can cause issues, so got into the habbit of turning off for the several installs i did experimenting with mods.
The opening credits are fixed with the HQ textures put in /mods/DK/cr so that just leaves the New game menu.
Thanks again for catching menu fix
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Sorry if this was already answered i was kinda desperate to know if this will be compatible with these:
Phonix rejuvination project
Avalanche Graphical Overhaul / GUI 2.0.8
Millenia Custom Cloud swords
SL field enhancement
FL battle enhancement world map enhancement
FF7 Music
and also is this project completely finished as in its the final version?
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I am afraid not. FF7 and indeed most games, are not designed for that resolution and the backgrounds at that resolution (even the new ones) will look terrible. 1280*720 is more than enough for FF7, given the FMV and backgrounds we are working with :) Not to mention the file sizes would be astronomical by the end.
Actualy the resolution is 1440x1080 if the 4x3 is preserved. So it's not that big. Plus the game doesn't look worse cause of it. But if you play - with 720p resolution on a 24" 1080p monitor it looks bad - unneeded blurriness appears. That is why it's best to make the mod for max possible resolution and then downsample it=)
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Sorry if this was already answered i was kinda desperate to know if this will be compatible with these:
Phonix rejuvination project
Avalanche Graphical Overhaul / GUI 2.0.8
Millenia Custom Cloud swords
SL field enhancement
FL battle enhancement world map enhancement
FF7 Music
and also is this project completely finished as in its the final version?
Its not compatable with the avalanche stuff as stated in the OP.
but the other graphical ones you mentioned are fine as far as i can tell, just make a copy of your ff7 game directory as a back up before you start adding png/lgp textures.
and FF7music is compatable just remember to use the FF7launcher so the music and game apps start up at the same time.
on a side note. in my first experiment with mods i used the avalance packages, and as a result have textures for spells summons and some limits in a back up directory, once i get the final issue with m003 resolved (waiting to add any textures/enhancements until it is) would the summon/spell/limit textures work by dropping the folders into the DK directory?
i.e.
\mods\DK\summons\
\mods\DK\spells\
\mods\DK\limit\
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Sorry if this was already answered i was kinda desperate to know if this will be compatible with these:
Phonix rejuvination project
Avalanche Graphical Overhaul / GUI 2.0.8
Millenia Custom Cloud swords
SL field enhancement
FL battle enhancement world map enhancement
FF7 Music
and also is this project completely finished as in its the final version?
You are a lazy person who won't even read first post, and get no answer from me.
@felix
In the future, 1080 will look crap... that is the way of things :P people can always upsample the pics if they want to.. I think support over 720p is pointless given the multitude of mods that would also need to support it. I don;t see point or need to play the game larger than 1280*960 :P I just don't... ;D besides, I am not going back sorting these now anyway, I made my bed and I am comfy in it. :evil:
Also the game isn't 4:3 in that sense, it is 640*480 properly which comes out at 1280*960. That is the correct resolution :) 4:3 was only good when the game was on TV and has been ported.
Its not compatable with the avalanche stuff as stated in the OP.
It is compatible with ALL avalanche stuff except the menu work they did.
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yeah my bad lol i should of said menu instead of stuff.
so thats good news that i will be able to use the other textures.
hmmm i am getting anxious to play with all enhancements now, i have been holding off until everything is perfect but i think i wont worry about having the new game menu sorted, doesnt detract from the game after all.
Thanks again DLPB (sorry for annoying you) and Felix for this amazing mod and the other mods you guys have worked on.
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In the future, 1080 will look crap... that is the way of things :P people can always upsample the pics if they want to.. I think support over 720p is pointless given the multitude of mods that would also need to support it. I don;t see point or need to play the game larger than 1280*960 :P I just don't... ;D besides, I am not going back sorting these now anyway, I made my bed and I am comfy in it. :evil:
Heh, I guess everybody has a favorite resolution >_<
-
Thanks again DLPB (sorry for annoying you)
heh don't worry. It is just I am sick of repeating the same stuff 100 times...
-
I see no graphical issues with my 1440x1080. So i'm fine with the mod. It's over 10000000 times better then the stock one.
-
Even when I do a fresh install of FF7 with the Menu Overhaul, I continue to have the assist hand glitch. Also, the assist arrows don't show with the error "ERROR: invalid color type
."
The hand and green arrow graphics are missing from the mod\DK folder: hand_1_00.png and hand_1_04.png.
I was able to create working versions by changing the color mode.
The shading around the hand causes some ugly jaggies.
The red arrow texture contains artifacts and the animation is off by a column.
-
When you reinstall it, use ONLY MO03 and not anything else... If so, then post your ff7_opengl.cfg or whatever it's called. If not, reinstall and do so. If installed properly and still doesn't work, post your APP LOG.
-
Even when I do a fresh install of FF7 with the Menu Overhaul, I continue to have the assist hand glitch. Also, the assist arrows don't show with the error "ERROR: invalid color type
."
The hand and green arrow graphics are missing from the mod\DK folder: hand_1_00.png and hand_1_04.png.
I was able to create working versions by changing the color mode.
The shading around the hand causes some ugly jaggies.
The red arrow texture contains artifacts and the animation is off by a column.
They go in DK/flevel and they should come with that installer.
-
oh DLPB your FMV restoration mod is fine with this too yeah?
-
oh DLPB your FMV restoration mod is fine with this too yeah?
FMV's got nothing to do with menu files nor use the modpath so yes should work fine
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FMV's got nothing to do with menu files nor use the modpath so yes should work fine
and if it didnt i would have made it.
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Earlier, willo182 was having troubles and posted an ff7_opengl.cfg with the line:
mdef_fix = yes
That could potentially conflict with the Menu Overhaul.
EDIT: I mistakenly thought "Sense Limit" from the Overhaul was the same as "mdef_fix"
The Menu Overhaul works very well with most mods.
It's best to install other mods first.
Then replace ff7.exe with the vanilla 1.02 ff7.exe.
Install Menu Overhaul last.
-
mdef_fix = yes
That could potentially conflict with the Menu Overhaul.
I doubt it... i dont touch that area and aali does.
-
yeah i thought that might be the case, so finished my full install of mods and everything works great (except the buster sword in new game menu, but i dont care about that anymore) did fmv restoration and ran into an issue which i will post in that thread
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@willo182-- you may also want to try erasing this line from your opengl.cgf:
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
That line showed up in my opengl after I ran Pit's Bootleg installer and gave me issues until I just completely erased it from my opengl and saved it. Then ran FF7Config.exe and set up the custom driver, then installed Menu Overhaul and everything was fine again. Give it a shot. A million apologies if this is posted in the wrong section. I just really want to help willo182...
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@willo182-- you may also want to try erasing this line from your opengl.cgf:
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
That line showed up in my opengl after I ran Pit's Bootleg installer and gave me issues until I just completely erased it from my opengl and saved it. Then ran FF7Config.exe and set up the custom driver, then installed Menu Overhaul and everything was fine again. Give it a shot. A million apologies if this is posted in the wrong section. I just really want to help willo182...
Thanks Vengadawg, unfortunately it didnt change anything.
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Willo, you need to use a fresh 1.02 exe, then install my mod, see if there is a problem. If there is, come here, and post the contents of the app log.
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hey man I'm getting an error when i put the keystone in the board on the temple of ancients that says:unhandled exception
You can help ?
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This happens at many points in the game and has nothing to do w/ MOP. Put this line in ff7_opengl.cfg :
disable_popup = yes
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Willo, you need to use a fresh 1.02 exe, then install my mod, see if there is a problem. If there is, come here, and post the contents of the app log.
Nothing is wrong with the menu mod man, the issues i had were fixed, except the one with the buster sword missing from the new game menu but as i said before i am not bothered by that. (and when i did a fresh install with only M003 it wasnt fixed)
I am completely have with how my game is running.
I was thinking though, was there any plans to change the spell names at all? (or maybe an option to change them?) Cure Cura Curaga instead of Cure Cure2 Cure3 etc.
Always was perplexed at why they dropped the classic Final Fantasy naming system.
But yeah I am completely happy right now (have an issue with FMV's but that isnt related to this in anyway)
Thanks by the way to everyone who added their opinions and fix ideas btw, was cool of everyone.
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Use zero88's new spell patch.
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Thanks for the info Vgr, just looking at it now, found this funny Barrier/Magic Barrier instead of Protect/Shell.
Before i install is tho, it edits Kernel2.bin and so does Menu overhaul (well i picked it tho option to do so) so would it be ok to use?
-
THE README FILE
As well as the first page of this thread.
All changes to kernel2.bin are documented.
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Before i install is tho, it edits Kernel2.bin and so does Menu overhaul (well i picked it tho option to do so) so would it be ok to use?
Take the Menu Overhaul kernel2.bin and use WallMarket to edit the spells yourself. Or vice versa.
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will do, thanks
edit: it will edit KERNEL.BIN np but crashes when i try to open kernel2 :(
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VGR thanks man i was getting crazy thinking that i cannot play in my best ff7 game
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You don't open kernel2.bin directly.
When you save the kernel.bin it gives an option to update the names in kernel2.bin.
The best way is patching.
To add the Menu Overhaul changes to the kernel:
PATCHING (http://forums.qhimm.com/index.php?topic=12008.msg166320#msg166320)
MANUALLY EDITING (http://forums.qhimm.com/index.php?topic=12008.msg167432#msg167432)
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LOL i am a numpty, seriously this all has been a steep learning curve xD
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Again I reiterate to people to please check before posting that bugs are exclusive to this mod. This thread is not a general bug thread.
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Here's a stupid question I didn't want to ask regarding the 9999Hp break limit, to enable/disable this do you just select "Menu with 9999Hp Limit Patch" / "Menu without break 9999HP Limit patch" from installation menu or is there a seperate menu for this?
Is it possible to go edit this limit past 30,000HP?
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You select the option you want. The maximum is 32 767.
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It is self explanatory.
do you just select "Menu with 9999Hp Limit Patch" / "Menu without break 9999HP Limit patch"
I trust you know what With and Without mean?
As for 30000, the limit would be just over it and so it was capped at 30000. I am not the author of the HP break limit, but without major messing about with the inner workings of FF7, no.. it isn't gonna be done.
Personally I would prefer that monster moves and damage etc was reduced but also level up stats etc. That way you get a balance. There is, imho, no real reason for a break HP, other than people think it is cool. A game can be just as difficult or easy, with HP limits of 1000.
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Please help me!
When i install M003, the letters from words overlap in all dialogboxes and mess up all dialogs.
My system:
WinXP, ATI Readon Xpress 1250, Notebook
I disabled "mod_path = DK" in the cfg
window_size_x = 1280
window_size_y = 800
I would like to have "sense limit" "default run" and "save PHS anywhere" without the messed up dialogs (or a solution for my problem?).
Is it possible to install only the game "Fixes", without the "Main Menu" "Battle Menu" "Files" and "Graphics" components? Perhaps with another program i coudn't find? (this is also a request to think about to remove the locking in the "select the components you want to install"-options in the comming M004)
-
Please help me!
When i install M003, the letters from words overlap in all dialogboxes and mess up all dialogs.
My system:
WinXP, ATI Readon Xpress 1250, Notebook
I disabled "mod_path = DK" in the cfg
window_size_x = 1280
window_size_y = 800
I would like to have "sense limit" "default run" and "save PHS anywhere" without the messed up dialogs (or a solution for my problem?).
Is it possible to install only the game "Fixes", without the "Main Menu" "Battle Menu" "Files" and "Graphics" components? Perhaps with another program i coudn't find? (this is also a request to think about to remove the locking in the "select the components you want to install"-options in the comming M004)
I need your app log, as requested in the first post that you did not read. I need a picture of what this looks like in game. And I will consider the option to install the menu components separately, although this is called Menu Overhaul, not "choose fixes".
You need to read this thread, and the whole of the first post, and readme. You need to make sure you are using a 1.02 english exe and Aalis latest driver.
I disabled "mod_path = DK" in the cfg
And why would you do that? That will wreck the menu project.
-
I "fixed" it,
i enabled "mod_path = DK" in the cfg. and deleted all files in the DK-folder except of the "font" and "btl_win" files in the menu-folder. Now i can play with normal fps.
And why would you do that? That will wreck the menu project.
I don't know why but every time he has to load an external .png, my notebook gives me 1 fps in game (that means 50% loadout on my 2GHz dualcore), even for small pictures like avatar's or the loadingscreen-sword. (Only when i use the customdriver)
Of course I'm using Aalis (ff7_opengl-0.7.11b)
# ff7_opengl-0.7.10b 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 = 1280
window_size_y = 800
preserve_aspect = no
fullscreen = yes
# 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=DK
# check your driver settings if this option doesn't seem to work (yes)
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
minigame_framelimiter = true
# same thing, but for the battle swirl (off)
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 (off)
transparent_dialogs = on
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit
# include armor in magic defense calculation (yes)
mdef_fix = yes
# expand battle viewport to cover entire screen and make the battle menu transparent (off)
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 (yes)
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 = on
# 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 (yes)
compress_textures = no
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
# 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
## 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 (no)
show_missing_textures = yes
and ff7-v1.02
INFO: ATI Technologies Inc. ATI Radeon Xpress 1250 x86/SSE2 2.0.6958 WinXP Release
INFO: Auto-detected version: FF7 1.02 US English
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When the game loads wrong, I need your app.log contents. So wait until it shows up an error and then send me the contents of the app log.
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Hey dude I'm not sure if this is the right place to put this or not but from before I had the black bar at the bottom of the screen problem and was able to fix it with aali's graphics driver. i then installed the menu overhaul and its back :o do you know what could have caused this or how I could fix it? i didnt know if anyone else had this problem since i didnt feel like going through 23 pages lol
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Hey dude I'm not sure if this is the right place to put this or not but from before I had the black bar at the bottom of the screen problem and was able to fix it with aali's graphics driver. i then installed the menu overhaul and its back :o do you know what could have caused this or how I could fix it? i didnt know if anyone else had this problem since i didnt feel like going through 23 pages lol
You admitted to downloading a pirated copy of the game. The rules say members cannot help other members with pirated copies.
Assisting people that use pirated software is also forbidden.
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You admitted to downloading a pirated copy of the game. The rules say members cannot help other members with pirated copies.
Well mods wouldn't work with my pirated copy so I went on Kijiji and bought another set (even though I already have it, but dont want to open) with only the discs for 40 bucks. Not sure if I got ripped off ??? butttt I needed it for my project. Does not having the original box or the manual with that copy count as piracy too? :-o Lol I kid. But yeah. Maybe you know the solution to this problem? It worked just before I installed the overhaul. Nothing but the retail patch and the Aali drivers are on the FF7 installation path. I did not install Avalanche or anything else.
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It is self explanatory.
I trust you know what With and Without mean?
As for 30000, the limit would be just over it and so it was capped at 30000. I am not the author of the HP break limit, but without major messing about with the inner workings of FF7, no.. it isn't gonna be done.
Personally I would prefer that monster moves and damage etc was reduced but also level up stats etc. That way you get a balance. There is, imho, no real reason for a break HP, other than people think it is cool. A game can be just as difficult or easy, with HP limits of 1000.
Fair enough, I just can't find the 9999Limitbreaking text file.. should ther be one?
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All that my installer does is install the mod and install any optional mods. The actual project that it came from is elsewhere:
http://wiki.qhimm.com/FF7/Technical/Customising
http://forums.qhimm.com/index.php?topic=5021.0
but the individual mod is now outdated because it has been incorporated into aalis driver, and also into this installer.
------------------
i then installed the menu overhaul and its back
The black bar cannot possibly be back during battle with this mod because we have physically moved the entire command structure with hex edits. If you mean when the battle ends that is a bug which is being fixed.
The only other thing is to make sure the new interface option is back on in aalis driver, via the ff7_opengl.cfg file.
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If you mean when the battle ends that is a bug which is being fixed.
Yes that was it. Alright thank you for letting me know. I was starting to think my machine was getting old or something ???
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It is also mentioned on the actual download page under known issues.
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I finally got this mod on its great but i had to get rid of alot of mods :*(
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I finally got this mod on its great but i had to get rid of alot of mods :*(
Most mods should work with this, read the first post and you will probably find out how to get them to work. It is the modpath.
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Your mod is awesome, an amazing work of reverse engineering.
I would like to know if the blank space between slots column and weapin list column it's a sort of bug or not.
(http://img853.imageshack.us/img853/2707/unledvcp.png)
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It's normal, do not worry about it too much.
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i dont know if there is something wrong with mine but my game doesnt really change the menu is same the battle char is same and overall everything is the same
edit- ehh whatever im jsut gonna do a fresh reinstall see if that does anything
edit- nope did fresh reinstall nothing changed or do i have to do a new game for it to completely get the full effect?
edit- okay i saw what i did wrong trial and error i say, but in one of you posts while back you said "Note all those using felix graphics. Please add these 2 files
rocketronnie.net/menu.rar
to the mods/DK/menu folder. It will correct the "always white text" issue." where does one get the rocketronnie.net/menu.rar?
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No longer on server. That's why you cannot get it.
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balmung123,
Install the Menu Overhaul with the 'Standard overhaul graphics.'
Then copy these two files to a temporary destination:
.\mods\DK\menu\usfont_a_l_00.png
.\mods\DK\menu\usfont_b_l_00.png
Install the Menu Overhaul with the 'FeliX's tweaked graphics.'
Copy and replace the two files from the temporary destination into .\mods\DK\menu\
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Great work! Really looking forward to M004. Can we expect to see that soon? :D
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Just wanted to check in and say I am still enjoying this mod to the max. Thank you again.
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I would like to know if the blank space between slots column and weapin list column it's a sort of bug or not.
I made a decision to make each side equal. The alternative looked crap. :) So yes it is normal.
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I'm a little confused after going through all these different threads for this project. My understanding is the following: the link to R004 doesn't work anymore, and MOO3 does not yet include the retranslation, but MOO4 will, so currently the only way to get the retranslation mod is to wait for MOO4. Is that correct?
Thanks, btw. I'm really excited for this new translation!
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Can you help me fix this problem?
Font ???
http://i771.photobucket.com/albums/xx353/trishty/fd8e7e2e.jpg
Item and Materia :o
http://i771.photobucket.com/albums/xx353/trishty/606c2039.jpg
http://i771.photobucket.com/albums/xx353/trishty/d10d364b.jpg
FFX Theme but in game :-\
http://i771.photobucket.com/albums/xx353/trishty/1175b5ba.jpg
All my file of my FF7 is original
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Can you help me fix this problem?
Font ???
http://i771.photobucket.com/albums/xx353/trishty/fd8e7e2e.jpg
Item and Materia :o
http://i771.photobucket.com/albums/xx353/trishty/606c2039.jpg
http://i771.photobucket.com/albums/xx353/trishty/d10d364b.jpg
FFX Theme but in game :-\
http://i771.photobucket.com/albums/xx353/trishty/1175b5ba.jpg
All my file of my FF7 is original
Did you install the Menu Overhaul on a patched ff7.exe?
Did you set your mod path correctly?
Did you clear cache?
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Thanks, It fixed now ;)
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the zip file is password protected..any help?
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the zip file is password protected..any help?
Read the first post.
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ty dude..i read the whole but that
-
the zip file is password protected..any help?
The password is "READIT" as to remind you to read the readme file.
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do u know if it works with older custom drivers?i use 0.7.6 b and it doesnt work
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do u know if it works with older custom drivers?i use 0.7.6 b and it doesnt work
what do u mean by "doesn't work"? what exactly happens when u patch the game/run the game?
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I'm a little confused after going through all these different threads for this project. My understanding is the following: the link to R004 doesn't work anymore, and MOO3 does not yet include the retranslation, but MOO4 will, so currently the only way to get the retranslation mod is to wait for MOO4. Is that correct?
Thanks, btw. I'm really excited for this new translation!
That is correct. The retranslation old installer is now gone. It states this in the retranslation thread. :)
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the layout of the menu is the same as before..is use 1.02 patch of course..any ideas?
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---------------------------
Q. It isn't even installing?
A. Make sure you have administrator privilleges (right click- "run as admin" in later versions of Windows) and also make sure that YOUR ANTIVIRUS SOFTWARE IS TURNED OFF.
---------------------------
Q. The graphics look really messed up, especially in battle
A. Make sure you are using latest Custom Driver by Aali. Make sure you installed this project last and did not install Team Avalanche Menu Overhaul. Make sure your modpath in ff7_opengl.cfg reads "modpath=DK". Make sure that you have cleared Cache folder in the modpath, and try "Compress Textures = no" in ff7_opengl.cfg.
---------------------------
Things NOT TO DO:
5. Do NOT run this installer without first deactivating your Anti-Virus software.
6. Do NOT install anything from the Remix installer.. at all! It has caused numerous problems and is grossly out of date. If you have, and uninstalling it does not work, use a FRESH 1.02 FF7.exe.
---------
Also clear the cache folder after install and make sure you are NOT ticking the bottom uninstall options.
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Just curious why the mod folder for the Menu Overhaul is "DK".... what does that stand for out of curiosity??
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DLPB & Kranmer
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That is correct. The retranslation old installer is now gone. It states this in the retranslation thread. :)
Okay thanks. I expected it to be out there somewhere so I thought maybe I missed something. I await M004 with bated breath.
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I made a decision to make each side equal. The alternative looked crap. :) So yes it is normal.
Is it possible to extend both sides, so they are still equal, but without the gap?
I kinda agree it looks like a bug, sticks out in an otherwise pretty flawless menu overhaul :)
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maybe it could be made so a preview image of the weapon is loaded in that space?
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I install error or this is a bug?
http://i771.photobucket.com/albums/xx353/trishty/how.png
Don't know how to config when it like this
Can you make FF7 DC Theme DLPB? :)
http://i771.photobucket.com/albums/xx353/trishty/DC-Menu.png
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I am not changing that gap because it is designed to be consistent with elsewhere, hence the cursor is in the correct place and text is centred. It is how they decided to do it... I may give it another look but don't hold your breath :P
Mike.. that is mentioned above you, you need to place in the grey font or wait for M004. And no, cannot make that using this engine without serious rewrites.
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Silly question, but would this mod look bad with a 320x240 resolution?
Edit: Nvm. Don't think I can use it. My card doesn't like OpenGL much and doesn't support NPOT (or much of anything for that matter).
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Silly question, but would this mod look bad with a 320x240 resolution?
I'm pretty sure anything looks bad at 320x240 :D
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Wow, I never even ran windows 3 at 320x240.
How would you ever find the 'OK' and 'Cancel' buttons?
Is he playing FF7 on his phone?
EDIT:
I'm very excited about the upcoming release of Menu Overhaul 0004!
I hope the full retranslation project is part of the new release.
FF7 with Menu Overhaul and all the rest of the mods is simply beautiful.
I can't wait to explore the beautified world with the original story and dialogue restored.
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Not 320x240 from the FF7Config.exe. Edited within the OpenGL Config for Aali.
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Makes no difference, that is an insane resolution. Minimum is 800*600 but 960*720 and 1280*960 are optimal.
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Alright, thanks anyway. Just tryna squeeze out the max aesthetic value vs performance with my computer.
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WooHoo!
DLPB, Whooooa, oh-oh . . . nobody's watchin' you!
Edit:
It's probably inconsequential, but when showing the FPS while using Menu Overhaul the FPS font is misaligned.
Edit 2:
Now that I think about it, that's probably Ali's problem.
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Aalis screen logging will not look right because I have altered a few values in the exe to compensate for the new font.
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I install error or this is a bug?
http://i771.photobucket.com/albums/xx353/trishty/how.png
How can i insert that red tribal design instead of the hand??? Is it part of your mod DLPB?? or mike added it on his own???Can we do that too??? :O
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You will have to ask him in PM. It is not part of this mod.
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Ah ok. Furthermore, I want to install Nero's avatars. I read above that i have to replace them in the Dk folder. So basically i have to find the pictures on the web resize them and put them in the new folder, right?? isn't there any other way???
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If you mean the transparent avatars they will come with next release. If it is any other, no, you have to do it manually.
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I noticed something else too. I'm not sure if this is a bug or it's supposed to look this way or something i did wrong. When i go to magix and see the spells they don't have the red triangle indicating that i can use them to all the enemies. What do i do about it??It's a little bit confusing.
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Did you read the first post? This project started BECAUSE of that red arrow and he removed it, adding a little + instead.
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i don't have the + either...if i had something i wouldn't have posted here. The only thing indicating that it's an all spell is the hands that point to all the enemies..
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The Red triangle is removed. Look at the box next to the selection, it tells you what effects are in place. It clearly tells you "All". The red arrows are redundant and looked crap so I removed them completely (apart from command all)
You must have noticed that MP NEEDED box has the "All" effect listed there? Surely....
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aah lol yes. Sorry. i was so used to the red triangle making me know that i have "all" that i never noticed that. My bad and thnx for the tip. You are really great DLPB :P
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just installed this last night. Excellent Work! Thank you very much!
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Cheers.
I am still working on M004... a few things to finish but nothing that shouldn't take too long. Also working with Luksy getting his program in top shape.
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I have sent a message to dziugo in the hope he can help with the wrongly arranged materia. I know why it is doing it but I cannot fix it.
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dziugo isn't very active so he might not check his PM's very often.
I do have his e-mail he gave me to contact him for the ff7voice project if you need it and he hasn't gotten back to you in a timely fashion (but I won't post it publicly for obvious reasons).
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I Found An Error When I Was Climbing Gaea's Cliff. The Degrees Counter Was Misaligned
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That's unfortunately to do with how the game displays animated times... can I see a screenshot.
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not sure if this is related to the menumod or not, but my character status screens are broken. Every option that is available always displayed as "on", regardless of my characters resistance to them. Only mods installed are this and the hardcore mod, and both were put onto a clean 1.02 exe.
lee
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This is documented and a fix made earlier in this thread. It is just the font, I forgot to ship a grey font with felix's changes. Go further back and find the archive fix or copy and paste the grey font (from normal graphics option) into DK
or.. wait until M004.
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This is documented and a fix made earlier in this thread. It is just the font, I forgot to ship a grey font with felix's changes. Go further back and find the archive fix or copy and paste the grey font (from normal graphics option) into DK
or.. wait until M004.
apologies, i shoulda checked first...laid up in bed with a sinus infection so not thinking quite as clearly as usual....
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Can you create all usfont 00 -14 Letter é ê ë â ä ç û î please?
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See first post. I am not doing this for any other language. Sorry :)
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Mistake at Chocobo's Race : All Chocobos appear to be dashing when not all are...
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I haven't touched that....
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I don't see what else it can be o.O
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Hey DLPB, Your fix for the two PNG's is broken, could you repost?
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If it isn't there or working, just wait a bit. I aim to get M004 out very soon.
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Alright. I'll wait. I wouldn't need it, But i forgot to back them up when i wiped mt drive (new ssd, turned old HDD into program files)
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Menu Overhaul Project M003 (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B1JH_wU1qqN4MDUzYWE1ZjktNzA2Ny00ZWE3LWJiZDMtYTI4ZWVjNTU0ODI2&hl=en_US)
Okay, is this the download link (for the mod)?
Because if it is, then it's not working!
How does Superman download this file/mod?
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hi DLPB,
just wanna ask, is this mod compatible with your MO?
http://forums.qhimm.com/index.php?topic=5571.0 (http://forums.qhimm.com/index.php?topic=5571.0)
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The link should work, try again later it is google.
As for second question, read the first post.
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I tried all day yesterday, and I also tried today but I still keep getting a "This webpage has a redirect loop" message.
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I tried the Google download just now and-- though a little sluggish-- it works.
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Yeah, I think I'm the only one that is having this problem.
-
http://imageshack.us/photo/my-images/18/unled1ar.jpg/
http://imageshack.us/photo/my-images/710/unledui.jpg/
And I tried using a different browser (IE) but still have the problem.
What do I do now?
Exactly how big is this file?
EDIT: Problem Fixed!
It was the browser alright. For some reason, Chrome and Internet Explorer kept giving me that error. Then I downloaded and installed Mozilla Firefox, and the file downloaded without any problems.
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You should always use FireFox. Chrome is true shit and IE is only in case of. I don't wanna go any more off-topic, so PM if you want to continue on this line.
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This is my favorite mod on the site, the new battle interface is awesome in full screen 1080p and it complements the custom battle scenes I downloaded ;)
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You should always use FireFox. Chrome is true sh*t and IE is only in case of. I don't wanna go any more off-topic, so PM if you want to continue on this line.
So if i use chrome i can't download this? Heh.
I used to use Firefox but i find Chrome better, doesn't stop and crash when i open 15 tabs at least.
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It is googles fault, but don't worry next one will be in dropbox.
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Eh, I'm using Chrome and had no trouble downloading it. My guess is it's an extension gone rogue, and that IE sucks.
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^ Yeah, its probably my Chrome settings - I have it set up as to click to enable flash. I actually used FireFox for years, but had some trouble recently with it being kind of slow and crashing/freezing, so I made the switch to Chrome.
Anyway, I downloaded the Mod. However, I failed at getting it to run properly, but I believe the fault lies not with the Menu Overhaul Project MOD, but my installation of the Aali Driver update MOD. Because every time I started the MOD installation, I kept getting that "Aali MOD" not installed message - even though I had installed it.
This is my first time Modding FF7, and I'm highly irritated right now, so maybe I'll try to install it again later...
Thank's for your help.
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DLPB I was thinking of this, for M004, can you make it so we could change the maximum number of HP/MP? It's because I'm perfectionist and I like to have the maximum, which is 32 767 :P
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Just wondering, how much coding would it demand to have a setting in options that would give us the option to select one of mutiple windows presets? Kinda like FF6 (i think)
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vgr you would have to contact the author of that mod (I am sure it is easy to change to the maximum but it isn't my job plus I think it is completely unnecessary), and nightmarish, a lot of coding and messing about :P More than I am capable of with assembly.
For a start-off the game only loads textures that are listed at game start.
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I was thinking of something like this :
Regular setup screen, without the limit breaker option.
Then,
A box where we choose the maximum amount of HP, MP and everything like that. Also include a checkbox for "Do not use 9999LimitBreaking patch"
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Not gonna happen I'm afraid. More work than necessary. If you want to change the 30000 HP rule, look into changing the hex, ask the author which ones to change. I have done all I want to do here, when I am finished I may look into a small patcher that can do that but it won't be part of my installer.
-
Oh well... Can you tell kranmer to come around when you'll talk to him?
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How Much More Is Left In % Till The M004 Release?
-
Microsoft recommends that the last 1% take twice as long as the other 99%.
I hope he takes just as long as he needs to make Menu Overhaul even more awesome!
There's a lot of dialogue to translate.
I'm looking forward to playing the real story.
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It is not something I can place a number on especially since there is an issue I cannot fix at present without being sloppy. It is mostly done apart from some niggles (and obviously retranslation side of things will take ages, and that's also due to the fact 95% of Japanese speaking fanbase is lazy and can't be arsed helping).
-
and that's also due to the fact 95% of Japanese speaking fanbase is lazy and can't be arsed helping).
:oops:
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;D you are the 5% that IS helping
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Anyway I aim to get this released around the time Luksy has released a pretty stable touphscript. Shouldn't be long.
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the download link inside for the menu overhaul isnt there anymore but when i click on the fmv restoration the download link is there
https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B1JH_wU1qqN4MDUzYWE1ZjktNzA2Ny00ZWE3LWJiZDMtYTI4ZWVjNTU0ODI2&hl=en_US
Edit:
Never mind its stupid googles fault :x
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Update:
Dziugo sorted the materia order problem with some god like assembly... Love to tell you how he did it but I dunno. he also explained how the item ordering system worked, so me and Luksy created a new table for the re-translated items.
What does that mean? It means that the re translated item names will go in alphabetical order when you select to sort by name. A right ballache all for that.
Those were the 2 main obstacles to release, now I can get to work finishing M004 off. Expect next 3 days should be a release.
Also note there is a major bug I have just found, whereby if you own max viewable -1 items, the item menu will be broken. For example max items in weapon, armour and acc list is 12. So if cloud owns exactly 11 weapons, there will be a bug.
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Hey just a little note could you make an option to include Felix font colour but with the avalanche materia graphics? if its too much of a hassle then don't mind me :)
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Too much hassle, you will have to do it manually. Use a photoediting suite. Also the bug above is fixed.
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Registered to say thank you for an awesome project that makes FF7 live on.
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8) cheers.
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Not long now. Things to note... the retranslation project at the moment requires certain file overwrites. I and luksy are fixing this. Luksy will create a number of tools to completely revolutionise translating text in the game, based on a simply design. These changes will be to:
FF7.exe (I am currently documenting all offsets and text for release)
Kernel.bin (1 text and lookup table)
scene.bin
Kernel2.bin
It is our aim to make it so that along with touphscript, people will be able to edit every text and dialogue in the entire game, without the need for other tool editors and virtually eliminating problems with conflicting mods.
=================
I sent this to Luksy, it will give you an idea of what we are planning:
http://dl.dropbox.com/u/36889302/FF7/FileInfo.txt
You can follow my FF7.exe documentation here:
http://dl.dropbox.com/u/36889302/FF7/FF7exeInfo.xls
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Hi, I found some problem that make game show item not properly and I already tried original version of FF7 1.02 exe
(http://image.ohozaa.com/i/98e/KWT33.jpg)
(http://image.ohozaa.com/i/514/pDNKZ.jpg)
(http://image.ohozaa.com/i/6d0/8xT6R.jpg)
(http://image.ohozaa.com/i/732/7M72O.jpg)
As you see when I have 9 type of armor or accessory to choose, the display show some weird item. if I choose those item and replace it with normal one then some weird accessory show in inventory and make black chocobo save editor crash when try to open that save.
I already tried u add more armor to inventory from black chocobo save editor that make more than 10 and the result is normal.
Edit: Actually more than that 15 maybe ;D
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i found many thing like that too. but i just ignore it hahaha
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Also note there is a major bug I have just found, whereby if you own max viewable -1 items, the item menu will be broken. For example max items in weapon, armour and acc list is 12. So if cloud owns exactly 11 weapons, there will be a bug.
I stated it above. It is fixed for next release.
i found many thing like that too. but i just ignore it hahaha
If you know of any bugs I'd like to know.
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Here's The Bug I Was Talking About On Mt. Gaea's Cliff
(https://blufiles.storage.live.com/y1pk5CiMd7X-oVSZVZfQWMLaxcxPY4iKAkln6QSwcVv-_En3GPC67N1ENBjrimfZn1c588rG87h9wQ/Mt%20Gaea's%20Cliff%20Error.jpg?psid=1)
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yup, that's cause the window is being re-sized and certain windows like that one shouldn't be normally. For retranslation project, luksy's touphscript solves it with the option to change the height and width of boxes.
It is a casualty of war.
It may be a slight bit better when I deploy the option of Luksy's resizer and not my bog standard one (at moment default). But I wouldn't bank on it because to fix those really requires manually altering the box data.
I could add it in as a fix, but that would take time as I would need to ship text files with the relevant changes. I would need to know and manually change every one of those. So if someone can get me a full list of when those daft clocks appear in boxes?
Just look at that anyway, the state on it. They never should have done it that way.
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yup, that's cause the window is being re-sized and certain windows like that one shouldn't be normally. For retranslation project, luksy's touphscript solves it with the option to change the height and width of boxes but for normal menu project, i'm afraid its 100% impossible for me to fix.
Okay Thats Fine Then.
Expect next 3 days should be a release.
You Do Realize That Its Been Way Over 3 Days Right?
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yup, i do, and it's prob gonna be over 3 more. I have been working with Luksy recently to perfect his tools, and retranslation version for the next release has provided a few nasty surprises.
It is getting there. I have changed that statement too, it isn't 100% impossible, but it does require manually adding fixes... which I will do.
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I'll Let You Know If i Find Any More Errors
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DLPB,
first of all, I'd like to thank you and your collaborators for sharing your work with the community. ;)
My question is: I have created my own mod (Scene Redux) some years ago which requires the overwriting of the files kernel.bin and scene.bin.
Does this mean that my mod and the Menu Overhaul Project won't be compatible? Or have I simply misunderstood your 22nd Sep. post?
Thanks!
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The MOP replaces kernel2.bin so there is no problem. PitBrat and I are working on making them work, anyway.
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yup, i do, and it's prob gonna be over 3 more. I have been working with Luksy recently to perfect his tools, and retranslation version for the next release has provided a few nasty surprises.
It is getting there. I have changed that statement too, it isn't 100% impossible, but it does require manually adding fixes... which I will do.
take ur time.. rushing it might lead to bugs & stuff.. no1 will die for having to wait a few more days :P
thanks for sharing ur work
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DLPB,
first of all, I'd like to thank you and your collaborators for sharing your work with the community. ;)
My question is: I have created my own mod (Scene Redux) some years ago which requires the overwriting of the files kernel.bin and scene.bin.
Does this mean that my mod and the Menu Overhaul Project won't be compatible? Or have I simply misunderstood your 22nd Sep. post?
Thanks!
The next installer will use touphscript, a collaboration with Luksy who programmed it. The new tool eliminates all issues with overwriting files and was designed deliberately with this in mind.
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The menu project installer is removed. It seems there MAY be multiple versions of FF7.exe 1.02 english. If anyone can upload these or link to them so I can check why mine is different (in a minority of areas) I would be grateful.
It is likely that anyone who has used M003 installer has actually ended up changing their exe to the non eidos version. I don't know how this has happened to me, I don't understand it. All I do know is my modding exe is different in some areas to the official version and it looks likely that I will now have to move a ton of code and resort the jumps.
There is always SOMETHING.
It may be that this different exe poses no issues at all, but I do need to know why it is differerent
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A quick google search turns up three main downloads.
Unfortunately, they are all identical.
These Final Fantasy VII 1.02 patches are identical:
ff7102zx.zip Square Official 1.02 Patch FILE (http://www.gamefront.com/files/2952477/Final-Fantasy-7-Retail-v1.02-Patch/)
ff7_1.02.zip FILE (http://aaronserv.dyndns.org/hosting/ffsf/downloads/ff7_1.02.zip)
ff7_102.zip FILE (http://www.megaupload.com/?d=1BSEY9KQ)
I hope you get lucky and find the bad apple soon.
I'm already grieving the loss of the Menu Overhaul link!
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yeah i checked em all... none of the ones I can find are like the one I have been using.
Perhaps some patch I used a loooong time ago did it, but I have tested most of them and still nothing.
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Well Dziugo is looking into it... at the moment it doesn't seem likely that this 1 difference will make any problem (despite my earlier doom and gloom) but I do want to know why my exe is different.
In other news, I coded the battle top window to resize to the action being performed. No more big dorky window with "cure" in it.
http://dl.dropbox.com/u/36889302/FF7/resize-battle.PNG
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DLPB. (i always think Down Load Peanut Butter XD) You sir, are the man :D
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i want the ff8 battle menu back ( i just reinstalled windows :-\ )
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ff8? wrong thread.
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I think he mean that he wants you to do it...
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sorry i don't know my roman numerals, i ment FF10 :-D
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i believe u can choose which one u want during the install (FF9 or 10)
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You can. As for adding any new battle interface I would rather drink turpentine. :-P
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well when will u put the mod back up?
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well when will u put the mod back up?
When M004 is out. Which isn't going to be long now that Dziugo has put my mind at ease. There is little point me placing up M003 just for a few days.
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awesome, will it still be compatible with pit's mod?
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Bootleg will be compatible with nearly every mod out there, so there is no problem.
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See first post. I state on there things about compatibility. This mod should not have any issues with other mods, except TA menu overhaul.
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Looks like things are going good ^-^
I randomly popped in to post this, I dunno If I did before but its the perfect example of why someone should read the read-me.
http://dl.dropbox.com/u/8138611/README.jpg
Its all been sliced to be just relating to the topic. I love the ending lol.
Hope you enjoy it.
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This is what is left to do for M004:
Both:
- Limit background has a slight protrusion
- Coin background has a slight protrusion
- defend, change, move down because info of Defend overlaps option.
- Summon MPneeded box is not square
- Option to keep displaying battle information when accessing battle menus
- Gil thrown action is not displaying with a space, i.e. 425Gil instead of 425 Gil
- Check FF9 hud graphic lines up
- Barrier tweak by felix
- Font character fix felix
- Make sure Cloud avatar is tweaked by felix
- Opening menus in battle briefly appear non transparent.
- Option to allow all status' to be shown in status menu.
- Fix FF7 bug that exists in original game, when you swap Materia the cursor moves to the far right.
- 2 last edits to window.bin to correct 2 characters.
- Look into fade out in battle (wait for latest version of aali driver)
- Fix potential problem where battle ends with no Gil/item screen and transparency is thus not set to off
- Look into fixing the barrier graphic to disappear when the game removes it. At moment barrier is like original, it is still up until the check is made (even when var is 0)
- Possibly change the Throw Materia box to be smaller.
Retranslation:
- Status sub menu
- Magic mpneeded info
- Summon mpneeded info
--------
Installer integrated with touphScript and all new options.
Should be done by the 7th.
=========
Changes so far:
1. Retranslation Project is now merged with this installer. Lots of small changes to layout were also needed with this option.
2. touphScript editor is now deployed as an option for window resize and mandatory for Retranslation Project. It is also used for non dialogue files to avoid conflicts.
3. Hand icon for the Enemy Skill Roulette is added.
4. FeliX graphics having no grey font is fixed.
5. Bloodshot's avatars are added.
6. Tutorial dialogue boxes fixed.
7. Chocobo name entry menu is fixed.
8. World Map dialogue cursor is fixed.
9. FeliX credits background added.
10. New FF7 and squaresoft logo added at end of credits.
11. Slight changes to some menu alignments.
12. Major bug with the equipment menu fixed (wrong items appearing etc).
13. Equip menu altered so there is not a big black gap.
14. Materia arrange is fixed, thanks Dziugo
15. Option for battle action box resizer (and centre).
16. Slight tweak to field icon locator, although still does not look right because Aalis driver has issue with transparency.
M005 will be the final menu revision (apart from bug fixes), and all remaining time and ene(r)gy will then be placed into the Retranslation Project. The Menu project is FINALLY coming to an end.
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Can't wait to see your finished product. One of my favorite things about you and your mods, Is you accept nothing less than perfection
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looking forward to it :)
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Hello, i can't download the file, it says "Sorry, we are unable to retrieve the document for viewing or you don't have permission to view the document."
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Hello, i can't download the file, it says "Sorry, we are unable to retrieve the document for viewing or you don't have permission to view the document."
The menu project installer is removed. It seems there MAY be multiple versions of FF7.exe 1.02 english. If anyone can upload these or link to them so I can check why mine is different (in a minority of areas) I would be grateful.
It is likely that anyone who has used M003 installer has actually ended up changing their exe to the non eidos version. I don't know how this has happened to me, I don't understand it. All I do know is my modding exe is different in some areas to the official version and it looks likely that I will now have to move a ton of code and resort the jumps.
There is always SOMETHING.
It may be that this different exe poses no issues at all, but I do need to know why it is differerent
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Please wait for M004.
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Oh sorry i haven't read all the posts, thanks for the great job! i'm waiting ... ()
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There is no way to fix the change and defend boxes to make it suitable... if I place it lower the transparency means the command box interferes. I will patch the "help" info out for defend and change. A minor alteration, I doubt anyone needs to know what Change and Defend do.
I am gonna try my best to meet the following deadline:
Sunday 9th October.
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Can't wait for M004 man! Very exciting! Oh, and what to change and defend do...? :roll:
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Sounds good ^-^. Take your time, dont push yourself or you will end up taking even longer on it. I will be around to test out this awesome new release as soon as it is available.
Thanks for all the hard effort!
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This menu mod looks incredible!
Unfortunately I can't get your download link to work D:
Do I keep refreshing google til it works or...?
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The menu project installer is removed. It seems there MAY be multiple versions of FF7.exe 1.02 english. If anyone can upload these or link to them so I can check why mine is different (in a minority of areas) I would be grateful.
It is likely that anyone who has used M003 installer has actually ended up changing their exe to the non eidos version. I don't know how this has happened to me, I don't understand it. All I do know is my modding exe is different in some areas to the official version and it looks likely that I will now have to move a ton of code and resort the jumps.
There is always SOMETHING.
It may be that this different exe poses no issues at all, but I do need to know why it is differerent
Learn to READ.
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That really needs to be put into the first post. It is unreasonable to expect people to read through eleven pages to find out that he deliberately left a broken link in the first post.
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I'd remove that too but then they will just ask where to dl. They don't need to read 11 pages either, just 2.
It is pointless because M004 is tomorrow.
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Ooooo, I'll look forward to the next update tomorrow, this mod looks brilliant, thankyou :3
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Let's hope my deadline holds true, it will be a difficult task to integrate all this crap I have here into 1 flawless installer.
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I'd remove that too but then they will just ask where to dl. They don't need to read 11 pages either, just 2.
It is pointless because M004 is tomorrow.
It was on page 28 (where the hell did I get 11). Not on the first page, nor the last (currently 29). Realistically, a person will need to read the first 28 pages to find info on page 28. That is not reasonably easy to find. The trick is to replace the link with a link to the post that said it was removed. That leaves no question about it.
If you're gonna be cynical about people, at least be sure what you're doing is tight enough that a mistake MUST be their fault and not yours.
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flawless
Main problem :P
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That certainly isn't how I would operate, if I could not find a link I would read back 2 pages to see if it has already been asked or answered or discussed (and it had been). I don't think it was that hard to find. I also forgot to remove link anyway....
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so is the update coming out today? as im not sure if its you're "tomorrow" :p
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No for him it's still "today" :P
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awww :x
*sits and ponders*
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I hate deadlines... The work is done, not I have to sit down and make it all come together.
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Take your time man, Don't wanna make a m004.1 release after all haha
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I concur! Your work is beautiful, we are simply here to test & help you refine it every time :3
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I concur! Your work is beautiful, we are simply here to test & help you refine it every time :3
J'aurais pas dit mieux mais en français :) ceci dit chez moi il est 22H, donc je pense que je testerais ce merveilleux MOD, demain, sigh :(
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Translation : I wouldn't have said better, but in French :) That being said here it's 10 PM, so I think I'll test that awesome MOD tomorrow, sigh :(
Even if some of us speak French, this is an English forum, so please stick to English.
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Oh sorry, i'll keep on speak english then :)
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Expect link when you see it. ;D Deadline ain't being met. let's just forget deadlines. :mrgreen:
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Expect link when you see it. :-D Deadline ain't being met. let's just forget deadlines. :mrgreen:
Thats Why People Shouldn't Make Promises They Can't Keep.
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:cry:
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Expect link when you see it. ;D Deadline ain't being met. let's just forget deadlines. :mrgreen:
let's just forget deadlines. :mrgreen:
Black Mesa: A Half-Life 2 modification (http://blackmesasource.com/)
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Oh god, BM:S, might end up taking longer than Duke Nukem Forever.
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Team Gizka anyone? ;D
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Oh god, BM:S, might end up taking longer than Duke Nukem Forever.
They truly understand the spirit of the Half-Life series. They're even operating on Valve time.
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Thats Why People Shouldn't Make Promises They Can't Keep.
;D I never said promise. I promise that there will be a release within 3 days.
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need any testers ? ;D
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http://www.youtube.com/watch?v=dJ-toUi9jDc
2:08
Looks to me like they once upon a time had auto resized battle action boxes... unless japanese version still does.
Or it could be that that little box is big enough for all game text... seems unlikely.
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The japanese version resizes the box when the string is too big to fit. This is what the original box looks like:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/fixedbuster1.png)
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8) Niiiice.
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Time to expand the chocobo names and chocobo items to more chars.
New chocobo names max 15, chocobo items 24
(http://dl.dropbox.com/u/36889302/FF7/DONGFANG.PNG)
Someone really needs to update this minigame with the modpath....
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sweet i always hated when a name was too long to fit thanks bro.
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What about the amount of gils?
The Chocobo minigame redoing might be something I can think of. FeliX seems to be no longer around...
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The Gil is the fault of the original game. If someone creates a better smaller font I can probably make it all work.
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Hey,
I would really love to try out this great looking mod, but I cant find any working link to download it from (trying two days now). If someone would be so kind to provide some working link, I would be really grateful.
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M004 Soon, please wait until then
First post.
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I know that. I wouldnt mind older version as well, thats what I had in mind. Well, I guess I will have to wait
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The old one is long gone unless someone wants to give you it via pm but i would just wait a bit. I reckon tomorrow will be release day.
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Every time I am ready to move on it seems more things crop up :P Turns out PHS menu changes when selecting characters. The reform box etc need to be altered. The chocobo names and prizes are now extended and most things are finished.
The bug testing and new issues are what is holding this up. Oh well worth the wait when it arrives 8)
I may also move all my custom code to the new much larger blank area in exe, and thus do away with all these smaller areas I have used up. I will probably leave this for M005 though because it will take a while.
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Why is it that it takes all the difficult and tedious work just to find out that there is an easier way to get it done!
The documentation and side project that are the result of Menu Overhaul are beneficial to the community.You are the best for sticking with this project until it's completed.
You're a shining jewel.
I'm totally anticipating the retranslation.
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Me too! :D Good luck :):)
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^^ What they said. Take your time man. Looking forward to the next release!
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I am shifting the code now instead. Get it out of the way :) Takes a while.
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I have been working flat out since last post... code has finally been moved. Now time to get all the options working with the new area.
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Mr. DLPB
I like the design of the interface.
But, I want to use older version
please to re-raise the files again.
upload the m003 again
i want try it.
thanks :-[
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I don't support older versions since it is pointless. Every single release I make is an improvement over the last or has extra options. The old installer is gone (due to 1 major bug and 1 issue that may have proven a game crasher). I do not have it and I cannot make it again. Someone may give you it in PM, they may not. Wait for the next release.
Stop asking that I upload it when I have said 3 times that I am not going to. If I can work my arse off for 3 days to finish it, you can wait 3 days to use it. Patience.
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OK OK
I am sorry to my request
But, I'm wait about one week.
Without any benefit
Will wait for 3 days
Good luck
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3 days. Noted down.
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;D I never said promise. I promise that there will be a release within 3 days.
When people ask how long until the next release, you should probably just say "when it's done". Your track record for time estimations isn't very good, and it just causes noobs to start complaining when something comes up that prevents you from releasing, which you couldn't possibly have predicted.
It may not be your fault when you can't meet these estimates (I sure as hell don't blame you) and it's certainly better to wait than to release something broken, but no timeframe given is better than an inaccurate one.
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Sod that post. Here is a better one:
Stop asking for the installer. The new installer will be out when it is out. Old installer was pulled down for a reason!
I trust this makes it clear? So when the next guy asks for it, I won;t be blamed?
==========
Everything is done. All the code is done. All the code is moved. I am happy with everything as it currently is. The problem is a. getting the installer to work flawlessly, b. getting the installer to uninstall 100% and c. Bug testing before I release it. d. new things keep cropping up which not even god could have predicted.
These last 4 things take time. I do not know how much time. I thought I did but I don't. It seems at the moment that tomorrow it will be done, but it has felt like that for 2 weeks.
edit: barring any more nasty surprises... it will be ready very soon. I will leave some of the felix issues for M005 because they are small annoyances. The installer is 50% done and everything else is now done.
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I Have the m003 version .
if the want this version
tell me
(http://store2.up-00.com/Oct11/RwU38904.png)
aftar install
(http://store2.up-00.com/Oct11/7zn39092.png)
I'm excited for the new version
Thanks Mr.DLPB
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Will m004 work with Bootleg? I'm trying to get bootleg to work, but it won't work without m003.
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eN7eRaF, I dunno what you have done but that screenshot looks awful. That is not how it is supposed to look. Your border graphic and font look very messed up. perhaps fancy transparency is not on?
@above, I am not sure why bootleg would not work with M003? Explain?
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Oh, I'm new at this and I'm still working my way around bootleg. I didn't realise that I could turn that off. Nevermind.
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VERY IMPORTANT: As this installer is very complex and the files used interact with each other, there are bound to be some initial issues. touphScript is also deployed and may have its own issues. I will correct any issues within 1 week of today and pass any tS related ones to Luksy. Think of this installer as a bug tester for M004b. LASTLY: I suggest running this on a clean 1.02 exe. If going over M003 installed exe, there may be issues. A lot of internal changes have been made since M003 and these might not be accounted for. In future I will account for them.
Menu Overhaul Project M004a (http://dl.dropbox.com/u/36889302/FF7/M0.exe)
ALWAYS READ THE README.
There is no password, but the 2 Readme will be forced to your desktop on installation.
=================
KNOWN ISSUES:
1. Aali's driver after v0.7.11b will fix the problems with battle fade out and critical hits etc.
2. If you use large character names (like YO BARRET), expect issues with them not fitting into menus. Use common sense.
3. Possible bug with 9999 patch and HP<-->MP Materia. Please note any issues.
4. Possible crash when accessing magic menu. Looking into it but cannot replicate it as yet. Very rare.
5. FF9 graphic title bar in battle is distorted at certain resolutions. Looking into it.
6. Installer hangs with Aerith revival or Hardcore mod. Please wait for M004b
REVISION HISTORY:
For M005:
1. Retranslation Project Revision 002. In particular consistency with menu descriptions.
2. Any missed bug fixes
3. End credits looked at, mainly the "500 years later" text.
4. Another look at smoother opening menu transition.
5. FeliX graphics fixed (very slight issues).
6. Possible Dzuigo fix to Materia exchange menu (original game has an annoyance where the cursor moves to 8th slot all time).
7. British spellings in ff7.exe also changed with option.
19-Oct-2011 M004a
Changes:
1. Fixed uninstaller/reinstaller yet again.
19-Oct-2011 M004
Changes:
1. Retranslation Project is now merged with this installer. Lots of small changes to layout were also needed with this option.
2. touphScript editor is now deployed for window resize and fixes.
3. Hand icon for the Enemy Skill Roulette is added.
4. FeliX graphics having no grey font is fixed.
5. Bloodshot's avatars are added.
6. Tutorial dialogue boxes fixed.
7. Chocobo name entry menu is fixed.
8. World Map dialogue cursor is fixed.
9. FeliX credits background added.
10. New FF7 and squaresoft logo added at end of credits.
11. Slight changes to some menu alignments.
12. Major bug with the equipment menu fixed (wrong items appearing etc).
13. Equip menu altered so there is not a big black gap.
14. Materia arrange is fixed in retranslation version, thanks Dziugo
15. Option for battle action box resizer (and centre).
16. Slight tweak to field icon locator, although still does not look right because Aalis driver has issue with transparency.
17. Stuttering down-scroll in battle menus fixed (I bet you didn't even notice it).
18. touphScript can now edit Kernel.bin and kernel2.bin so no manual alteration needed.
19. Materia trash box made smaller
20. Defend and Change descriptions in battle are removed.
21. Limit menu background in battle is fixed (very small protrusion).
22. Coin menu background in battle is fixed (very small protrusion).
23. Option to allow full status effects list in the status menu.
24. Gil text when throwing gil now has a space between value and the text.
25. Menus altered to allow for 1 extra EXP digit (my old godly save from year 2000 showed that 1 extra was needed).
26. Status submenu in battle is increased in size.
27. Party Reform menu is fixed (I had no idea it was different). I have also changed the "Press Start button" mistake.
28. Counter is now correctly Counter Attack in Chocobo prizes for the original game.
29. Chocobo and prize names are expanded.
30. Fixed issue with Key Item menu background when player has no key items.
31. Better spacing of 2 characters ("&" and the interpunct "∙"). The interpunct is not supported and will show a space.
32. My custom code moved to 1 area and cleaned up.
33. Readme's distributed with installation to desktop.
34. I don't ever want to play the part,
Of a statistic on a government chart.
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I love U :wink:
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Impressive list of changes! Nice work :)
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At work, But once i'm home you bet i'll be installing this baby!
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The new Menu Overhaul with ReTranslation is absolutely awesome!
Now I have to figure out how to install this project with Aeris Revival and the Hardcore Mod.
Thank you!
This is obviously an immense amount of work.
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I am uploading M004a in a moment. Need to really to plug a few holes in the uninstaller (and reinstaller).
-
Here's a thing worth of note :
The retranslation won't work on the Aeris Revival and/or Hardcore mods.
I'd like to have an independant installer for the Retranslation... soon...
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There is no point in a separate installer for Re-translation when all you are doing is ticking a box or not inside this installer. It also makes my job 100% harder and won't be happening.
This project should work with those other mods. What happens when you use this installer with them? How does it "not work"? I will be trying to fix this.
Also M004a is uploaded.
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The Re-Translation installer got stuck in the same place and had to use the Task Manager to exit it.
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What was the action? "Encoding flevel" ?
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Noticed nothing... Was stuck in the screen where it says to be patient. Also, the log.txt in the data folder has a lot of errors like "Too few text entries". Also it never encoded the flevel, while the text got dumped...
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Yeah it is touphscript. With retranslation the files have to be encoded from my list, and if script has been altered in flevel it won't work. Presumably Aerith revival and hardcore mods are changing script in flevel.
There is a way around this, I can skip updating certain files in flevel (obv those would not be translated at all).
Does anyone have a full list of exactly which of the flevel files these 2 mods alter? I will also notify luksy that his program hangs when this is the case.
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In the Aeris Revival thread... and in the log of the Hardcore patch.
Is it possible for us to force the encode so that it'd encode it non the less? Or is it better for us to change some things for it to encode properly?
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There is no way to force encode, if the person has altered script files to a certain degree in flevel then the retranslation with tS cannot work to edit text in them. It is impossible.
The only way around this for now is to simply skip the affected files, and at the end of the Retranslation project, ship those files separately edited at encode time.
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When installing Menu Overhaul on top of the Hardcore Mod, the installer froze during the flevel.lgp modification.
Here is the toughscript log.txt file:
Error in blue_2
Too few text entries, new: 1 old: 11
Error in bugin1a
Too few text entries, new: 52 old: 53
Error in canon_2
Too few text entries, new: 45 old: 46
Error in chrin_1a
Too few text entries, new: 25 old: 35
Error in crater_1
Too few text entries, new: 13 old: 14
Error in crater_2
Too few text entries, new: 15 old: 16
Error in fr_e
Too few text entries, new: 17 old: 18
Error in fship_1
Too few text entries, new: 11 old: 23
Error in fship_2
Too few text entries, new: 53 old: 54
Error in fship_23
Too few text entries, new: 108 old: 113
Error in fship_3
Too few text entries, new: 34 old: 35
Error in gaiafoot
Too few text entries, new: 16 old: 17
Error in ithos
Too few text entries, new: 88 old: 93
Error in itown12
Too few text entries, new: 28 old: 34
Error in itown1a
Too few text entries, new: 50 old: 52
Error in itown2
Too few text entries, new: 24 old: 27
Error in junair
Too few text entries, new: 26 old: 28
Error in las0_8
Too few text entries, new: 29 old: 31
Error in las2_1
Too few text entries, new: 35 old: 39
Error in las4_0
Too few text entries, new: 87 old: 89
Error in las4_1
Too few text entries, new: 25 old: 28
Error in las4_4
Too few text entries, new: 10 old: 11
Error in lastmap
Too few text entries, new: 48 old: 50
Error in md8brdg2
Too few text entries, new: 18 old: 19
Error in md8_6
Too few text entries, new: 10 old: 11
Error in mtcrl_2
Too few text entries, new: 16 old: 18
Error in ncorel2
Too few text entries, new: 38 old: 40
Error in nivgate
Too few text entries, new: 47 old: 50
Error in nivl_b12
Too few text entries, new: 24 old: 26
Error in nivl_b22
Too few text entries, new: 81 old: 84
Error in rcktin5
Too few text entries, new: 96 old: 98
Error in rcktin6
Too few text entries, new: 36 old: 37
Error in semkin_4
Too few text entries, new: 9 old: 10
Error in semkin_5
Too few text entries, new: 14 old: 15
Error in semkin_6
Too few text entries, new: 16 old: 17
Error in subin_1b
Too few text entries, new: 103 old: 109
Error in subin_3
Too few text entries, new: 11 old: 12
Error in trnad_1
Too few text entries, new: 62 old: 64
Error in trnad_4
Too few text entries, new: 25 old: 26
Error in tunnel_5
Too few text entries, new: 9 old: 10
Error in ujunon5
Too few text entries, new: 17 old: 19
Error in zcoal_1
Too few text entries, new: 18 old: 20
Error in zcoal_3
Too few text entries, new: 28 old: 31
Aeris Revival replaces all of the scene files, but it only actually makes changes to a few of them.
Ultima Espio said there are 3 scenes that conflict between Hardcore and Revival.
Unfortunately, he didn't mention which 3 scenes . . .
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The problem is as stated above. I need to know exactly which flevel files these mods alter so I can skip them.
That log list you have there is a start.... that might be all of em but id need to know for sure. Also, might be other issues with retranslation.... It is important I get as much feedback on that as possible.
edit:
I will also talk to luksy later tonight and get some sort of check in place so that a. does not crash b. skips problem files.
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Wow.. I can't believe this.. Its now close to perfect :-) you did a great job DLPB, Thanks :-)
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Note: hardcore mod/aerith revival wont work at all with this installer (even non translation). Use clean flevel in meantime. I will get luksy on this.
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The M004a installer worked without the ReTranslation when installing on Hardcore.
I successfully installed:
Vanilla FF7
Hardcore 1.04
M004a (no ReTranslation)
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It may have seemed that way, but believe me tS crashes before it finishes :) I will be talking to luksy later about it.
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(https://blufiles.storage.live.com/y1p-WQfEB1E8erfqOdeRDaBaxtFj_8valrUXbT662GVATV1-ubSUfchGqT3-Y81W3BCmmn0G16N7J89MxG4v1i6KA/10-19-2011%209-02-07%20PM.png?psid=1)
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Woow the re-translation changed nearly everything some sound pretty weird "mega elixer" i think sounds better than the one now (forgot wwhat it was called) is there anyway i can change certain items names myself? btw great job on this awesome work
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Sure use touphscript or wallmarket :) see tools.
Also, I haven't changed everything, I have changed everything back to how it was supposed to be mostly.
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lol cant believe i didn't think of that :o just a suggestion you should include the toughscript editor included with this menu overhaul
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I do :P It uses it to edit the game but leaving it on your comp after installation is a tad poor.
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eN7eRaF : We cannot see your picture. Please upload it somewhere else.
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I take it i can't use game saves that has hardcore mode in it with out hardcore mod turned on ?
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Of course you can, it just wont be hardcore mod anymore. Wait until the issue is resolved.
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eN7eRaF : We cannot see your picture. Please upload it somewhere else.
(http://store2.up-00.com/Oct11/PlN73098.png)
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I do, I have explained it on 2 pages already. Do not use installer with hardcore mod or aerith revival. use CLEAN flevel and clean scene.bin. In fact use clean files. Hardcore mod and aerith will not work with this at all at moment.
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Ok so here are the reasons why the installer hung or crashed with these mods:
1. Hardcore mod has a bug in its flevel code, I have notified author.
2. Hardcore mod has junk data in its kernel2 file which was crashing touphscript, Luksy has programmed ts to clean up these problems.
3. Same issue with Aerith revival kernel2
This was not our installer's error.. it was hardcore and aerith revival.
I have also requested that a few more safety checks happen in touphscript to avoid any hangs or crashes when bad code is encountered in future. I will place M004b up tomorrow.
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Good Luke Mr.DLBP
Well
I used version 3 and I not see any error
But in the countdown , a simple error.
Did not affect on my game
If there are features in the new version!
Different from the version 3! you can say to All!
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excuse me, Mr. DLPB.
while the encoding is processing, the 'ff7 text editor' stopped..
can you gimme the solution?
I have installed :
ff7patch v1.02,
ff7 opengl-0.7.11b
avalanche high res.
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excuse me, Mr. DLPB.
while the encoding is processing, the 'ff7 text editor' stopped..
can you gimme the solution?
I have installed :
ff7patch v1.02,
ff7 opengl-0.7.11b
avalanche high res.
Avalanche won't work with the menu overhual.
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while the encoding is processing, the 'ff7 text editor' stopped..
Deselect canon name option and american spelling option, try M004b and see what happens.
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Menu Overhaul Project M004d: CLICK HERE (http://dl.dropbox.com/u/36889302/FF7/M004d.exe)
Notes:
Re-translation does not FULLY support Gjoerulv's hardcore mod. Hardcore mod has made so many changes to scene and kernel2 that it is impossible to make them work together with a basic install. It would take the collaboration of both of us at the end of both projects to meld them together. I added an option to patch only flevel and ff7.exe with translation (skipping the flevel files that Gjoerulv has altered).
Re-translation does not and never will support Aerith revival. Plainly, changing the entire premise of the game and rewriting large sections of Aerith dialogue is not the aim of a re-translation project. I guess if people want me to, I can still patch scene, kernel, ff7.exe and world map.
Hardcore mod and possibly Aerith mod, will crash the installer on a flevel encode (normal menu option). This is due to faulty code in THEIR mods, and THEY (the hardcore/aerith authors) must address them. Retranslation SHOULD run fine with hardcore mod.
A future touphScript will look into ways of skipping badly coded files rather than crashing. It should be noted that the bugs present that crash touphScript, will also crash the game for these mods too. It is NOT a touphScript issue.
I have changed the installer to show flevel encode, so that you can terminate it if it hangs or crashes. ALWAYS CHECK log.txt FOUND IN DATA FOLDER. IF ANYTHING IS THERE LET ME KNOW.
KNOWN ISSUES:
1. Aali's driver after v0.7.11b will fix the problems with battle fade out and critical hits etc.
2. If you use large character names (like YO BARRET), expect issues with them not fitting into menus. Use common sense.
3. Possible bug with 9999 patch and HP<-->MP Materia. Please note any issues.
4. Possible crash when accessing magic menu. Looking into it but cannot replicate it as yet. Very rare.
5. FF9 graphic title bar in battle is distorted at certain resolutions. Looking into it.
6. This mod will NOT work with broken flevel files through bad code. Hardcore mod does have such a file at moment.
7. Retranslation is not supported for Aerith Revival. At the very end, FULL support for hardcore mod may be added.
REVISION HISTORY:
For M005:
1. Retranslation Project Revision 002. In particular consistency with menu descriptions.
2. Any missed bug fixes
3. End credits looked at, mainly the "500 years later" text.
4. Another look at smoother opening menu transition.
5. FeliX graphics fixed (very slight issues).
6. Possible Dzuigo fix to Materia exchange menu (original game has an annoyance where the cursor moves to 8th slot all time).
7. British spellings in ff7.exe also changed with option.
21-Oct-2011 M004 (a-d)
Changes:
1. Fixed uninstaller and reinstaller
2. Critical update to touphScript so that it does not crash when encountering a bad kernel2.
3. Fix for Gjoerulv Hardcore mod and the retranslation project.
4. touphScript update. Skips badly coded flevel files without crashing.
19-Oct-2011 M004
Changes:
1. Retranslation Project is now merged with this installer. Lots of small changes to layout were also needed with this option.
2. touphScript editor is now deployed for window resize and fixes.
3. Hand icon for the Enemy Skill Roulette is added.
4. FeliX graphics having no grey font is fixed.
5. Bloodshot's avatars are added.
6. Tutorial dialogue boxes fixed.
7. Chocobo name entry menu is fixed.
8. World Map dialogue cursor is fixed.
9. FeliX credits background added.
10. New FF7 and squaresoft logo added at end of credits.
11. Slight changes to some menu alignments.
12. Major bug with the equipment menu fixed (wrong items appearing etc).
13. Equip menu altered so there is not a big black gap.
14. Materia arrange is fixed in retranslation version, thanks Dziugo
15. Option for battle action box resizer (and centre).
16. Slight tweak to field icon locator, although still does not look right because Aalis driver has issue with transparency.
17. Stuttering down-scroll in battle menus fixed (I bet you didn't even notice it).
18. touphScript can now edit Kernel.bin and kernel2.bin so no manual alteration needed.
19. Materia trash box made smaller
20. Defend and Change descriptions in battle are removed.
21. Limit menu background in battle is fixed (very small protrusion).
22. Coin menu background in battle is fixed (very small protrusion).
23. Option to allow full status effects list in the status menu.
24. Gil text when throwing gil now has a space between value and the text.
25. Menus altered to allow for 1 extra EXP digit (my old godly save from year 2000 showed that 1 extra was needed).
26. Status submenu in battle is increased in size.
27. Party Reform menu is fixed (I had no idea it was different). I have also changed the "Press Start button" mistake.
28. Counter is now correctly Counter Attack in Chocobo prizes for the original game.
29. Chocobo and prize names are expanded.
30. Fixed issue with Key Item menu background when player has no key items.
31. Better spacing of 2 characters ("&" and the interpunct "∙"). The interpunct is not supported and will show a space.
32. My custom code moved to 1 area and cleaned up.
33. Readme's distributed with installation to desktop.
34. I don't ever want to play the part,
Of a statistic on a government chart.
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So, you mean. This can be installed although I've installed "avalanche high res"?
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the only avalanche thing you cannot install is the menu overhaul they did. It is a separate thing. As long as you install this mod LAST it will be fine either way. The first post explains this.
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DLPB, i installed your m004a patch, worked flawlessly, should i update to the m004c? or is that bug fixes that are for mods? Only mod i use is Team avalanche, which i already got working with your new mod (which by the way is beautiful)
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DLPB, i installed your m004a patch, worked flawlessly, should i update to the m004c? or is that bug fixes that are for mods? Only mod i use is Team avalanche, which i already got working with your new mod (which by the way is beautiful)
M004c fixes retranslation with hardcore mod (albeit basic fix), and fixes possible crash with a "bad" kernel2. That's about it. Not worth it in your case.
M004c is released
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M004d released, see first post for link (it is now in place of M004c just a little further up). This is a fix for hangs in the installer. touphScript will now skip bad files in flevel. I have also updated retranslation project a little bit, cleaning up some mistakes.
There will be no more small updates with M004. Next version is M005.
edit:
I have also fixed the red, green field arrows and locator hand.
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Can I just make a personal thank you to Dziugo. These are the things he has done:
Gypt
Lucky Cait
Lucky Tifa
9999 break HP patch
Default Run
- Help with understanding some of the code
- Fix to Materia exchange menu
- Help with Re-translation arrange items
- Fix for Materia arrange order
- Possibly help with the menu-opening transition fix.
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EDIT: Nevermind. Would probably be best to edit the first post and put the newest download there.
Thanks. Great mod.
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It is the newest on the first post... it links to it.
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I installed the M004d mod and it worked but now no music plays :-(
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I installed the M004d mod and it worked but now no music plays :-(
I don't follow how... this mod makes no changes to music parts of code. Are you sure you didn't put your music or ff7music etc inside the modpath? And do you mean midi?
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Yeah, I meant the midi. I don't use ff7music or any custom music at all.. Nevermind coz I uninstalled then reistalled the game and M004d and everything works again! :D. But the last time it didn't work I installed it with the 'Remove command box' option and the text was awful. When I reinstalled everything, I didn't use the option and now it works perfectly. I still don't know if it had anything to do with what affected the sound or the font tho..
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More likely you installed it on some bad exe etc... out of remix patch.
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Dziugo does it again!
He has shown me the menu transition code area and optimal values, so now I have made the menu smooth like the PSX game (see here > http://www.youtube.com/watch?v=VDzDYo8OjP0 38 seconds in)
At same time, I also had a look into the waiting times, and reduced them, so the menus should open and close faster now too.
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Well my idea for that cave dude to tell you all stats is kaput. Mem3 will let you add things from memory but the base offset is 00DC08DC and to change it would likely cause huge issues... not to mention mem3 seems to be made simply for the 3 chocobo attributes. There are 3 different parts of code that deal with them using the base offset + dialogue value, and they only take in ff7text anyway... not values.
So without a rewrite to add the ability it is no go, and best guess that be a nightmare.
So only things cave dude can really show you are things which mem1 and mem2 display (like roller coaster scores).
We will see if I bother adding those in. Prob a waste of time.
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Due to a slight bug in tS, retranslation option will wreck the world map dialogue. This will be corrected in M005.
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DLPB, Will all the differences between the two be fixed in m005 as well? Menu transitions, and the frames between slots.
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Frames between slots? Which things do you mean? M005 should be the last major revision... so everything on the todo list should be done :) This includes opening menu transition, better magic barrier animation, fix for world map dialogue box resize, exhange menu annoyance fixed,and possibly a choice on whether the battle information stays even when sub menus are open.
Is that what you meant?
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Kinda, in your video, you show on the PSX you have 8 frames between images in the slots, in the PC there are only 2, just curious if you intended to fix that or not.
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I can't fix it... battles need to be at 60fps (this is a frame rate problem), see 60fps thread. :) At first I thought the menu transition was some frame rate calculation error, but it wasn't... so I fixed that :)
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i got this..
(http://img825.imageshack.us/img825/9623/chocobug.png)
cannot see the numbers there
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This is a known issue, and has been brought up twice already. I cannot do anything about it without manually overriding autosize with touphscript. I need to know every dialogue in the game with these type of number selections and then I will get to it.
So someone help me out and get me a list. I am too busy to do it... got translation to do and got model installer to do :)
EDIT:
Luksy is going to add this script data to touphScript to make editing these numbers easier. They have their own X and Y positions too.
If this works out like I think it can, touphscript will auto sort the lot.
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These are my font sheets, you will need helvetica world font. This is for those wanting to add their own language. YOU WILL NEED TO BE PRETTY COMPETENT IN ADOBE, FONTS, ACCURACY and MEMORY/HEX EDITING.
Table pulled from window.bin starts around 0099ddaf in memory. This is the char spacing value. It is matched perfectly to ff7text code (so first entry is space etc). Edit from memory first then copy the table to window.bin's 3rd file. You will need to know how to decode gzip archive and how to reassemble it (unless touphS adds ability to edit it)
Do not ask me any questions whatsoever about this. I am done. It is up to someone competent to finish what I started for the foreign characters. If you can't do it, then you need to research stuff and work it out. I cannot sit teaching people the basics... For some of you this will be a doddle, and those of you that it is, should help.
Plainly, I am not interested in foreign languages, because I barely have the time to deal with my own...
These are the adobe files, get latest 7zip to extract:
http://dl.dropbox.com/u/36889302/FF7/EDIT%20FF7%20FONT.7z
You will need PIN POINT accuracy when editing... you will need patience. You will need a very good eye for detail.
I suggest you leave the lovehearts and U macron in place because they come in handy. TS is designed to work with them.
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I am not going to do the font for foreign languages. If it was reasonable I would.. but this is absurd. I have never seen so much waffle and bloat in a language in my entire life.
Ä À Á Â É È Ê Ë Ï Î Ì Í Ô Ö Ò Ó Ú Ù Û Ü Ñ ẞ Ÿ Æ Ç Œ
ä à á â é è ê ë ï î ì í ô ö ò ó ú ù û ü ñ ß ÿ æ ç œ ¿ ¡
When someone has added these (useless and redundant) characters to my font properly I will do the window.bin and talk to luksy about adding support in TS.
I will also get felix to finalise it with his colour. But until I get a completed font with ALL of the above added correctly, I am not touching it with this installer.
If anyone knows of any of those that are not needed in FF7 with all languages, let us know and save some poor guy the job.
So... hop to it, whoever feels up for it.
http://dl.dropbox.com/u/36889302/FF7/EDIT%20FF7%20FONT.7z
Font: helvetica world.
There may be 1 or 2 not represented on the graphic, if this is the case, tell me at the end. I will work with whoever chooses to do this. And whoever does choose to do it should say so. It has to be someone who knows what the hell they are doing.
-
If someone can make all the character in photoshop, I might try to handle window.bin.
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If someone can make all the character in photoshop, I might try to handle window.bin.
The adobe files I have uploaded are more tan sufficient to do it. You just copy and paste the ones I have listed into the copy pasted characters in the adobe file. Again if you are not up to doing this 100% leave it for someone who can :)
It has to be done properly... or it won't work with the work I have already done.
---------
Give me 1 hour. I am gonna see if I am up for doing this. I really don;t want to.
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I will do it. Just leave it with me, and have sympathy for me.
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DLPB, your kindness knows no bounds. :D (thats from an english speaker and happy user of your mod)
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This isn't kindness trust me :P It is the need to make sure my work isn't butchered.
edit: font almost done, but you will have to wait until M005. Gotta iron out the small details and get felix on it.
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Getting there....
http://dl.dropbox.com/u/36889302/FF7/new.PNG
tweaks needed to some of these.
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Ä À Á Â É È Ê Ë Ï Î Ì Í Ô Ö Ò Ó Ú Ù Û Ü Ñ ẞ Ÿ Æ Ç Œ
ä à á â é è ê ë ï î ì í ô ö ò ó ú ù û ü ñ ß ÿ æ ç œ ¿ ¡
http://dl.dropbox.com/u/36889302/FF7/EDIT%20FF7%20FONT.7z
Font: helvetica world.
Oups Dead links... :(
-
Yeah that's cause I am doing it all.
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Even tho i'm portuguese i don't find a reason to play games other than in english.
Anyhow, great that you're doing that for those who don't play it in english.
By the end of this mod, it should be included in a "must-apply" game patch :P
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the english char map has all those chars. if you don't include them , you don't have a full char map. so its good to see your including them :D
look here: http://wiki.qhimm.com/FF7/FF_Text
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yup.
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The font is done and will be released with M005. It took 6 hours to do it to the standard. It should be near perfect now.
The following 64 have been added:
Ä Ã Å À Á Â É È Ê Ë Ï Î Ì Í Ô Õ Ö Ò Ó Ú Ù Û Ü Ñ Ÿ Æ Ç Œ
ä ã å à á â é è ê ë ï î ì í ô õ ö ò ó ú ù û ü ñ ß ÿ æ ç œ
∞ ¿ ¡ » « › ‹
The 2 lovehearts are controlled by ♠ and ♥ in touphscript, loveheart appears in original Japanese game.
-
Thank you very much :)
-
http://dl.dropbox.com/u/36889302/FF7/newf.PNG
Completed. I am afraid certain of the capital I specials had to be wider but other than that it is pretty good!
Full char list supported (166):
A B C D E F G H I J K L M N
O P Q R S T U V W X Y Z
a b c d e f g h i j k l m n o
p q r s t u v w x y z
0 1 2 3 4 5 6 7 8 9
! " # $ % ^ & * ( ) _ + - = \
/ | ~ # < > , . ? [ ] { }
` ♥ ♠ “ ” ‘ ’ ' : ; @ ∞ ¿ ¡ » « › ‹ …
Ä Ã Å À Á Â É È Ê Ë Ï Î Ì Í Ô Õ
Ö Ò Ó Ú Ù Û Ü Ñ Ÿ Æ Ç Œ
ä ã å à á â é è ê ë ï î ì í ô õ ö
ò ó ú ù û ü ñ ß ÿ æ ç œ
-
Thanks for us ! poor european...
-
Another day, another problem fixed.
http://dl.dropbox.com/u/36889302/FF7/worried.png
Hopefully there isn't too many of these left... if any.
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Wow really good progress Dan!
-
A small issue. When installing in Linux under WINE before the install can finish the program hangs when trying to execute RET.bat (sp?) spawning hundreds of cmd.exe programs -trying to execute that .bat file- and causing the program to lock. Killing the program (and the subsequent offending cmd.exe programs) then running the extracted individual mods (example: TifaYAMP.exe) will allow install though. Just the main executable (m004d.exe) will hang, and if left alone, will eventually zombie.
Running: Archlinux x86_64 with WINE 1.3.32
Other than that minor issue, this set is sexy. Thanks a bunch. :D
-
I am afraid I do not have linux and did not design this with that in mind. I assume Linux can run bat files? So many people use them that I assume they support that windows function? no?
If linux has issue with bat files, linux users are knackered.
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Well, Wine may execute a windows bat file depending on how it is scripted. As for that bat file, no it causes a loop. I was adding information for those that may not use windows (mac users included) for a minor work around/dirty fix for the issue.
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I am a noob to modding FFVII, but I have modded TES IV in the past. I seem to be having a problem with installing the mod. Whenever I do install, it never changes the graphics, only the menus. I am using it on a clean install, as I have reinstalled the game multiple times. And I was trying to use Felix's graphics. Thanks ahead of time guys!
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I think i found a bug on the menu overhaul ( If was not mentioned before )
When you meet for first time aeris and you start to scape from the turks ( Yeah the part with the barrels ) you have 3 options, Wait / run / fight , that menu have a bug the cursor is out of dialog box and it cunfuse a bit because the cursor it apears to be in the last option of the menu "Fight" but in fact is in the first option "wait" if you press down ( In the kb or joystick ) the cursor goes down and "scape" from the dialog box
Hope you understand
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First, if Menu is not installing right, you haven't read first post or the readme... so that's where to start there.
Second... I will check the barrel option area.
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The problem is most likely touphScript. Menu mod handles cursors perfectly. I will notify luksy and look further into it.
edit:
The same dialogue has 2 boxes... so one is being updated, and one isn't. Will need fixing in tS. Thanks for bug report.
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you have the finish the M004 , and you works to the M005 now ?
where download the FF7 1.03 ?
thanks for the news letters DLPB ;)
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I have no idea where you can find a 1.03 exe :(
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I cannot figure this out.....I can't find anything that says "readme" let alone instructions. I installed Aali's custom driver first on my clean install, then installed M004d. Everything else works perfectly other than the graphics. It's not that big of a deal as I don't need it, but it's the main reason why I'm here. I thought it was because I was loading from a save, but even when I choose "New Game" everything is the same. Is there a specific way to run the game or something?
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hi, new to this site and modding. i just found this installer today and have a question b4 a start installing it, i just prefer some clarification.
just so you have idea of what i have installed:
i have the ff7 pc version MAX INSTALL. As for mods i have 1.aali's driver, 2.the ff71.02 thing, 3.avalanche graphic overhaul, 4.prp 5.your ff7music (thank you btw its great) 6.w/ custom cloud.
7. Last but not least i downloaded the 9999 + YAMP file i did the whole making patch folder in my directory and clicking on YAMP installer and it did the 9999 dmg patch.
I just found this menu overhaul project and wanted to install it. as far as i could tell, none of my mods should interfere w/the installer except the YAMP+9999 patch.
SO, am i already screwed on the 9999patch and it own't work w/your stuff? Is there a way w/o deleting everything and starting fresh??
I noticed the Felix patch thing and checked out his mod which looks great. just to clarify, is there some part of his MOD that i should not install (i'm assuming a map or something) after downloading this new Menu??
appreciate all the work u guys have done thanx
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I cannot figure this out.....I can't find anything that says "readme" let alone instructions. I installed Aali's custom driver first on my clean install, then installed M004d. Everything else works perfectly other than the graphics. It's not that big of a deal as I don't need it, but it's the main reason why I'm here. I thought it was because I was loading from a save, but even when I choose "New Game" everything is the same. Is there a specific way to run the game or something?
Re-run the individual installer files (I had to do a couple three times for it to stick), and make sure to read the ENTIRE first post. There are settings in ff7opengl.cfg you need to modify for this to work.
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The settings in that config file are automatically edited by the installer. You just have to check they have been altered.
When you have run the installer, readme's are on desktop. I suppose I can place them before hand.
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Well, I tried messing with the configs, but that didn't work either. I tried installing the MOP first, and then the installer, but still no luck. Maybe it matters I'm running on a 64-bit Windows 7? I also installed the game to a different directory (C:/Games/Square Soft, Inc/Final Fantasy VII) and I gave full permissions to the folders and applications. Oh, and I just looked but I have no idea if it matters, there are no files in the textures folder.
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DiminishedAC,
Are you using the Felix's PNG textures?
You have to make sure the folder structure is correct inside your MODS\ folder.
After Menu Overhaul installs, the mods path is DK\.
Place all of the battle scene folders containing the PNG's into the MODS\DK\BATTLE\ folder.
The TEXTURES\ folder will remain empty unless you use The Remix, Avalanche or a Limit Break mod.
Use of the TEXTURES\ folder requires additional modification of the .LGP files.
EDIT:
What 'installer' are you using? The Felix Leonhart battle textures do not have an installer that I'm aware of . . .
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All that info is on first post... and make sure you are not clocking the 2 uninstall options at the bottom of the installer.
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Ooooh! I was under the impression that all of that was included in the installer xD I'm sorry guys. Guess I missed something when I was reading. Does his textures change the character models? If so, could you give me a link to his post? Thanks for the quick replying guys!
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This is called Menu overhaul, not model overhaul. Read the first post.
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just to clarify, if i have already installed 9999 break hp patch and haven't used your installer yet, will there be any problems or interference with those patches if i download and use this menu overhaul installer?
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Read the first post.
3. Do NOT install any break 9999HP patchers. I have now taken into account the main patch and there should be no further issues. Do NOT use aali's driver option for 9999 patch either. Use the one that comes with this installer.
There should be no issue, but you aren't supposed to have used it. I make that clear numerous times. This installer comes with the 9999 patcher. I also make that clear.
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sorry, i'm new and don't know much about modding and tryin to read and understanding everything. just so u know i didn't come across your Menu Overhaul Installer and tell myself, well i should install the 9999break hp patch first... i get the point not to install a patch buuuttt (yes there's a but)
I had already installed that patch B4 i even realized YOUR installer was in existence. i couldn't find info for people that had the patch previous to this installer whether they should delete the files somehow or restart w/a fresh install.
so b4 using your menu overhaul installer, i was just tryin to clarify that specific circumstance....
thanx for quick reply and the easy-all-in-one installer. i'll give it a go and hopefully nothing goes wrong
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If something does go wrong, you can always uninstall by file. It is an option in installer.
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Well, I figured everything out. Got the graphics working, learned to use Aali's lgp tool; i'm set. Oh, and I was wondering if there was a magic mod? One that changes the appearance? I have only found ones that add new spells or just changed the names.
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Diminished, I think Felix is working on something. Just wait a bit and check his thread in the Graphical Mods section :wink:
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Oh, ok! Thanks Kyubi! :) I just got the FMV restoration working and hopefully working on some yuffie retextures. Who knows, maybe I'll come up with something? Just need to get down to basics i guess!
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Oh, ok! Thanks Kyubi! :) I just got the FMV restoration working and hopefully working on some yuffie retextures. Who knows, maybe I'll come up with something? Just need to get down to basics i guess!
Can you share the link to the yuffie re tex?
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Can you share the link to the yuffie re tex?
I haven't even started yet. It might be a while before I finish, but I'll put up some images to show you how far along I am :-D
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Take this to PM people. 8)
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very nice work it looks still prity
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Work is still ongoing, so don't think I have dropped off.. I have been a bit busy lately with fending off mindless automaton traditionalists with regards to a sport i like called Snooker.
Time consuming but they need a kick up the arse so I cam giving them it with a youtube video.
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What about some Screenshots? I can't see, how your mod looks. :o
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What about some Screenshots? I can't see, how your mod looks. :o
(http://nsa28.casimages.com/img/2011/11/20/mini_111120113603960416.jpg) (http://www.casimages.com/img.php?i=111120113603960416.jpg) (http://nsa28.casimages.com/img/2011/11/20/mini_111120113634815124.jpg) (http://www.casimages.com/img.php?i=111120113634815124.jpg) (http://nsa27.casimages.com/img/2011/11/20/mini_11112011364740114.jpg) (http://www.casimages.com/img.php?i=11112011364740114.jpg)
And DLPB, i'm not sure if you've seen this so i add this screen
(http://nsa28.casimages.com/img/2011/11/20/mini_111120122954832246.jpg) (http://www.casimages.com/img.php?i=111120122954832246.jpg)
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The ex soldier thing is fixed.
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Making me want to replay the game again.
Wish it was instalable in smartphones, i would play in every class xD
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[img*]http://nsa28.casimages.com/img/2011/11/20/mini_111120113603960416.jpg[/img*] (http://www.casimages.com/img.php?i=111120113603960416.jpg) [img*]http://nsa28.casimages.com/img/2011/11/20/mini_111120113634815124.jpg[/img*] (http://www.casimages.com/img.php?i=111120113634815124.jpg) [img*]http://nsa27.casimages.com/img/2011/11/20/mini_11112011364740114.jpg[/img*] (http://www.casimages.com/img.php?i=11112011364740114.jpg)
And DLPB, i'm not sure if you've seen this so i add this screen
[img*]http://nsa28.casimages.com/img/2011/11/20/mini_111120122954832246.jpg[/img*] (http://www.casimages.com/img.php?i=111120122954832246.jpg)
There is some option to see that "status" format?
Mines looks like this
(http://puu.sh/91gU)
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Yup, yours is FFX Theme, you can choose FFIX or FFX theme at the installation :)
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Yup, yours is FFX Theme, you can choose FFIX or FFX theme at the installation :)
AAAAAHHHHHH!!!!, didnt know that since the installer dont explain or show ( With pics ) What do each option...
Thx, gona try it later
DLPB, just a small suggestion, Can you add a "sample" pic of what do each option in the installer?,some times a text explanation dont help to fully understand what option in the installer do.
I dont say it "DO IT NOWWW", is just a suggestion to add in the future
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no i can't. 8) It is self explanatory and it is in the readme :P Someone else can maybe?
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no i can't. 8) It is self explanatory and it is in the readme :P Someone else can maybe?
I'm just saying mainly about the interface theme, the rest is "ok"..., it whould make a bit more Friendly when you have to choose a option and not have to install 2 times or 3 times to see what theme is better for own taste...
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Well, there are plenty of those pictures around, but someone else can do that. I have never liked doing it. :)
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it an easy task. just upload the sample pic in photobucket and write the link in the readme.txt. ;D
haha just a suggestion.
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I ain't doin' it. Final answer. :evil: :-D Pictures are least on my list.
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Well, there are plenty of those pictures around, but someone else can do that. I have never liked doing it. :)
I'm not trying to pick a fight or any dull argue...
Put in my place, why i should install 2 or 3 times or find by other means ( Like happend to me some post back ) wen you can have a small sample or a link in the readme to show the "Theme" in the installer, in fact you can add a "link" in the installer at side of the 2 themes options that open or redirect you to a pic preview of what are you selecting for the theme...
it add a better quality to what are you doing to the final product
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1. read the readme and you wouldn't need to.
2. You'd have to install it anyway to really "feel" what it is about. Or watch a video.
3. Making a video is a waste of my time, when you can do it. Why should I do all the work when I have done enough? I am not doing all that when all you need to do is install it a few times.
4. Search on youtube and you will already find people who have made videos showing the MOP. I am not here to be the donkey, carry Mary to Bethlehem, then get the 3 wise men to make me into a roast. I made it to Bethlehem and I am going to sleep under that star.
I install it 20 times in testing, and I do hours of work. I am not adding more to it. Installing 3 times is not a torture. Nor is reading the readme, that again, took me far longer to write.
If people care so much about this issue.... simple, get me some videos/pics and I will link to them.
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So I just did a fresh install of FF7 yesterday. I put on the official patch, installed FF7Music and the OpenGL patch. Everything worked fine. Then I installed the latest one of this. AV was disabled and I ran as Administrator. It's Windows 7 x64. It installs fine and updates Window.bin, but leave both Kernel bins, scene.bin, and world_us.lgp alone. Still modified 1998. It backs them up to Backup-MO, but doesn't patch them. I've made sure to check the retranslation checkbox. I see some Kernel txt files while it is installing and they successfully delete when it's done. Not sure what to do. I've followed the readme exactly.
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Check that those files have write access. Right click properties.
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1. read the readme and you wouldn't need to.
2. You'd have to install it anyway to really "feel" what it is about. Or watch a video.
3. Making a video is a waste of my time, when you can do it. Why should I do all the work when I have done enough? I am not doing all that when all you need to do is install it a few times.
4. Search on youtube and you will already find people who have made videos showing the MOP. I am not here to be the donkey, carry Mary to Bethlehem, then get the 3 wise men to make me into a roast. I made it to Bethlehem and I am going to sleep under that star.
I install it 20 times in testing, and I do hours of work. I am not adding more to it. Installing 3 times is not a torture. Nor is reading the readme, that again, took me far longer to write.
If people care so much about this issue.... simple, get me some videos/pics and I will link to them.
Woah Woah Woah
Ok man, looks like you need to win no matter what..., when i have a valid point
BTW in your readme dont say what the difference within FF IX/X battle interface...
Sorry for disturbing your majesty
**Crawl and walk away**
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Look you are ignoring what I am saying, and I have said it 10 times. I am not messing about spelling out what is blatantly obvious with little pictures. Someone else can do that, maybe even you?
I really fail to see what is hard for you to understand about "FFIX" and "FFX" theme. What isn't there to get, and why can't you just load up youtube and look?
I know why, because you are bone idle, like most. Just accept it when a modder says he ain't doing it. That is all I have to say on it, I do not want a pitch battle every time something isn't spelled out in big neon lights.
I do 99% of the work, I am sorry that 1% was too much for you to do on your own (namely installing a few times to test out the different options)
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I do 99% of the work
Shouldn't you be occupying a city, then? ;)
Check that those files have write access. Right click properties.
Thanks. I just figured it out. I read the log.txt file and saw it said it couldn't read world_us.lgp, saw the checkbox on it was set to read-only, unchecked it, unchecked it on the other files, reran the installer, and they all installed fine. Perhaps TSe.bat should be modified as follows to prevent such issues:
cacls ..\data /t /e /g everyone:f
attrib -r battle\scene.bin
attrib -r field\flevel.lgp
attrib -r kernel\kernel*
attrib -r wm\world_us.lgp
touphscript -f
That way it will add full access to all files in the data folder and its subfolders in case someone doesn't have write permissions, and it will remove any read-only attributes from the specified files which was my issue. Not much of an edit.
In other news, I'm really looking forward to the retranslation. I check it every so often to see what changes you made. I hate botched English translations.
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Cheers. Also I didn't look in to other ways for 2 reasons. First didn't know you could do that with bat files :P
2. tS is being updated to allow writes on readonly files :)
Thanks though, I will use this if I ever need to!
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Look you are ignoring what I am saying, and I have said it 10 times. I am not messing about spelling out what is blatantly obvious with little pictures. Someone else can do that, maybe even you?
I really fail to see what is hard for you to understand about "FFIX" and "FFX" theme. What isn't there to get, and why can't you just load up youtube and look?
I know why, because you are bone idle, like most. Just accept it when a modder says he ain't doing it. That is all I have to say on it, I do not want a pitch battle every time something isn't spelled out in big neon lights.
I do 99% of the work, I am sorry that 1% was too much for you to do on your own (namely installing a few times to test out the different options)
Give me a VALID answer of Why is so hard to YOU to put 2 simple images on the installed and show the diff withing the battle themes
And stop atacking in each post, you are just proving how much of a a$$ you are.
You know what i dont care any more. good night sir
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Good night :)
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I don't know if you still have the personal messages disabled, so i'll ask here directly.
If I give to you and the others that worked on this project full credit for your work, can i release the files I edited so people here can use them for the italian retranslation that i'm doing?
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Sure, just link to this thread's first post and in the readme too.
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Sure, just link to this thread's first post and in the readme too.
The readme you're talking about is the one that comes with the installation, right?
I was thinking of adding it in my repack directly so it would be easier for people to have it
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I mean your readme. Your project. As long as you note the credits and link to this thread I am cool.
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http://www.youtube.com/watch?v=V9nBQFhZwog
Kranmer seems to be working on a theme switcher using the individual patches. Uses dll so you can switch with hotkey. ;)
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I mean your readme. Your project. As long as you note the credits and link to this thread I am cool.
Ah, sorry. Anyway, sure, all the credits will be in the readme
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http://www.youtube.com/watch?v=V9nBQFhZwog
That's pretty awesome.
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Hoping for a version without the "name Hp MP" etc :P
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That's pretty awesome.
Indeed, this could be a better option from the one i'be suggested
Still dont change the fact that DLPB is kinda an ass =P
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Ah, sorry. Anyway, sure, all the credits will be in the readme
Don't you hate how it slows the FPS down to 14 during battles when Fraps is recording? I try making videos of certain battles in this game and it always does that. It used to be down to 13. Sure I can multiply the FPS by 1.0714285714285714285714285714286 afterward, but the timer, like during the Emerald Weapon battle for example, doesn't slow down with the FPS, so it actually goes faster once I speed it up and it appears as if I took longer to defeat him.
But anyway, that's a cool feature, switching interfaces like that.
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Don't you hate how it slows the FPS down to 14 during battles when Fraps is recording? I try making videos of certain battles in this game and it always does that. It used to be down to 13. Sure I can multiply the FPS by 1.0714285714285714285714285714286 afterward, but the timer, like during the Emerald Weapon battle for example, doesn't slow down with the FPS, so it actually goes faster once I speed it up and it appears as if I took longer to defeat him.
But anyway, that's a cool feature, switching interfaces like that.
You should try using Camtasia Studio 7 i get no fps loss from that at all works perfectly and yeah new Farps version has some problems. Also great work dplb
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Fraps is one of the , if not the best. Battles and world map for me run 100% but field runs at 27-28 and not 30. This does not happen with FF8.
It is an internal issue that no one is addressing. Or an issue with fraps and FF7 that doesn't seem to affect ff8.
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Tip for Fraps, if you have mulitple HDDs, set it to record on to the HDD that doesn't have your game/games on, improves performance while recording a bit.
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I do that. I also set 1 CPU for it and other for FF7. I have tried everything, even my Solid state drive. Nothing works. There is a problem with the game or compatibility with the game. There are no issues with FF8....
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You should try using Camtasia Studio 7 i get no fps loss from that at all works perfectly and yeah new Farps version has some problems. Also great work dplb
Camtasia Studio is general purpose screen recording software. For games that use DirectX or OpenGL, something specifically designed for them like Fraps or Dxtory is typically going to perform better.
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Just checked again but with a much older version of Fraps seems to be much better over the latest i had before :o can upload conparisons if ya want
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8) I love this mod. Kudos to the teams that worked so hard to provide it. I'm sorry if this has been asked before, but is this mod compatible with the Phoenix Rejuvenation Project?
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Read the first post.
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Well, I know it doesn't include PRP as an incompatible mod, but last time I installed it, the font got all scrunched up... I don't think it was because of PRP, or this mod for that matter, but maybe something in my ff7_opengl.cfg?
[Edit] I already changed the specified opengl configurations (no compressed textures, fancy transparency is on, mod_path = dk, etc) I have to choose Aali's custom driver in FF7 config again, don't I? ..... :P nvm.. I think I understand now. It's fixed!!! :D
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This thread is for discussing the many amazing features of the Menu Overhaul mod.
For detailed instructions on installing Menu Overhaul with other mods PLEASE LOOK HERE (http://forums.qhimm.com/index.php?topic=12008.msg166320#msg166320).
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Indeed, this could be a better option from the one i'be suggested
That's pretty awesome.
I am glad you both liked the switcher, the DLL is nearly complete, it should allow the user to switch between the IX and X interface easily while in play, i have also added support for the IX and X that broke the 9999 limit so that people who use the 9999 version can also use the DLL,
all i need to do now is a tiny bit of work on it and then it should be ready for release, but i would like to ask people what button/s should be used to switch between the interface ? i currently have it set to CTRL+F7 and CTRL+F8 for normal and CTRL+F9 and CTRL+F10 for 9999 interface, but i wonder if anyone has any kind of preference on what button/s should do this (and should it be require just 1 button or 2 buttons, so should it just be F7 instead of CTRL+F7 etc).
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Personnaly I think that the DLL should automatically know if we use or not the 9999 interface (or maybe 2 DLLs?)
I think the hotkey should be configurable easily, like by some command line argument or something else I can't think of right now.
Otherwise, I suggest the Control button. I thought of nearly everything the player can configure to, and Ctrl doesn't seem to be used really often. It is used by Gypt to skip FMV's but is not really used in battle. For me, I already use the F7 button to take screenshots (along with F6 and F8) so that's why I suggest it. It could also be useful for people with gamepads (such as me) because this button is really close to the edge. I don't recommend Alt because some players tent to Alt+Tab out of the game.
Here, you got my point, do whatever you like from it.
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Awesome, Kranmer, I'm looking forward to this DLL! I like to change it up.
The CTRL+F7 to F10 scheme should work fine. It fits well because FF7 already has a few CTRL+??? macros built in.
I can live without an auto detect feature. I foresee problems if someone needs to switch to a different mode than was autodetected.
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What about Shift + 1 / 2 / 3 / 4 ??
Since i use a gamepad i dont have problem with the keyboard
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When you first get use of the submarine on the field, the text box that gives you the directions on how to use it is vertical along the left side, with one letter per line- so you can't actually read 95% of it.
Doesn't actually matter, since by that point in the game I'm fairly sure everyone knows how to operate the game vehicles, but thought I'd mention it.
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This is a known problem and has been stated a few times already. It will be fixed for M005. World map dialogue is broken in M004.
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Personnaly I think that the DLL should automatically know if we use or not the 9999 interface (or maybe 2 DLLs?)
I think the hotkey should be configurable easily, like by some command line argument or something else I can't think of right now.
Otherwise, I suggest the Control button. I thought of nearly everything the player can configure to, and Ctrl doesn't seem to be used really often. It is used by Gypt to skip FMV's but is not really used in battle. For me, I already use the F7 button to take screenshots (along with F6 and F8) so that's why I suggest it. It could also be useful for people with gamepads (such as me) because this button is really close to the edge. I don't recommend Alt because some players tent to Alt+Tab out of the game.
2 DLL's sounds like a better idea then autodetect (like Pitbrat says it could cause problems if someone is using other mods etc), so i think i will make 2 versions, one will be all 4 in 1 DLL, and the other will be 2 DLL's one each for 9999 and for normal.
Well just using CTRL could cause problems if used with things like my trainer so i am gonna make it use CTRL+ALT and CTRL+SPACEBAR to switch between interfaces (which should be compatible with my trainer and hopefully with any other mod or tool)
Awesome, Kranmer, I'm looking forward to this DLL! I like to change it up.
The CTRL+F7 to F10 scheme should work fine. It fits well because FF7 already has a few CTRL+??? macros built in.
I had to change the control scheme slightly since CTRL+F10 seems to pause the game so i changed it to CTRL+F5-F8.
What about Shift + 1 / 2 / 3 / 4 ??
Well i did think about using Shift+1 etc but again it would interfere with my trainer (for those who still use it)
--------------
anyway here is V1 of the DLLs
To use this extract the contents of the ZIP to your FF7 folder then add this line to "ff7_opengl.cfg"
load_library = switcher.dll
Multi Interface DLL, this has all 4 interfaces (uses CTRL+F5,CTRL+F6 for normal interfaces and CTRL+F7,CTRL+F8 for 9999 interfaces)
http://www.mediafire.com/?p1zigc1qu8c5kdt
Normal DLL this only has the 2 normal interfaces (uses CTRL+ALT and CTRL+SPACEBAR)
http://www.mediafire.com/?v489px4sq2s1db3
9999 DLL this only has the 2 9999 interfaces (uses CTRL+ALT and CTRL+SPACEBAR)
http://www.mediafire.com/?740emmy5qyha274
NOTE: you still need to install the menu overhaul to use these DLL's it just doesn't matter which interface to pick while installing.
NOTE2: if you are already using a DLL and would like to use this as well you can get a program that allows you to use more then 1 DLL from my post here
http://forums.qhimm.com/index.php?topic=11564.msg161144#msg161144
NOTE3: You can switch from "normal interface to 9999" interface using this but you can not switch from "9999 interface to normal", i do intend to fix this at some point.
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@kranmer
Working perfect, tested the CTRL+SPACE / CTRL+ALT with 9999hp
I suggest you create a new th on realeses and place your mod and everthing there, whould be more easy to see for future downloads
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I did notice that when using the multi style switcher, if I rapidly switch styles by hammering the hot keys, Cloud's health number is misplaced. The health counter moves way to the left of his name.
Switching styles like a normal person fixes the problem.
Thanks for this utility! Now I can enjoy both styles!! SWEET!!!
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@kranmer
Working perfect, tested the CTRL+SPACE / CTRL+ALT with 9999hp
I suggest you create a new th on realeses and place your mod and everthing there, whould be more easy to see for future downloads
Glad you got it working, i decided not to make a new topic for this since it is only a extension for this mod and not a mod by itself (i mean its useless unless used with the menu overhaul so making a new topic would confuse some people)
I did notice that when using the multi style switcher, if I rapidly switch styles by hammering the hot keys, Cloud's health number is misplaced. The health counter moves way to the left of his name.
Switching styles like a normal person fixes the problem.
Thanks for this utility! Now I can enjoy both styles!! SWEET!!!
Hahahahah i never even thought about pressing it rapidly quick (i suppose i should have done but the thought never crossed my mind) i may look into try to fix that thing with the names if you press quickly but i doubt it since like you say it works if you use it normally, Anyway tnx for letting me know it works.
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Dan, contact me tomorrow on skype, I need the new font=)
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I sure will. I have been offline last few days due to an incompetent idiot on ebay and my PSU dying on me.,
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i have an question
where i can download Menu Overhaul Project install ?
i saw link in forum is dead
please answer me
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The link is not dead.
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Yet, I can't get it from here either. It's most likely dropbox.
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Works fine for me.
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can u give me the link ?
i dont know how to install it
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Well, tested it and it works now. Try again maybe.
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after reading 37 pages i couldnt find any link to donwload this awsome MOD. im gonna play the FF7 again just becouse of this MOD and i have a few questions:
1- can i install this mod and then install the "new music mod"??
2- where can i download this mod?? i dnt care if it is the 003 version :)
thanks men
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1. You should use Bootleg for it.
2. Look at the first post.
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1. You should use Bootleg for it.
2. Look at the first post.
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I installed version M004d of this project, but I'm getting a crash just before the game would normally display the "new game / continue" menu just after starting the game.
I have no anti-virus running, I'm using the vanilla 1.02 English ff7.exe with Aali's custom driver version 0.7.11b and FF7music. No other mods are installed other than this menu overhaul project. The crash ceases to occur upon uninstalling this project.
APP.LOG:
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. AMD Radeon HD 6900 Series 4.1.11251 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.
INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
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 (x86)\Final Fantasy VII\Data\Movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.
INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: yuv program link log:
Vertex shader(s) linked, fragment shader(s) linked.
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: unhandled exception
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Read first post do's and don'ts at the bottom, also read readme, then come back.
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I have already read the above mentioned documentation prior to making my previous post, which should have been apparent given the information and details previously provided. Upon superfluously reading all of the documentation a second time, I can find nothing mentioned that was not already addressed in my initial posting. What now?
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VonZippa,
Run the game is compatibility mode with these settings.
Try running FF7 in compatibility mode. These are the most compatible setting.
Right click on ff7.exe in the game folder.
Select Properties.
Go to the Compatibility tab.
Tick 'Run this program in compatibility mode for.'
Set the drop down list to 'Windows 98/Windows Me.'
Tick all the boxes under Settings:
Run in 256 colors
Run in 640x480 screen resolution
Disable visual themes
Disable desktop composition
Disable display scaling on high DPI settings
Tick 'Run this program as an administrator.'
Now open FF7_OpenGL.cfg in notepad.
Set the game resolution to 1280x960:
window_size_x = 1280
window_size_y = 960
Turn off fullscreen:
fullscreen = no
Disable shaders:
use_shaders = no
Disable transparence:
fancy_transparency = off
transparent_dialogs = off
Disable compression:
compre ss_textures = no
Disable PBO:
use_pbo = no
Make sure that you install a fresh maximum installation of the official US 3 CD-Rom version of Final Fantasy VII.
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im sorry, but i click where it says "m004 here" and it sends me to the page number 32. i download the item called "HexForFF7exe" and a lot of small files appear.
where should i place all this files?? please, tell me inside which folder!!! :)
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Yes, that page has the link. The huge title.
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VonZippa,
Run the game is compatibility mode with these settings.
Try running FF7 in compatibility mode. These are the most compatible setting.
Right click on ff7.exe in the game folder.
Select Properties.
Go to the Compatibility tab.
Tick 'Run this program in compatibility mode for.'
Set the drop down list to 'Windows 98/Windows Me.'
Tick all the boxes under Settings:
Run in 256 colors
Run in 640x480 screen resolution
Disable visual themes
Disable desktop composition
Disable display scaling on high DPI settings
Tick 'Run this program as an administrator.'
Now open FF7_OpenGL.cfg in notepad.
Set the game resolution to 1280x960:
window_size_x = 1280
window_size_y = 960
Turn off fullscreen:
fullscreen = no
Disable shaders:
use_shaders = no
Disable transparence:
fancy_transparency = off
transparent_dialogs = off
Disable compression:
compre ss_textures = no
Disable PBO:
use_pbo = no
Make sure that you install a fresh maximum installation of the official US 3 CD-Rom version of Final Fantasy VII.
Thanks for trying to help. Unfortunately none of that changed anything. In case I wasn't clear before, the game ran flawlessly with just Aali's driver and FF7Music. The game never crashed once in countless hours of playing until I installed this menu overhaul mod. I've read through this entire thread as well as the readme text that gets silently dumped in whatever folder you run the mod install .exe from, but nothing I've read seems remotely related to my specific circumstances or the crash I'm getting.
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Make sure it is the menu project doing it. Restore the old files (the files are saved in the Backup folder in the root or on game disc) and see if the game crashes immediately after the menu overhaul is added.
This will make sure nothing else has been added afterward.
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Make sure it is the menu project doing it. Restore the old files (the files are saved in the Backup folder in the root or on game disc) and see if the game crashes immediately after the menu overhaul is added.
This will make sure nothing else has been added afterward.
I've done as you asked, and when I restore even just the ff7.exe from the backup folder, it no longer crashes. I can see many of the changes the mod makes, but it doesn't look right of course because the .exe is not the one from the mod. Then as soon as I switch back to the patched .exe the mod makes, it crashes again so it's definitely the .exe causing it, and as I stated before, it's just the vanilla English 1.02 .exe that I start with before the mod patches it. If it makes any difference I'm using the following options: retranslation project, original cannon names, american spelling, all status effects shown in menu, FFX theme, auto size action box, standard overhaul graphics, original style new world map graphic, felix's credits background, sense limit, gypt, save and phs anywhere, lucky cait, and lucky tifa. I have not tried different combinations of these options to narrow down which one might be causing the crash specifically, but I could experiment with that.
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It is weird that just a patched exe is doing that.... since it is doing it to no one else... send me your patched ff7.exe in zip. Upload.
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It is weird that just a patched exe is doing that.... since it is doing it to no one else... send me your patched ff7.exe in zip. Upload.
https://docs.google.com/open?id=0Bz5iDlGVZqCBM2M3Njk1ZGUtZjU4MC00NThhLWFhNTAtYWIyZjk3YzRkODY2 (https://docs.google.com/open?id=0Bz5iDlGVZqCBM2M3Njk1ZGUtZjU4MC00NThhLWFhNTAtYWIyZjk3YzRkODY2)
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Your exe works fine here. There must be another reason for it. let me think.
edit: I have no idea why your exe is crashing. It works here fine... Are you sure you simply patched that exe once with the menu O.?
Send your crash dump to aali if so, see if he can shed some light...
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Your exe works fine here.
I was afraid of that.
Are you sure you simply patched that exe once with the menu O.?
Yes, just once.
Send your crash dump to aali if so, see if he can shed some light...
I have done so. Hopefully he can. Thanks for your time.
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I can't see any issue with it... if it was my fault it *should* crash on both systems. I look forward to seeing what the issue is...
edit: See if the game works fine without FMV being loaded (rename sqlogo.avi and eidoslogo.avi). Maybe it is crashing with the FMV?
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Turning off DEP definitely solved the crash. Having had a chance to play around with the mod for a while now, I must say I'm impressed with it. I can only imagine all of the hard work that undoubtedly went into it, especially considering the different combinations of options available during installation. I used to hate how you couldn't see your party's HP values whenever you had enough materia equipped to cause the command window to change to an increased width. That problem is solved now along with many other enhancements. Thanks for this mod, and for your hard work and putting all of this together. I look forward to whatever enhancements future versions might bring as well.
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yeah and sorry for my intitial attitude, I am afraid the same 100 nonsense bugt reports take their toll. Then a genuine issue comes along...
I am still not sure why dep doesn't work for you but works for me when it is turned on....
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hi again. i have 1 more question: where must i place all this files?? please, could u tell me the exact path for them?? im reading along the this forum but cant see anything related to this.
and about the spanish version i have. must i use the "1.03". works your mod with the spanish version??
thanks a lot for your work. i saw it on youtube and it is amazing. it is the main reason why im trying to re-play this awsome game :)
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The path issue is named in first post.
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use exe in root
Replace window.bin
Replace graphics in mods/menu/
do u mean this?? inside the rar i downloaded i only see a lot of files, txt to open with notepad. do u mean this files inside mods/menu/ ??
but, what about to replace the .bin and use the .exe?? they arent inside the .rar and the link below doesnt work now.
what to do??
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The menu overhaul automatically finds the correct install place and installs. The mods/DK folder is used/
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so it means i just place all the files inside mods/menu/ and play the game? no exe, no instalation... is it so easy?? i cant beleive it.
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the installer does it all for you.
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there is no a installer inside what i DL, only txt files. where can i get the .exe man?? i DL from 1st page of this forum, where the bigg red letters appear, but the link below doesnt work. where can i find the exe??
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I am the very model of a modern Major-General,
I've information vegetable, animal, and mineral,
I know the kings of England, and I quote the fights historical
From Marathon to Waterloo, in order categorical;a
I'm very well acquainted, too, with matters mathematical,
I understand equations, both the simple and quadratical,
About binomial theorem I'm teeming with a lot o' news,
With many cheerful facts about the square of the hypotenuse.
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i am building engeener, i speak 4 languages, i know mathematics, phisics and more ciencies, more of spanish history than you, and all the spanish kings too.
but if there isnt an exe file i cant do something. so please. is it so hard to tell where can i find the exe?? it is all what i need, an exe file who does all for me. easy, for dummies like me.
is it so hard??
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This is what you want (http://forums.qhimm.com/index.php?topic=11649.msg173483#msg173483).
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yes yes, thanks a lot. tomorrow i will install it. thinhs arent hard when someone helps u, someone like u. thanks a lot.
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Well that wasn't especially difficult if you read the first post. In fact it is the first link. I didn't have a clue what you meant.
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You might already know about them, but I've run across a couple of issues with the mod that I wanted to let you know about:
First, in the part of the game where you first meet Aeris and are prompted by her to wait, fight, run, etc, the cursor isn't lined up with those options, and when those options are displayed it acts a bit funny, as each option will show up one line at a time, and you have to press 'OK' after each one to show them all.
Second, I've noticed that when you save a game, just after picking the save slot and confirming the dialog box that asks "Are you sure you want to save" another red/pink-ish colored box comes up after that says "Saved." In the un-modded game, that "Saved" dialog only lasts for a split second, and you can 'Cancel' out of it and resume playing or quit or whatever. But with the mod, that red/pink-ish "Saved" box stays there for around 3 seconds regardless of pressing 'Cancel' and you just have to wait for it to go away before you can back out of the menu and continue playing, etc. It's not really a big deal, but I was just wondering if that was done deliberately for some reason, or is it just some kind of side effect from some of the modifications made to the save screen for some reason?
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the delay is correct. As for other complaint sorted in M005,
I am too drunk to comprehend
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the Q&A portion is kinda confusing on how to install this mod. Is there an easy way like a step by step procedure? correct me if im wrong...
1. install ff7
2. install patch 1.02
3. install aali's custrom driver
4. install the Menu Overhaul Project (M004d)
i've done that procedure and the only problem is everything is still the same except that the entire game screen is small like 640x480 even though I edit the width and height on ff7_opengl.cfg to 1360x768 (my native res). The last time, it worked. although there are other patched and mod that are installed so i have to uninstall and delete the mods and install it again hence this problem.
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the Q&A portion is kinda confusing on how to install this mod. Is there an easy way like a step by step procedure? correct me if im wrong...
1. install ff7
2. install patch 1.02
3. install aali's custrom driver
4. install the Menu Overhaul Project (M004d)
i've done that procedure and the only problem is everything is still the same except that the entire game screen is small like 640x480 even though I edit the width and height on ff7_opengl.cfg to 1360x768 (my native res). The last time, it worked. although there are other patched and mod that are installed so i have to uninstall and delete the mods and install it again hence this problem.
Between steps 3 and 4, did you run FF7Config and select the custom driver in the 'Renderer' pull-down from the 'Graphics tab'?
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Vonzippa, I am sober now. The delay is correct because I increased the time it appears same with ALL those types of boxes. Reason for that is the Limit break manuals can not be read in the original PC. Like "d-d-d-damn my head hurts" < barrett. They are all linked.
The cursor issue is a problem with touphscript and will be fixed in M005. As will world map dialogue which is broken.
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might i suggest making an option to keep the original text but make it unfiltered. many people on youtube told me that they wanted to keep the oringal text but not filtered.
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not filtered? The original text is there if you do not use retranslation?
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not filtered? The original text is there if you do not use retranslation?
i'm refering to the cencered curse words in the orignal text that are filtered
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I have not censored anything... The text is unaltered. The PC team who ported may have done it.
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The PC team who ported may have done it.
Well can you do so for the people who want it uncenserd. For example when Barret talks to Cloud on the train heading back to Sector 7 about how the people below midgar cant see the sky.
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I don't care for the original crap translation and that has nothing to do with a menu project :) so no sadly...
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Vonzippa, I am sober now. The delay is correct because I increased the time it appears same with ALL those types of boxes. Reason for that is the Limit break manuals can not be read in the original PC. Like "d-d-d-damn my head hurts" < barrett. They are all linked.
The cursor issue is a problem with touphscript and will be fixed in M005. As will world map dialogue which is broken.
Ah, I see.
Is it a trivial thing to change? I'm not asking that it be changed in the mod, but can you tell me what the offset address is in the exe that controls that delay? I can see the value of having those messages stay longer for the limit break messages, but once I know what they say and have read them once, then it's not really needed, and honestly the delay is driving me crazy every time I save. If it's a trivial change then I can do it myself in a hex editor if you can tell me the offset(s).
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I am surprised that would annoy you given it happens so rarely... but the offset is :
006C49A9 memory/002c3da9 exe, where 30 = 1 second, 60= 2 seconds. Set it to 30 and you will be cool . (I use 70).
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I am surprised that would annoy you given it happens so rarely... but the offset is :
006C49A9 memory/002c3da9 exe, where 30 = 1 second, 60= 2 seconds. Set it to 30 and you will be cool . (I use 70).
Yeah, I'm kind of OCD about saving, so it's not as rare as you might think. I made the change and it's working great now, so thanks a lot for the offset. I'm looking forward to M005.
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Between steps 3 and 4, did you run FF7Config and select the custom driver in the 'Renderer' pull-down from the 'Graphics tab'?
I did run ff7 config. I'll check it again.
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I haven't abandoned this :P I know a lot of you are waiting for the new font that has foreign chars. It is just taking me time to run through FF7 up to where the translation is at, and to make corrections to localisation.
Won't be too long.
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Does anyone know how can i isolate individual mods on this pack?
I want to have the battle interface mods and a few others, like gypt.
Each folder on the DK folder is considered an individual mod? Or are they dependant of other files in the main structure?
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It requires the need to alter ff7.exe and add in extra graphic files. Separating it isn't a good idea or even likely. It already comes with options.
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Hey DLPB,you think you can add the bike minigame framelimiter like a option for m005?I don't know why all minigames work in the right fps with graphics driver 0.7.11 but the bike minigame runs too fast,and you've applied some code of dziugo like a option for menu overhaul,so i think you could make this like a option too.
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The bike minigame fix would have to come from aali.. If it isn't there already... He deals with those fixes.
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I need help.
I tried to install M004d but no luck,
I have followed every step of installing Aali's but when i double click on M004 it always says I haven't installed aalis properly,
even though I installed it many times, it just wont work
I'm soooo depressed because I have been watching YouTube and saw how awesome M004 could do to FF7 and it just makes me sad how I cant get it to work, please help me
Here are some photos of what it looks like after I install M004
http://imageshack.us/photo/my-images/20/70442836.jpg/
http://imageshack.us/photo/my-images/594/56755436.jpg/
As u can see, the FFX theme just out of place, and the fonts are like squeezed together, I don't know what I did wrong
Edit: I went ahead and cleaned up that smiley spam and disastrous spelling/punctuation, which I presume was just a typo. It must've been, since I'm sure you read the rules and know better. This isn't a text message, it's not gonna cost extra to type things all the way out. ~Covarr
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Have u installed Aali´s Opengl driver
Have u installed other mods ?
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Have u installed Aali´s Opengl driver
Have u installed other mods ?
sorry :(:( i was trying to PM u bt this website wont let me :( so i added u on msn also send u an email lol
bt anyways, i did, i followed watever he did in that vid
http://www.youtube.com/watch?v=BDw9zO6uEWg
and yet still when ever i run M004D, it just popped out a msg saying i havent install it prbbly, :( i have installed NPC_Reconstruction_Projec n thats it :(
am i supposed to change something in Opengl driver?
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I think you have to have administrative rights to properly copy the driver into your FF7 directory (if you're using Windows 7) Here is a link to a couple ways you can gain 'Administrative Rights' http://www.tech-forums.net/pc/f127/admin-rights-vista-windows-7-a-197772/
Try that and see if it helps. Also be sure to have your anti virus turned off when you install M004.
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I need help.
I tried to install M004d but no luck,
I have followed every step of installing Aali's but when i double click on M004 it always says I haven't installed aalis properly,
even though I installed it many times, it just wont work
I'm soooo depressed because I have been watching YouTube and saw how awesome M004 could do to FF7 and it just makes me sad how I cant get it to work, please help me
Here are some photos of what it looks like after I install M004
http://imageshack.us/photo/my-images/20/70442836.jpg/
http://imageshack.us/photo/my-images/594/56755436.jpg/
As u can see, the FFX theme just out of place, and the fonts are like squeezed together, I don't know what I did wrong
Edit: I went ahead and cleaned up that smiley spam and disastrous spelling/punctuation, which I presume was just a typo. It must've been, since I'm sure you read the rules and know better. This isn't a text message, it's not gonna cost extra to type things all the way out. ~Covarr
Resolved
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You are obviously not installing it right, or aalis driver right. Please place bug report there...
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sorry :-( :-( i was trying to PM u bt this website wont let me :-( so i added u on msn also send u an email lol
bt anyways, i did, i followed watever he did in that vid
http://www.youtube.com/watch?v=BDw9zO6uEWg (http://www.youtube.com/watch?v=BDw9zO6uEWg)
and yet still when ever i run M004D, it just popped out a msg saying i havent install it prbbly, :-( i have installed NPC_Reconstruction_Projec n thats it :-(
am i supposed to change something in Opengl driver?
Your txt spk makes my eyes bleed. Please stop doing it.
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im using windows 7 64 bit and i used this mod to enhance the menu of my installed final fantasy vii game. i know for a reason that there should be really no problem when i change (replace) the buster_00.png inside the mod directory e.g. "DK". i made a png file myself (2000x1500) just like the buster_00.png inside the Menu folder in the DK folder. but when i tried to run the game, it still shows the original one, did anyone experience this? what can i do to fix this. :)
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Read the first post. It is right there, search for cache. I have now made it clearer...
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thanks...
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Time for M005 I think....
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:D
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Ok this ain't really that important but il ask anyway is there anyway on making the menu overhaul battle gui bigger? On big screens it's well just looks too small. Nothing too major, but if there is a way of manually doing it myself i wouldn't mind
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I can't do anything about the battle GUI or menus, the game is the game... it was never meant to suport anything above 640*480 let alone 1280*1024
There's nothing you can do about it, but I thought it would look OK. Send me a screenshot.
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Maybe my screen isn't "Big" but at 1080P everything looks perfect to me
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Maybe my screen isn't "Big" but at 1080P everything looks perfect to me
Same. Doesn't the text size increase with the screen size? I play on a 47" HDTV at 1080p and the text is frickin huge.
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Thank you so much for M004. It works great. :D
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Same. Doesn't the text size increase with the screen size? I play on a 47" HDTV at 1080p and the text is frickin huge.
I played on a 32" crt tv i think everything looked small kos of the cable i used ah well doesn't matter anymore i switched back to my normal pc monitor
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I played on a 32" crt tv i think everything looked small kos of the cable i used ah well doesn't matter anymore i switched back to my normal pc monitor
I'm on 32'' Samsung lcd widescreen. I use 1920x1080 resolution in opengl.cfg, videos encoded in 1280x960. DLPB's menu overhaul mod with break9999limit disabled. Looks fine ;). I wonder if there's any way to skip sqlogo.avi without skipping prelude credits. I use new prelude with Sephiroth Cloud Background.
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Hi Leonhart7413,
to skip sqlogo.avi you can use a dummy movie like this:
http://www.mediafire.com/?eaxi86a195qabpn
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Hi Leonhart7413,
to skip sqlogo.avi you can use a dummy movie like this:
http://www.mediafire.com/?eaxi86a195qabpn
Hey thanks for replying. I thought of that. Tried renaming my eidoslogo.avi dummy file into sqlogo.avi and sqlogo.avi into eidoslogo.avi, but it skips direct to the loading screen :(
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@Leonhart7413: I have no problems to see the credits when i use my dummy movie.
Replaced eidoslogo.avi and sqlogo.avi with it.
! Don't make any input (mouse, keyboard), just wait a little.
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I wonder if there's any way to skip sqlogo.avi without skipping prelude credits. I use new prelude with Sephiroth Cloud Background.
You could try just deleting that video? i tried it and it works and goes straight to the prelude :)
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You could try just deleting that video? i tried it and it works and goes straight to the prelude :)
Thanks for dealing with this issue. Well as you understand I use my own fmv that I renamed as sqlogo.avi. Now after following your instructions I renamed my sqlogo avi (which is apparently a non official ff video which i converted to use in the game) into eidoslogo.avi and I renamed sqlogo.avi into sqlogo_bkp.avi so the program will not be able to use it. As I formerly reported when I press A button in my xbox controller it keeps skiping the video and goes straight to the loading screen (I use the background with Crisis Core Cloud). Either I'm doing something wrong nor there's no way to reach the prelude screen without watching the whole sqlogo or eidoslogo video. Thanks for replying but I'm still searching a way to solve this. Until then I'm preparing a new fmv for sqlogo and opening from crisis core ending mixed with the technical demo which I hope to release in your forum when it's finished. Thank you!
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@Leonhart7413: You are totally right, when you make any input (keyboard, mouse,
xbox controller, ...) the movie ends and the prelude screen is not shown.
- Start FF7
- Show movie eidoslogo.avi IF any input THEN GOTO loading screen
- Show movie sqlogo.avi IF any input THEN GOTO loading screen
- Show prelude screen IF any input THEN GOTO loading screen
- loading screen
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@Leonhart7413: You are totally right, when you make any input (keyboard, mouse,
xbox controller, ...) the movie ends and the prelude screen is not shown.
- Start FF7
- Show movie eidoslogo.avi IF any input THEN GOTO loading screen
- Show movie sqlogo.avi IF any input THEN GOTO loading screen
- Show prelude screen IF any input THEN GOTO loading screen
- loading screen
Thanks for confirming... i wish there was a command line to skip step by step.
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DLPB: I'm having a major problem with this mod, specifically with the battle menu switcher. I have a 55" TV in the same room as my computer. It's an old rear projection TV. The keyboard cord isn't long enough to reach where I have to sit to be in front of the TV, so I have to sit to the side and the colors look horrible when sitting to the side like that. Also the DVI-to-HDMI converter puts "black snow" all over the screen.
Can you or Aali have an option during installation that changes the color to compensate for having to play it at this extreme angle? I read the whole first post and the readme and they didn't talk about this at all.
On a serious matter, my wife told me that if I buy her a Wii, she will agree to play FF7 and FF8. This is a huge deal, as she has avoided any games I've tried to get her to play in the past (besides Facebook games and Mahjong), partly because her ex-husband was into FF7. I'm hoping this mod and maybe the retranslation one will be done by that time so she can experience FF7 the best way possible. So, M005? Yes? :D ;)
EDIT: This makes reply #1,000.
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DLPB: I'm having a major problem with this mod, specifically with the battle menu switcher. I have a 55" TV in the same room as my computer. It's an old rear projection TV. The keyboard cord isn't long enough to reach where I have to sit to be in front of the TV, so I have to sit to the side and the colors look horrible when sitting to the side like that. Also the DVI-to-HDMI converter puts "black snow" all over the screen.
Can you or Aali have an option during installation that changes the color to compensate for having to play it at this extreme angle? I read the whole first post and the readme and they didn't talk about this at all.
On a serious matter, my wife told me that if I buy her a Wii, she will agree to play FF7 and FF8. This is a huge deal, as she has avoided any games I've tried to get her to play in the past (besides Facebook games and Mahjong), partly because her ex-husband was into FF7. I'm hoping this mod and maybe the retranslation one will be done by that time so she can experience FF7 the best way possible. So, M005? Yes? :D ;)
EDIT: This makes reply #1,000.
lol Squall: [Whatever...]
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getting there. To make installer cleaner and compatible with the Unified Model Installer I am rewriting a lot of it.
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I know I keep saying it but... gettin' there.
Today I wrote a little program to edit any and all text at runtime, so that a few options have been added like 3-d battler fix (from tS).
So what is to do?
1. Final graphics by felix.
2. Translation polished up to where we are at.
3. Series canon item changes reflected in menu ordering in game.
4. Testing.
I have also made it so that UMI and MOP share the same backup folder from now on and uninstall is done via selection and then manually deleting the backup folder.
I don't know how long this will take from this point, but most of the work was done today. The changes are:
M005
1. Retranslation Project Revision 002. Up to Shin-Ra Building (and other maps are done. 34% game dialogue).
2. "500 years later" text updated.
4. Smoother opening menu transition. Thanks to Dziugo for his help!
5. FeliX magic barrier graphic fixed (very slight issue).
6. Materia exchange menu fix (original game has an annoyance where the cursor moves to 8th slot all time).
7. British spellings in ff7.exe also changed with option.
8. Full font support for foreign languages.
9. Rebirth Sephiroth battle "Worried about..." option fixed.
10. touphScript update to fix broken world map dialogue.
11. touphScript update to fix certain dialogue boxes that were not being resized.
12. Possible "invalid colour type" error has been fixed with the mods\flevel items.
13. Various options for minigame fixes added
14. Grimmy's coloured item pictures
15. Option to change series canon item names in retranslation
16. Option to allow disabling of mouse input in game.
17. Philman's coloured FF9 battle interface
I may also add the ability to install any part of the installer rather than force certain ones as before.
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DLPB i have one idea to put on the next releases of menu overhaul.
Some people don't will waste time on color the battle font of FF9 style of menu overhaul,i've colored and just want show it here.
http://s809.photobucket.com/albums/zz12/philmansp/?action=view¤t=MenuOverhaulbattlefont.png (http://s809.photobucket.com/albums/zz12/philmansp/?action=view¤t=MenuOverhaulbattlefont.png)
the idea is pick the non colored font and make different colors,and in the releases put this like a option,for example:
Font color
Name = blue
hp = red
Mp = green
Atb = gray (original)
it's just a idea,what you think?
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If people are happy with that you can send me the texture and I will add it. I like it.
I can't put more than 1 i n though, too much messing. The one you have above will do fine.
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I send the texture to you,but you've blocked pm.
if you let me do,i put the link here:
Edit: included in M005
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Nice :)
I will use this :)
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M004d is now removed. Please await M005 in the next few days. Credit list on main post is updated.
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I've been waiting for this new version. Thank you very much for your work DLPB. :)
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Hey guys, don't suppose any of you could upload their M004d.exe? I know M005d is out very soon but it would be awesome to be able to play this weekend before going back to work, cheers!
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Okay this is odd, your music mod DPLB has some how stoped the lucky tifa patch that i had when your mod was out. now its just back to the default setting for tifa's limit break
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The only way that is possible is if it took the backup from the backup folder and it was an earlier version, hence me asking for people to wait for M005 and so on.
other than that I don't see a way it could have reverted it. The audio mod does not affect ff7.exe in any way that could change those things.
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The only way that is possible is if it took the backup from the backup folder and it was an earlier version, hence me asking for people to wait for M005 and so on.
other than that I don't see a way it could have reverted it. The audio mod does not affect ff7.exe in any way that could change those things.
ive had M004d since first released and had no problems with it. but for some strange reason your audio mod disabled the lucky tifa patch
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That makes no sense at all... There is no way it can do that...
Anxious Heart doesn't alter any of those areas. Try again and see if you can replicate.
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When are you planning to release the new m005? Is it really soon? Or is it possible for you to upload the old m004d.exe for the time being, since I can't find the file anywhere on the internet.
Thanks.
Greetings
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I have answered that already. It is soon.
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Sorry, for asking.
Question:
Is it possible to rename the new m005.exe file to m004d.exe? So that it is compatible with bootleg? Or do you have to install it seperately?
Thanks
Greetings
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It is called M005 so it is named as such. A better idea is to probably keep to 1 name like MO.exe and have the details inside.
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Hey only just found out about this today, can't wait to start testing it out. Just wondering if you kept all the versions for this mod? like M001 or even before that if there are any before, or even videos for all the versions. Would love to see how-much its transformed up to now.
Thanks for all your hard work btw, glad there are talanted people out there such as yourself willing to put time into this.
Oh and will this be added in with the unified model installer?
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No, that is a different installer and is separate. I also don't keep past installers since every installer is a definite improvement over the last.
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Someone can upload the M004d.exe again please? The link on main page is broken.
Thanks for your attention.
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i need the m004d as well. I cant run bootleg without it and it should be removed from bootleg if it is not accessible to download. can anyone host it and just pm me the link? ty
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Wait. It isn't going to be that long, and nagging is not going to help. If you install the older one you are wasting your time, because you will only have to install the new one which uses different backup and restore procedure.
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my problem is not the content itself and whether it is finished or not. It is that I don't know what option to turn off to do the bootleg install without the file itself
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I didn't realise bootleg worked that way, can't you just use a dummy M004d.exe?
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you peeps need to realize that the more you beg him the more time it will take for him to release the next verson. rushing to finishing something leads to bad quality most of the time. now shut up and let him do his job
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It is today sometime anyway. And thanks. 8)
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my problem is not the content itself and whether it is finished or not. It is that I don't know what option to turn off to do the bootleg install without the file itself
I didn't realise bootleg worked that way, can't you just use a dummy M004d.exe?
That's why I asked if it is possible to just rename the new file to M004d.exe. That should do the trick ;)
Grtz
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All that you need to do is open up your bootleg folder, right click BFE and open as Admin then uncheck "Menu Overhaul, Style Switcher, Colourized items" under the Game Options Menu. Then it will not ask you for m004d.exe in the mod list. On another note even if you left m00d.exe in red on the mod list and started to install all the mods using Bootleg, once it got to to the point were it is suppose to install m004d.exe it would just say "file not found" and move on to the next mod making no difference at all.
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It is today sometime anyway. And thanks. 8)
You made me wait 5 hours :( LOL.
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I apologise, but I went out and got drunk. When I get 1 or 2 hours, it will be finished :) When you see it, you will see it.
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I apologise, but I went out and got drunk. When I get 1 or 2 hours, it will be finished :) When you see it, you will see it.
Went out and got drunk? Then nevermind my disapproval! LOL! All work and no fun makes a very dull modder.
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;D us Brits are good at it.
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I apologise, but I went out and got drunk. When I get 1 or 2 hours, it will be finished :) When you see it, you will see it.
Well done loooool! Drink a Gulden Draak for me too next time ;) ;) :D :D
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can you upload any link to m004? I can't wait to the new upload, m005! please!!
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You have been told already. No. Wait.
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I have also decided to do the end credits... just a simple fractal / blur job.
Shouldn't take that long :)
It is all done now anyway apart from that. I just have to make sure of the testing. I do not want complaints that an exe has been destroyed.
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I can barely contain myself :o! This community of talented people have managed to do what SE can't, which is probably for the best. If they ever did a FFVII remake It would only end up like FFXIII swallowed a Wii and Spat out FF Crystal Chronicles Deluxe with nunchucks :/
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Exactly.
I'd want a remake, but only if I were in charge. :mrgreen:
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Oh I had a question. When your testing M005, are you testing it stand alone or along side other mods? The only reason I ask was because I wanted to install it along side Bootleg and wondered if that could cause conflicts?
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I make sure it doesn't cause conflicts. Read FAQ first post.
edit: not doing end credits afterall. Upscale and blur doesnt work due to how crap the font sheet is. (end credits use another few textures for the font and badly spaced etc). It would take manual work to get that working, and I aint doin it haha.
I will now sort the "game over" graphic and this is then ready for release.
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1. Retranslation Project Revision 002. Up to Shin-Ra Building (and other maps are done. 34% game dialogue).
I request that this be optional, please. Strange as this may sound, I prefer the original game script.
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The retranslation IS optional.
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For those who can't wait for M005, here's M004d.exe (http://www.mediafire.com/?b93ava3eki0bri3)
I guess when M005 gets released, you can rename it to M004d.exe and install it using Bootleg until the Bootleg is updated.
I can't wait to see the changelog from 004 to 005 :). You guys are doing a good job on this :)
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I request that this be optional, please. Strange as this may sound, I prefer the original game script.
I don't find it strange (i understand why), I find it deeply depressing and illogical. It is the same in sport, people want to keep outdated rules simply through nostalgia and traditionalism. If I was the original localiser, and someone else came along to improve mine, you'd argue that you didn't want mine improving. I find the stance completely illogical...
All things are optional in this installer though :)
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<_<
Thank you.
(Not sure how to respond to the rest. :P)
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I need help! I'm spanish, and I want to see the "tittles" (I don't know if it's the correct way to say it in english), in spanish, "tildes" in the letters of the dialogues, and the letter 'ñ'. I have the spanish version of ff7, but after the install the "menu overhaul proyect" mod, I can't see these characters, please help me!
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This is getting out of hand.
Stop demanding and READ. The next release will have the new font which supports the letters you need.
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This is getting out of hand.
Stop demanding and READ. The next release will have the new font which supports the letters you need.
sorry, I have been read a lot of time, but I don't read this detail. Thanks!
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1 word>>>> Wait.
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1 word>>>> Wait.
http://www.youtube.com/watch?v=3Azz-6oT08c (http://www.youtube.com/watch?v=3Azz-6oT08c)
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http://www.youtube.com/watch?v=D7JB68sLGY8
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http://www.youtube.com/watch?v=D7JB68sLGY8
Lol. Never quite understood this movie.
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the point of the clip is that your torturing him by asking him to release his MOO5 when he has clearly stated for us to wait
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I suppose a more humoress one is this >
http://www.youtube.com/watch?v=BdrIVAsz_HY
The guy who played Biff Tannen, Tom Wilson, being constantly asked questions.
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the point of the clip is that your torturing him by asking him to release his MOO5 when he has clearly stated for us to wait
technically wasn't asking him a question, sorry if I distracted him though, was on this forum and youtube when both of these things happened at the same time, so I decided the post the vid for fun i guess.
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I suppose a more humoress one is this >
http://www.youtube.com/watch?v=BdrIVAsz_HY
The guy who played Biff Tannen, Tom Wilson, being constantly asked questions.
Famous people always get the best live recordings!!! Interesting video :D
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http://www.youtube.com/watch?v=D7JB68sLGY8
hahaha xD
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(http://dl.dropbox.com/u/36889302/FF7/foreign%20ff7.PNG)
There may need to be some slight touch ups to spacing values at the very end (the closing speech for sure), but i remember mostly this being all that was possible. Keep me informed.
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btw DLPB, if i have any English corrections for the project, is it welcome?
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You mean from retranslation, you can post it on the retranslation thread.
Is that what you mean? In any case wait for M005 before that.
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I know you have all waited a long time, but there isn't much longer to wait. Just got to be sure this is okay for release now :)
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i dont know if this has been asked but is zero's spell patch included in the retranslation?
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Link me...
If it is an alternate translation, then answer is no. Since retranslation project is our own work and nobody elses.
Aside from a few options, what you see on the retranslation thread is what you get.
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Link me...
If it is an alternate translation, then answer is no. Since retranslation project is our own work and nobody elses.
Aside from a few options, what you see on the retranslation thread is what you get.
http://forums.qhimm.com/index.php?topic=5571.0 (http://forums.qhimm.com/index.php?topic=5571.0)
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Those changes would conflict with ours. As part of the retranslation project all spells are retranslated from the Japanese properly... and it just so happens that Fire 2 is Fira in Japanese (or similar). Fire 2 is what Baskett called it. It is wrong. Same as the rest.
Check retranslation thread, first few posts and you will see what we are changing.
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While we are at it, this release will not make minor adjustments to fix the original broken game text (Sometimes wrong characters were used). I remember there being small issues. The following is a guide. If anyone works out exactly which combinations need to be fixed I will fix them with an option for M005a.
thin’ > thin'
'n’ > 'n'
shu’ > Shu'
‘bout > 'bout
s’ > s'
an’ > an'
ol’ > ol'
'Keycard > ‘Keycard
ya’ > Ya'
don’ > don'
N’ > N'
n’ > n'
As you can see, most (if not all?) of the errors I found came from them using ’ by accident instead of '
edit:
and I have just finished M005. So... later today I will release it. Gonna triple check first.
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We're all looking forward to it! ;)
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While we are at it, this release will not make minor adjustments to fix the original broken game text (Sometimes wrong characters were used). I remember there being small issues. The following is a guide. If anyone works out exactly which combinations need to be fixed I will fix them with an option for M005a.
thin’ > thin'
'n’ > 'n'
shu’ > Shu'
‘bout > 'bout
s’ > s'
an’ > an'
ol’ > ol'
'Keycard > ‘Keycard
ya’ > Ya'
don’ > don'
N’ > N'
n’ > n'
As you can see, most (if not all?) of the errors I found came from them using ’ by accident instead of '
edit:
and I have just finished M005. So... later today I will release it. Gonna triple check first.
I could've sworn I was wearing pants when I started...
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Cant wait for this lol, so exciting
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very close now....:)
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M005 is Here (https://docs.google.com/open?id=0B1JH_wU1qqN4c0t3ZVdEcm9USnVQMjlhUE5uTjhyZw)
Important: Do not use Re-translation option with this installer. Wait for M005a. If you have already used it, simply reinstall M005 again without the R002 option.
http://www.youtube.com/watch?v=w5-KKFJ-wCI#t=1m18s
This is the final major release of the Menu Overhaul Project, bringing an end to 9 months of ongoing work and tweaks. Future updates to this installer will consist primarily of bug fixes and re-translation updates. The main feature of this release is foreign language support with the font.
Please remember to read the Readme which is now displayed on the license page of the installer. Any files altered with past revisions should be replaced with originals. It is recommended to install this project last. After a first install, repeat installs should work fine.
I really hope I have got this all working, but there are so many things to keep check of, that it is anyone's guess as to how well I have done.
REVISION HISTORY:
23-Mar-2012 M005:
1. Retranslation Project Revision 002. Up to Shin-Ra Building
(and other maps are done. 34% game dialogue).
2. Smoother opening menu transition.
Thanks to Dziugo for his help!
3. Materia exchange menu fix (original game has an annoyance
where the cursor moves to 8th slot all time. Thanks Dziugo.)
4. British spellings in ff7.exe now also changed.
5. Full font support for foreign languages.
6. Rebirth Sephiroth battle "Worried about..." option fixed.
7. touphScript update to fix broken world map dialogue.
8. touphScript update to fix certain dialogue boxes that were not
being resized.
9. Possible "invalid colour type" error has been fixed with the
mods\flevel items.
10. Script fixes added, minigame fixes added.
11. Philman's coloured FF9 interface added.
12. Grimmy's coloured menu icons added.
13. Disable mouse support added (Thanks Aali.)
14. Installer changed backup folder to BACKUP-dlpb to maintain
compatibility with Unified Model Installer. Other changes made
to the installer.
15. Retranslation series canon option added.
16. Hex documentation option added.
17. Ability to add any non menu patches separately.
18. Game Over screen higher resolution with fractals.
19. "500 years later" text updated.
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WOOT!! HELL YEAH! ;D thanks so much for the release! and lmfao at the vid xD
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M005 is Here (https://docs.google.com/open?id=0B1JH_wU1qqN4c0t3ZVdEcm9USnVQMjlhUE5uTjhyZw)
http://www.youtube.com/watch?v=w5-KKFJ-wCI#t=1m18s
This is the final major release of the Menu Overhaul Project, bringing an end to 9 months of ongoing work and tweaks. Future updates to this installer will consist primarily of bug fixes and re-translation updates. The main feature of this release is foreign language support with the font.
Please remember to read the Readme which is now displayed on the license page of the installer. Any files altered with past revisions should be replaced with originals. It is recommended to install this project last. After a first install, repeat installs should work fine.
I really hope I have got this all working, but there are so many things to keep check of, that it is anyone's guess as to how well I have done.
REVISION HISTORY:
23-Mar-2012 M005:
1. Retranslation Project Revision 002. Up to Shin-Ra Building
(and other maps are done. 34% game dialogue).
2. Smoother opening menu transition.
Thanks to Dziugo for his help!
3. Materia exchange menu fix (original game has an annoyance
where the cursor moves to 8th slot all time. Thanks Dziugo.)
4. British spellings in ff7.exe now also changed.
5. Full font support for foreign languages.
6. Rebirth Sephiroth battle "Worried about..." option fixed.
7. touphScript update to fix broken world map dialogue.
8. touphScript update to fix certain dialogue boxes that were not
being resized.
9. Possible "invalid colour type" error has been fixed with the
mods\flevel items.
10. Script fixes added, minigame fixes added.
11. Philman's coloured FF9 interface added.
12. Grimmy's coloured menu icons added.
13. Disable mouse support added (Thanks Aali.)
14. Installer changed backup folder to BACKUP-dlpb to maintain
compatibility with Unified Model Installer. Other changes made
to the installer.
15. Retranslation series canon option added.
16. Hex documentation option added.
17. Ability to add any non menu patches separately.
18. Game Over screen higher resolution with fractals.
19. "500 years later" text updated.
Uhh... I can't download the m0.exe file, it brings up a redirect error. Is is possible to add it to mediafire, or am I simply not downloading it correctly?
=DISREGARD THIS MESSAGE=
After going throw Chrome, Firefox, and IE (forgive me god) i got it to work on a portable version of FF.
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I got this log after installation
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
psdun_2 patch failed, not original script
mtcrl_9 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Is this bad?
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No. That's a question I have for Luksy when he returns :) It is his problem.
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U r right... my mistake... please delete this comment :)
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Mod doesnt change that colour at all... It has always been green for magic and red for limit.
edit: always make sure the problem you have is to do with this mod :)
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I have a problem.
When I downloaded the mod, I tried it out and a problem arose with a New Game. As I reached the screen where I need to name Cloud, I was able to type, delete and replace text for the character's name, but I can't for my life accept the name's choice and leave the screen to continue the game. It seemed that whatever button I was pressing (yes, I tried every single one!), I could only change the name and make appear the "Do you want to exit FF7?" screen, where BTW I get stuck too every time I reach it (it just freezes and the game won't answer any button). The thing is, when I go to the same "Do you want to exit FF7?" screen in a save later in the game, it works no prob and I can leave it, which makes me think that there's something wrong with the "Insert name for the character" screen.
If it helps, I'm using a laptop with the "ff7input.cfg" file.
I concede that I did do these things prior to Menu Overhaul's installation (and no more after it!):
1 - Did a clean install of the game in a new directory (of course, with the "Maximum Install" choice).
2 - Installed Aali's latest driver.
2 - Installed the latest FF7Music pack (and ran the game through the program).
3 - Installed the "Anxious Heart" music pack, in order to play it in the game with FF7Music.
DPLB, can you see if it's related to the mod or did I mess up somewhere (I don't know how those mods I installed prior to MO Project conflict with it)?
Here's my applog: http://www.mediafire.com/?njty0aml6wl2244
Nevermind, the same thing happened without the mod. And I solved it simply by pressing "Esc". How the heck could I have forgotten about that?
Still, it'd be nice if we were able to delete our own posts...
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People really need to start testing before posting. I get so many of these :)
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Don't suppose you know about this bug on the bit where Cloud and aerith escapes from the Shinra? and where you choose to make her run, fight, or wait?
http://www.youtube.com/watch?v=kvNq8kXQLmg&feature=youtu.be
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That should already be fine... should not exist anymore if using retranslated text. It shouldn't be in the original either as long as you used a clean flevel.
also, same issue here:
I got this log after installation
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
psdun_2 patch failed, not original script
mtcrl_9 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Is this bad?
You need to use a clean original flevel, as stated in readme. Place this file in the dlpb-backup folder if it exists, if not, place in normal game folder. Once flevel has been edited, touphscript will not alter the script in these maps to prevent bugs.
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That should already be fine... should not exist anymore if using retranslated text. It shouldn't be in the original either as long as you used a clean flevel.
also, same issue here:
You need to use a clean original flevel, as stated in readme. Place this file in the dlpb-backup folder if it exists, if not, place in normal game folder. Once flevel has been edited, touphscript will not alter the script in these maps to prevent bugs.
I'm afraid of using a clean flevel from the disk will ruin my already modified one and cause trouble. I don't remember which mods did I use that have modified it. If i use a clean flevel should i reinstall menu overhaul too? And now that my mod path has changed will grimmy's upscaled textures work if i just copy them in DK path as I did. I tested them and i can't tell any difference... I also noticed that world and condor folder for upscaled textures are missing from DK mod path and I copied them too. I also had to copy the avatars I use. Since those load fine I guess all others load too. But I don't know what to do with the flevel.lgp. I'm afraid of loosing any previus changes I made. I will back up and try again.
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As long as you dont select uninstall the DK folder and settings will remain, so the stuff you copied over it should still work. It is not imperative that you use a clean flevel, it just means certain of the options (like minigame fixes) may not be added.
If you use a clean flevel, you will need to reinstall the menu project. If you are planning on using anew flevel just place it in the backup-dlpb folder before running the installer.
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And something more... I noticed that it patches ff7.exe. I usually run the mod from the music folder because if I run ff7.exe it doesn't play music,so will the mod work if I don't run ff7.exe which is patched? I will back up and try again. Thanks!
* I reinstalled and it changed my avatars, prelude background and loading screenso I needed to copy/modify my menu and cr folder again in the Dk path... but after installation the log showed some errors. Where does it keep that log? Because I closed the window and didn't copy. I chose only the R002 option. Maybe that's why it gave errors because it didn't install anything else?
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You will have to copy the exe across. The menu project relies almost entirely on changes to ff7.exe, if you arent using it, you are going to have hundreds of issues.
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Well ff7music folder by ficedula's mod already installed by the Bootleg has a ff7launch.exe.
C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\FF7Music\mp3\
C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\ficedula\
.\
Files count: 95
Patch init done
Just for notes if i use the ff7.exe from the original folder it doesn't play any music.
*This is weird I tested it again and it plays music but the option for save anywhere is disabled. I guess I need to install the MO.exe again and alter my menu and cr folder again :)
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if it runs the exe which is in root you are ok.
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Hey Dan Great work, just tested this (been busy with family stuff so i haven't had time to get on), and it seems to be working great with default install options, but when i enabled Re-Translation i got this error log.
Error in startmap: Incorrect number of entries: 2/11
Error in blackbg2: Incorrect number of entries: 24/42
Error in blackbg3: Incorrect number of entries: 18/28
Error in blackbg4: Incorrect number of entries: 54/72
Error in blackbg7: Incorrect number of entries: 16/25
Error in blackbgi: Incorrect number of entries: 10/17
Error in blackbgk: Incorrect number of entries: 16/21
Error in elminn_1: Incorrect number of entries: 16/17
Error in psdun_2: Incorrect number of entries: 9/10
and YES i am using the original flevel, and it works fine on a normal install just not with the Re-Translation option on.
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Re-installed with original flevel and got this again
Error in startmap: Incorrect number of entries: 2/11
Error in blackbg2: Incorrect number of entries: 24/42
Error in blackbg3: Incorrect number of entries: 18/28
Error in blackbg4: Incorrect number of entries: 54/72
Error in blackbg7: Incorrect number of entries: 16/25
Error in blackbgi: Incorrect number of entries: 10/17
Error in blackbgk: Incorrect number of entries: 16/21
Error in elminn_1: Incorrect number of entries: 16/17
Error in psdun_2: Incorrect number of entries: 9/10
Game works great so I don't know how important is this error
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yup, I know about this. Those are my issue with re-translation. They are due to Luksy changing ts a bit by adding support for something, and so I have to alter those maps again and make sure they have correct entry number. Will be fixed for R003. Nearly all of those are debug maps anyway.
Thanks for the reports!
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yup, I know about this. Those are my issue with re-translation. They are due to Luksy changing ts a bit by adding support for something, and so I have to alter those maps again and make sure they have correct entry number. Will be fixed for R003. Nearly all of those are debug maps anyway.
Thanks for the reports!
Is this easy to fix?
-
Yup. Will take me 2 minutes, but no poin releasing whole new installer for it.
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Yup. Will take me 2 minutes, but no poin releasing whole new installer for it.
Is there a way to fix it ourselves? Or release just a fix? Thanks!
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No you can't fix it. Not without a lot of messing about and it is pointless. It affects 2 maps :) You won't even see a difference.
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How does the Save and PHS anywhere option work in M004d.exe? and what is PHS?
And I was wondering why I shouldn't use the Re-Translation Project [R001] with Aeris Revival
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Second question. Think about it. Why would a re-translation of the original game support different dialogue from Aerith? The whole point of a re-translation is to be faithful to the original writing. Also, they are incompatible and will lead to problems. You would be overwriting text. If you want to use both, you can but it will be a mess.
First question, all you do is select PHS and Save option ON ITS OWN (if you only want that) and then press install. PHS is the system that you change other party members with ingame.
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Good point...
How do you use the save anywhere in game?
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You bring menu up in game and select save. The same way you save any other time... That's what it means. Save anywhere.
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@DLPB: Is M005 full compatible with Bootleg 0037 ?
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I doubt it since new options have been added. I don't use bootleg.
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sup DLPB. Id like to first start off by telling you how much i appreciate all the handwork u put into making dis awesome mod and that goes for all the other modders as well. Now about my issue with the MO5, my menus and dialouge boxes... pretty much all of the text boxes arent completely solid but besides tht all else seems to be working fine. So yea its not really much of a big deal but its still an eyesore so if it can be fixed id be most grateful. Btw I understand u got lots of things to do and u might have addressed dis issue already but if u can take the time to help me resolve dis issue im having it would mean a lot thx in advance :)
In case you might not get exactly what I mean about not completely solid.. heres a link of my ss: http://s1245.photobucket.com/albums/gg584/cocoboii/?albumview=slideshow
And my (APP LOG):
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) G41 Express Chipset 2.1.0 - Build 8.15.10.2302
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: G:\FF7\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 37
reading midi file: EARISLO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 31
reading midi file: DOKUBO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
And my (FF7_OPENGL 0.7.11):
# ff7_opengl-0.7.10b 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 = yes
# 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 = DK
# 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 = off
# 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 = yes
# 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 = on
# 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 = no
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
# 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
## 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
disable_popup = on[/img]
-
That happened to me too at 1st you have set everything correctly but this is set wrong:
window_size_x = 0
window_size_y = 0
Since you have set it as fullscreen you must set them to your screen resolution e.g. mine is like this:
window_size_x = 1024
window_size_y = 768
-
It is likely the resolution you are playing at. Try a window mode resolution of 960*720, 1280*960 or 640*480.
If this doesn't work, turn on prevent rounding errors.
edit:
Ah it was a resolution issue, thanks for that ^
-
much thx to the both of ya, changing the screen resolution back fixed the problem. Only reason I had it changed tho was because I liked it at full screen without the black borders. Is there anyway that i could have it that way without the issue i had b4.. if not thts cool i can live* with it xD. And much thx for dis brilliant, awesome looking mod DLPB
-
The black borders are normal. To not have them with certain screens means you are playing at the incorrect aspect ratio.
-
iight its cool then, i dont mind. Anyways thx for everything you guys! : )
-
First of all, thank you so much for sharing this project with the world! Love the new fresh look on my FF7 !
I've run into a few problems, however;
I'm unable to Feed or Ride chocobos (whenever I chose to Feed them, Choco Billy is telling me to select which chocobos to Mate instead. The Mating and Release Chocobos command does nothing.
I'm also unable to leave Northern Crater once the Highwind is 'docked' there (Start of disc 3 for example) Telling the Pilot to 'Go!' does nothing at all.
Had to uninstall M005 completely to get everything above to work.
-
Your problems have nothing to do with the Menu Overhaul project...? Have you checked without the menu overhaul installed? And did you follow instructions to use a CLEAN flevel before installing M005?
-
Well, it worked fine when I uninstalled the mod, as I mentioned already :). And I've only tried this on a clean English 1.02 exe with Aali's custom driver installed. Followed the installer carefully as well.
-
I just tested this as well (i am about to test this again in a moment) and Sun7zu is correct, it appears to be the retranslation though because my installation without the retranslation seems to work fine (but i am rechecking this now)
EDIT: Just tested this once more and if i do a clean installation without retranslation it works fine, but if retranslation is turned on (even if its turned on, on its own with no other options selected) this error happens
-
Did a recheck as well, it's the same for me, works fine with everything except Re-Translation Project [R002]
-
I will look into it. I will place findings on this post.
edit: I need to know the exact dialogue with the highwind. I have already spotted a problem but I cannot be sure it relates to the exact dialogue.
Pilot Apprentice (Lv 14 {RAINBOW}Limit Break!{RAINBOW})
“Yo,{CLOUD}!
Whatcha gonna do?”
{CHOICE}Go!
{CHOICE}Wait
< is it that one?
-
it happens here for me
(http://img28.imageshack.us/img28/4287/retransproblem.png) (http://imageshack.us/photo/my-images/28/retransproblem.png/)
-
That is weird... must be an issue with touphscript.
For some reason it doesnt do this with me, the options are fine. I will have to look into this even further.
edit: I have no clue what is going on here but I will be finding out.
edit 2: only conclusion is this is a bug in ts. I will notify Luksy.
edit 3. It is again the fault of the original script programmers sharing vars between different options. This is being fixed by Luksy for ts in a script patch.
-
Important: Do not use Re-translation option with this installer. Wait for M005a. If you have already used it, simply reinstall M005 again without the R002 option.
The problem has been fixed in latest ts release and will be integrated with M005a.
-
Hello, and thank you for this awesome mod (well at least it seems awesome).
What I did:
I installed the game, installed the 1.02 patch , installed Aali's custom graphics driver and finally installed this mod with the .exe
My problem:
After seeing the game credits and choosing "new game" I'm stuck on the "insert disk 1" screen.
Things to know:
This is the only mod I use
I installed the original version of the game
All three disks are mounted on virtual cd drives
My antivirus is off
I execute the game in admin mod
I have been looking for almost an hour to see if anyone haf the same pb without sucess...
Many thanks to the ones who'll try to help me =)
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Does your game work without menu overhaul? This doesnt sound like a problem with my mod?
-
maon16,
Do you have the correct CD-ROM Drive letter set in the registry?
[HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII]
"DataDrive"="E:\\"
-
Hi maon16,
- don't start the game in Administrator modus
- use only one virtual cd drive
- check the volume labels : FF7DISC1 / 2 / 3
- check the registry keys
Example: CD drive = E:
Windows, 32 bit
HKEY_LOCAL_MACHINE
SOFTWARE
Square Soft, Inc
FINAL FANTASY VIII
1.00
DataDrive = E:\
MoviePath = E:\ff7\movies\
Windows, 64 bit
HKEY_LOCAL_MACHINE
SOFTWARE
Wow6432Node
Square Soft, Inc
FINAL FANTASY VIII
1.00
DataDrive = E:\
MoviePath = E:\ff7\movies\
-
Thank you for those fast answers ! =)
You had it right the problem came from the registery keys !
Thank you very much game is working now ! =)
Nice Job guys ! ;)
-
Can I remind people (maon) again, this is not a general help thread. :)
-
Important: Do not use Re-translation option with this installer. Wait for M005a. If you have already used it, simply reinstall M005 again without the R002 option.
The problem has been fixed in latest ts release and will be integrated with M005a.
In the new fix will we have to uninstal m005 and install it without the R002 option or just install it on top? Thanks?
-
Just install over top. From now on that is all you need to do, the files used are the ones placed into Backup-dlpb
-
Hey sorry DLPB I have one last question and I have no idea where to post it ... I tried to PM you but it seems that I can't use the PM for now (new user ?)
So here is my question:
I installed the overhaul Project and it's working nicelly but the chararcter models only changed for the combat mode. ie when I'm walking around I still have the original models...
I saw your video on youtube and the models where really nice.
Sry to post here again but I'd really like to enjoy fully your awesome project !
(My english is far from perfect, sry for that ^^)
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maon16: You are looking for the FF7 Unified Model Installer. The Menu Overhaul changes just the menu. You want to go here: http://forums.qhimm.com/index.php?topic=12522.0
-
@DLPB: Did you get my E-mail ?
-
Like PM I do not respond or read any emails from here unless they are from specific people. I'm sorry :) Anythign which is related, can be placed in relevant threads, anything else, I am too busy. 8-)
edit. Found it in junkmail, I already have ff8 OST, but thanks for the heads up anyway!
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Hmmhmm, I need to ask something here; is the font supposed to be so that the characters are so close to each other? I mean, I looked at the New Game/Continue menu, and the "Continue" option is nearly illegible. Is this supposed to happen or did I just mess something up? (wouldn't be any news if I did :P)
-
You very likely messed something up. Read the readme (shocker!) and the first post on this thread.
-
Houston, we have a problem. ???
I just noticed, when I run the installer, it displays a message on startup. It says something along the lines that I haven't installed Aali's custom driver, although I have. And it is the latest version.
On the font thing... I believe this is something related to window.bin according to the readme. I'll try a second install and see if I overlooked anything essential. Oh, and fancy_transparency was also set active in ff7_opengl.cfg.
-
If it says it isnt installed, it is not installed properly. Did you read through the first post and readme and do what it says?
-
...Yes, yes I did. I also tried to re-install just now, double-checked to make sure it was done on a clean set of files, but nope... the letters are still right next to each other.
Hold on, are the letters supposed to be in better shape too? All I'm seeing is the standard FFVII PC font, misplaced of course.
Just a question; how does one "properly" install the Custom driver? I always just got a zip file with an FF7Config and a few other files when I downloaded it. ??? Then I followed the instructions and placed the stuff in FFVII main folder, replaced already-existent stuff? Isn't that a proper way, seeing as it's worked flawlessly so far?
PS. Do personal modifications to flevel.lgp interrupt the installer in any way? I see an error message about failing to convert anct1 (or something like that) into field... Temple of the Ancients clock puzzle, I presume?
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@DestroGalacticmon: Please read the PM i have send to you.
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Did anyone else realise that the 2nd number of the MPneeded box in battle has no leading numbers?
Or just me again? ;D
-
Did anyone else realise that the 2nd number of the MPneeded box in battle has no leading numbers?
Or just me again? ;D
Can you post a pic caz I think it shows fine to me...
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It doesn't. If it doesn't to me it doesn't to you haha.
Check when character MP is below 100. Then bring up magic menu.
edit. That is that corrected.
-
It doesn't. If it doesn't to me it doesn't to you haha.
Check when character MP is below 100. Then bring up magic menu.
edit. That is that corrected.
below 100... I'll check about that. Never noticed anything though. Neither was there an error...
-
I said wait for M05b
-
can someone help me?
i install m004d and when it ask me to checklist things..
i check run as default, save anywhere, and ability to skip cutscene..
the installation process finish without any problem..
but when i play the game, i still walk as default, cant save anywhere and nothing change..
what is wrong with my setup?
thanks :)
-
M004d isn't supported for a start-off.
-
M005a is Here (https://docs.google.com/open?id=0B1JH_wU1qqN4bDE1Sm1la0FjSE0)
http://www.youtube.com/watch?v=w5-KKFJ-wCI#t=1m18s
Thank you :)
-
M004d isn't supported for a start-off.
does mo005a support it?
is it okay to install mo005a and clear all, and check only save anywhere, gypt, and default run instead of walk? with mo004 still installed in my computer..
-
You'll want to install from a fresh .exe
-
Kranmer's DLL's work well with the Menu Overhaul.
These hacks allow you to toggle always run and the menu style:
FF7AlwaysRunKranmer.dll Kranmer Toggle Always Run Qhimm (http://forums.qhimm.com/index.php?topic=12008.msg180269#msg180269) FILE (http://www.mediafire.com/?f6jbwxn9udgwyz1)
Multi CTRL+F5-F8.zip Kranmer Menu Overhaul Style Switcher FULL Qhimm (http://forums.qhimm.com/index.php?topic=11649.msg175014#msg175014) FILE (http://www.mediafire.com/?p1zigc1qu8c5kdt)
-
Kranmer's DLL's work well with the Menu Overhaul.
These hacks allow you to toggle always run and the menu style:
FF7AlwaysRunKranmer.dll Kranmer Toggle Always Run Qhimm (http://forums.qhimm.com/index.php?topic=12008.msg180269#msg180269) FILE (http://www.mediafire.com/?f6jbwxn9udgwyz1)
Multi CTRL+F5-F8.zip Kranmer Menu Overhaul Style Switcher FULL Qhimm (http://forums.qhimm.com/index.php?topic=11649.msg175014#msg175014) FILE (http://www.mediafire.com/?p1zigc1qu8c5kdt)
well i found the dll a bit complicated.. so maybe i think its okay not to run as default..
about save anywhere.. can you please tell me how to activate it?
thanks by the way :D
-
Run the installer. Select the option.
-
Run the installer. Select the option.
i already install it multiple times with only save anywhere checked.. but nothing happen when i run the game.. nothing change..
is it possible that my antivirus block it? i have turn off my antivirus but still nothing happen when i install it
-
read the FAQ at the start and the readme on the license page. Then make sure you are using original files from the CD.
-
read the FAQ at the start and the readme on the license page. Then make sure you are using original files from the CD.
well im not sure if i am using the original files or the pirated filles..
but, the other mod i selected like battle menu work fine in my game
-
well im not sure if i am using the original files or the pirated filles..
but, the other mod i selected like battle menu work fine in my game
Well then you see, you need to understand:
1. Pirated game is illegal.
2. Pirated game is not supported here
3. Pirated game may not work as intended with my mod or with aalis driver.
I will add this to the first thing of my post. I thought it was common sense, but it seems sense is not at all common.
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Well then you see, you need to understand:
1. Pirated game is illegal.
2. Pirated game is not supported here
3. Pirated game may not work as intended with my mod or with aalis driver.
I will add this to the first thing of my post. I thought it was common sense, but it seems sense is not at all common.
well.. okay
thanks for your information..
at least now i know that pirated version cant run the mod..
by the way how to know the difference between original and pirated? how to see if my game is original or pirated?
because i dont know.. i simply buy it without asking the seller
-
Look if you got the real copy then it will have installed properly, then you have to install aalis driver. Then install this mod...
And you have to make sure the files like ff7.exe are the originals. If you are unsure, start over. Install ff7 and aalis driver again.
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Look if you got the real copy then it will have installed properly, then you have to install aalis driver. Then install this mod...
And you have to make sure the files like ff7.exe are the originals. If you are unsure, start over. Install ff7 and aalis driver again.
i have installed aali's driver and it works fine.. so i assume i have the real copy..
so back to my first question about save anywhere mod..
is it possible that i already have activated it.. but to save, i must press some key? like when i change my battle screen, i press ctrl+f5-f8..
sorry.. but im newbie in this kind of thing..
-
i have installed aali's driver and it works fine.. so i assume i have the real copy..
so back to my first question about save anywhere mod..
is it possible that i already have activated it.. but to save, i must press some key? like when i change my battle screen, i press ctrl+f5-f8..
sorry.. but im newbie in this kind of thing..
If you have MOP installed correctly then Save Anywhere should just work. Did you disable any ant-virus software before installing MOP? Read Me's are your friend!
-
Hopefully the new idea that Luksy has helped sort will fix the DEP issue, by making the area our code is at executable. Changed the header of exe to turn that area into the correct data type. According to Aali.. should work fine.
-
Hey DL, just installed the newest version. I noticed my menu opens up with a slight delay, as opposed to right away like it used to. It's not really a big deal, I was just wondering if it was supposed to do that? Thanks.
-
I have noticed that too but it seems to go away after the first time, so might just be that it is loading the green font. Does it do it after the first time?
-
Yes it does. I thought that it might stop after playing awhile too, but it didn't.
-
It might be we are talking about 2 different things. If you mean the menu is SLOWER than it used to be and smoother.. that is intended since that is how it was intended to be as it is on PSX (and it does open roughly same speed as original PC overall). See the readme for changes made, it is listed there.
If you mean that it stutters as it is opening and isn't smooth, then there is an issue.
-
Ok see I thought that it was intended. When I opened it up I thought to myself "this is more accurate to the PSX version" I just came on here to make sure. And while I did kind of like how quick the menu used to open, anything more accurate to the original is always good!
-
Ah but see that is an illusion. The PC one still opens as fast as it did because now there is less "black fade" at the start... and more smooth opening ;) Dziugo helped with those values!
Also the menu can be opened again before it closes which is kinda bonus.
-
Haha, that's awesome. Hey I wanted to ask because I forget, should I have compress textures on or off?
-
I place it off... there is definitely a hit on quality with font when it is on. Have a look at it and see what you think.
-
Just checked. I honestly can't tell a very big difference. Mine was set to off, i'll keep it off. Thanks for the input!
-
Menu Overhaul might have set it to off 8)
-
umm..I have a small problem...not sure if it is because of this, or it has a problem with the Custom driver, but the textures on the map got weird, and everything is placed wrongly
for example in the sector 7 slums, that Beginner's Hall or what is it is messed up.. :/ and I dunno what I need to do to solve this
it looks like this: (http://i825.photobucket.com/albums/zz179/jtodaotodaker/wtf.png)
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I just installed the Menu Overhaul, all i get is a black screen.
What i did was;
Installed FF7;
Installed 1.02;
Installed Aali video driver;
Installed Unified Model Installer;(Game starts up alright up to this point)
After installing Menu overhaul,
When i try to start the game all it gives me is a black screen,
Aali's video driver gave me this error;
"could not find a compatible version of FF7, make sure you have the 1.02 Patch installed!"
Did i do anything wrong there?
-
Can you post your opengl config file for Aali's custom driver? I have a hunch that the problem might be a conflict between settings chosen in the menu overhaul and the Aali config file. Just a hunch.
-
This is the config file;
# ff7_opengl-0.7.10b 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 = 1600
window_size_y = 900
preserve_aspect = yes
fullscreen = yes
# 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 = DK
# 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 = off
# 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 = off
# 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 = yes
# 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 = on
# 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
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
# 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
## 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
disable_popup = on
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How can I use this mod to change the menu while still mantaining the original ff7 battle menu?
Posts Merged
I have only this issue left before I can FINALLY finish modding my FF7 as much as I wanted. :D
(still going to check better about summon models sometime later though)
Posts only four and a half minutes apart? Use the edit button, as per our rules (http://forums.qhimm.com/index.php?topic=11440.0). ~Covarr
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You cannot use the original battle menu with this mod.
-
I'm sorry bro but look at this example: http://www.youtube.com/watch?v=TTK0Pdrm0ao
The letters and numbers are perfectly aliased and the materia colors on the menu is changed while he is still preserving the original battle menu.
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That's because bro... that is not my project. That is Team Avalanche's overhaul.
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(epic fail) Oh ok, thanks. 'xD By the way, with your menu overhaul if I'm in a battle and I want to use a magic that is junctioned with an "all" materia I can't see the "arrow" indicating that the magic can be used on multiple enemies. Probably because on FF9 there were no arrows on the battle menu suggesting that, duh, but since this is a mod for FF7 is it possible to add on your next version? (if there's gonna be another that is)
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I removed the arrows because they are redundant. The big box to the right tells you that All is applied.
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Not sure if this is the right area to post. If not, move to right area please. I have used bootleg to install mods on FFVII, I am somewhat new to modding. Very new to this game. Bootleg has been easy to use. I am having a few problems though, 1) In battle after installing menu overhaul, it is not lined up correctly, the ATB appears above names, Limit guage over name, Font too big, etc. 2) I did the english translation and it is saying that some scripts are not original.
Other than these issues, the game is running great.
These are the errors I am getting in Menu Overhaul.
Normal Mode
Error in startmap: Incorrect number of entries: 2/11
Error in blackbg2: Incorrect number of entries: 24/42
Error in blackbg3: Incorrect number of entries: 18/28
Error in blackbg4: Incorrect number of entries: 54/72
Error in blackbg7: Incorrect number of entries: 16/25
Error in blackbgi: Incorrect number of entries: 10/17
Error in blackbgk: Incorrect number of entries: 16/21
Hard Mode
Error in elminn_1: Incorrect number of entries: 16/17
Error in psdun_2: Incorrect number of entries: 9/10
This is the English Game Text errors:
Normal Mode
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elmin4_2 patch failed, not original script
psdun_2 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Hard Mode
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elmin4_2 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
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The script errors are normal. The reason the game is not working for you is because you have not read first post or readme.
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I discovered a minor glitch with text box collision. Again, it is minor and propably on low priority on the todo-list, but just for perfection's sake I'll show you what I'm talking about.
In the original texture, the windows would appear kindly on top of each other, but here it looks like they're going in each other? ???
(http://i218.photobucket.com/albums/cc143/Shadow_Saix/MOPGlitch.png)
(Image has been cropped due to spoilers!)
If this has already reached your attention, then I apologize...
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That is not an issue. It is just an optical illusion... the borders are meshing giving the appearance that they have joined. The real thing to sort that is simply to make sure the dialogue boxes are correct size and X Y position.
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When installing using bootleg, I left MSE on. This message came up.
---------------------------------------
Detected Item: Trojan:Win32/Dynamer!dtc
Category: Trojan
Description: This program is dangerous and executes commands from an attacker.
Recommended action: Remove this software immediately.
Items:
file:E:\ff7\dlpb-mods\is-G1F4C.tmp
file:E:\ff7\dlpb-mods\sense-dlpb.exe
file:E:\ff7\dlpb-mods\TifaYamp.exe
Get more information about this item online (http://www.microsoft.com/security/portal/Threat/Encyclopedia/Entry.aspx?name=Trojan%3aWin32%2fDynamer!dtc&threatid=2147638124).
---------------------------------------
I'm assuming this is the relevant mod thread - sorry if this isn't the right place. Is this an issue I need to be worried about?
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READ THE FIRST POST AND README.
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Whoa, calm down. Assuming casual users will read through documentation isn't really a realistic aspiration. Whilst it would be nice, most users aren't invested enough in the service or software to make that up-front time commitment. Just saying 'Check the FAQ in the opening post' is enough.
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wut
No, Bosola, that's not a reasonable thing to tell him. He's spent a tremendous amount of time working on the overhaul, and even more time making an easy to understand FAQ designed to service those who would use it. Someone so lazy and stupid that they can't even be bothered to read THE FIRST POST in this entire thread doesn't deserve to be treated nicely. It's not like it's hard to find information, considering the first paragraph tells you where to find the FAQ.
I understand repetitive questions popping up when the answer isn't already posted somewhere obvious. This is not one of those cases. Something stupid was asked and DLPB acted accordingly.
Anyway, it should be expected of everyone to have basic reading comprehension, common courtesy, and common sense on these boards. If they fall grossly short of those expectations because they're a n00b, the violating post should be deleted and they should be warned.
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wut
No, Bosola, that's not a reasonable thing to tell him. He's spent a tremendous amount of time working on the overhaul, and even more time making an easy to understand FAQ designed to service those who would use it. Someone so lazy and stupid that they can't even be bothered to read THE FIRST POST in this entire thread doesn't deserve to be treated nicely. It's not like it's hard to find information, considering the first paragraph tells you where to find the FAQ.
They're not being a 'n00b' at all. Granted, they should have consulted the FAQ before posting, but I can see why someone might not. After all, there's no way to know what data an FAQ contains until it has been read, and that requires a commitment of time a user can't judge worthwhile. This is the reason that documentation always fails - not because people are stupid, but because they're employing unfortunate-but-necessary heuristics that win out in the vast majority of circumstances.
This, unfortunately, is why no-one reads manuals any more. And as someone who used to write software manuals for a living, and took a lot of pride in his work, it makes me as sad as anyone. Rather than railing against it, though, we just have to accept it. No forum with a 'RTFM' policy has ever stopped repeat questions before, and no-one's going to start managing it today.
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They're not being a 'n00b' at all. Granted, they should have consulted the FAQ before posting, but I can see why someone might not. After all, there's no way to know what data an FAQ contains until it has been read, and that requires a commitment of time a user can't judge worthwhile. This is the reason that documentation always fails - not because people are stupid, but because they're employing unfortunate-but-necessary heuristics that win out in the vast majority of circumstances.
It's so rare I yell at my monitor in disbelief. But, here we are. I, too, can see why someone won't read a FAQ or a read me, or instructions, or remember to bring a coat with them to the arctic circle. That does not mean the behavior should be tolerated. Let's follow the thought process involved in this specific circumstance:
1: They won't spend five seconds searching for "virus". They won't do this even through the first paragraph of the thread mentions a FAQ.
1a: If they don't search the FAQ because they've determined beforehand their problem won't be mentioned, they're assuming things. Their problem is unique, the author hasn't made good documentation, etc.
2: They will spend several minutes composing a post asking a question that's already been answered in the FAQ they refused to check due to one of the above reasons.
3: They've determined it's easier and quicker for everyone to ask a question and make someone else spend their time and effort helping them.
This tells me the person's judgement is garbage and/or they don't value other people's time and effort. The n00b label fits. As far as I'm concerned, they don't deserve to be treated nicely. If punishment is too harsh, then they should just be ignored; they don't deserve help as they've done nothing to help themselves first.
<_<
I'm channeling the Obesebear of old, aren't I?
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You feel like it's a waste of your time to answer a question that they could've easily found the answer to themselves? Fine. You don't have to answer. However, I would also like to take this chance to reiterate a few of our rules:
CAPS LOCK MAKES IT LOOK LIKE YOU'RE BEING AGGRESSIVE!! WE DON'T LIKE AGGRESSIVE PEOPLE!! SO DON'T USE IT!
Don't Be a D*ck
Be courteous, polite and show respect to others. Use of the forums is a privilege, not a right. Being a d*ck may get you warned. It may get you moderated. You might get banned for being a d*ck.
The fact is, I agree that oasis789 should've searched the first post, but that does not mean DLPB's response was appropriate. Even if you are absolutely right and the other person is absolutely wrong, it is important to keep things civil; "right" is not an all access pass to do whatever you want. If you feel they don't deserve help, then simply don't help and leave it at that. Throwing fits is childish and immature, creates a general air of negativity, and will not be tolerated.
On a related note, DLPB, if you want more people to read the first post, you should arrange your information in a manner more useful to the reader. I suggest:
- Intro (everything that's currently before credits)
- Key Features
- History
- FAQs
- Things NOT TO DO
- Progress Reports
- Credits
Decades of media have trained people to assume that the credits are last (or if anything's after them, it's bonus material of some sort). The climax of a film, for example, NEVER comes after the credits. It's not unreasonable for people to get as far as the credits and assume that it's the rest of the post, without ever so much as scrolling. The information people are most likely to need should be the easiest to access (at the top).
Further, we have been trained to look for sections based on headers, and only read beneath those headers if the header fits. Why is it that you've got the progress reports (which are hardly even relevant now that the project is complete) brightly colored, and labeled with BIG BOLD HEADERS while the FAQs section is headered with a normal size font that is easily missed with a quick scan through the page?
Basically, as the post is structured and formatted right now, the most important information is the least accessible, almost to the point of seeming like it's deliberately hidden (Not to say I actually think you intentionally did that, but that really is how poorly structured it is).
One last thing:
READ THE FIRST POST AND README. [emphasis mine ~Covarr]
If you had read oasis789's post, you might have noticed that he was asking about something that came up during install. You have cleverly put the readme behind the installer. It is entirely unreasonable to expect people to solve a problem by reading something they can't access until after they have solved their problem.
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I can lead a horse to water.........
I have a better idea... I am now gonna become ignorant (like Aali, it's the best policy). Any silly questions... no answer. I think that will prove amusing... well, for me it will... when others have to answer questions that are answered on the very first page.
You have cleverly put the readme behind the installer
Oh, how dastardly of me! This must me stopped! HAHhhaahahaha!
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It'll be lulzy when some guy asks his question over and over, then starts messaging random people asking why he's being ignored. :p
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It'll be lulzy when some guy asks his question over and over, then starts messaging random people asking why he's being ignored. :p
You seem to have an attitude problem, champ. Now, I'm happy to agree that Dan's response was understandable - after all, the 'strongest' thing I ever said to him was "Whoa, calm down" - and I've been as guilty of snapping at clueless newbies as anyone - but I'm not happy to accept your tone. You're trying to escalate a fairly minor exchange into a full-blown argument, and that's not something I'm going to allow as a moderator.
So drop it. Now.
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Calm down people ! 8)
http://www.youtube.com/watch?v=_pGaz_qN0cw
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Rainbows and butterflies. i'm going to go kill some hell spawn now in Diablo 3 :evil:
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I'm channeling the Obesebear of old, aren't I?
Ah, the good ol' days.
Dan, you'll find things are much easier (on the internet) when you ignore the lazy and ignorant. Real life may be a different story though...
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Yup. My new ignorant approach hence forth!
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You seem to have an attitude problem, champ. Now, I'm happy to agree that Dan's response was understandable - after all, the 'strongest' thing I ever said to him was "Whoa, calm down" - and I've been as guilty of snapping at clueless newbies as anyone - but I'm not happy to accept your tone. You're trying to escalate a fairly minor exchange into a full-blown argument, and that's not something I'm going to allow as a moderator.
So drop it. Now.
Wasn't my intent to come off as an ass. I'm sorry for giving that impression.
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5. Do NOT run this installer without first deactivating your Anti-Virus software.
FAQ seems pretty clear to me and that isn't even the readme. Anyway enough of this nonsense. :mrgreen:
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Squall would reply... "Whatever..."
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Wasn't my intent to come off as an ass. I'm sorry for giving that impression.
You didn't come off as an ass, just angry. And I can sympathise; I've taken the exact same position around clueless newbies in the past. Don't worry about it.
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If this has been answered, I apologize. Retranslation project is not installing with Bootleg. Is there a fix?
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I did and it messes up the field graphics.
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Edit: nevermind...pretty sure I was an idiot and left 9999 checked. *crosses fingers*
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The style switcher isn't working for me. I'm not sure what the problem is or how to correctly set the .dll up.
Right now I'm using bootlegger, and in the Bootloader, under "Plugins" tab, External Library is checked and has "Multi.dll" in the text box.
In the FF7 folder, I have the LOADR folder with 3 files, one of them being switcher.dll.
Also, in the ff7_opengl.cfg file, "load_library = Multi.dll" is at the very bottom.
I read the very first post, and noticed not to use Remixer. Could that be the problem? I was just following the Bootlegger tutorial. Things can get confusing with the insane amount of mods and all the tutorials, and it's easy for these mods to contradict each other and finding out which one is out of date and such. I just need some help. Also, is it possible to uninstall just the menu overhaul, or to be able to switch to the Classic FF7 menu style? Thanks
Nevermind, I thought the menu overhaul had to deal with the overall Menu system. I see now it's just the Battle menu. The switcher works. What mod is responsible for the game's overall blue menu system?
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I noticed that when I install the Menu Overhaul for a second time and use the Hardcore setting, it restores the scene.bin file from backup-dlpb.
I installed Menu Overhaul the first time for a vanilla FF7.
Then I installed Hardcore and Menu Overhaul again, this time with the Hardcore setting.
Afterward scene.bin was the original version from the vanilla install.
I saw a post in the ReTranslation thread that reminded me of this issue. It seems more appropriate to post it here.
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The problem is the scene file (and poss kernel) that his hardcore mod uses is corrupt in some way, or at the least, has a major issue. TS will not read it because it is strict on those types of things.
Basically Hardcore mod is not compatible with translation mod without him fixing all the issues with his files.
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Hi every one , i have discover a video of Final Fantasy VII with mods it's Amazing,the work done on it!
And i give big thanks to the modder community and now i try to have an interface similar to DPLB
So i have download MO.exe and install it (i had already FFVII remix 1.51 installed)
The game launch normally but i have not transparency Battle Menu , there is a big black border and in Game Menu this is not the beautifull black interface like in this video.
http://www.youtube.com/watch?v=QOn6fnwPTcA (http://www.youtube.com/watch?v=QOn6fnwPTcA)
(http://img207.imageshack.us/img207/7854/battlen.jpg)
(http://img684.imageshack.us/img684/3833/menuuv.jpg)
Please can anyone help me?
PS: Sorry for my poor english
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So much for altering the first post.....
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So much for altering the first post.....
??? What do you mean, i'm not in the good post? sorry i'm a big noob in forum too :(
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Read the first post and FAQ. Then download the installer, read the readme in the license section. Reinstall.
Everything you need is there already. If the installer and readme cannot help you, it is unlikely I can.
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Hiya, and thank you for the much desired work. I'm currently experiencing 1 technical difficulty which I cannot find a solution. btl_win_b_l_12.png , the countdown and number input display graphic. If its positioned top left of the in-game screen then it displays properly. If it is displayed elsewhere, only the top section of the graphic is visible, as if it were positioned too far down. Everything else is flawless. It wasn't much of a bother until trying to open Shinra Mansion Safe. The dialog box appears and the small visible layer of numbers is displayed underneath the dialog box. Any suggestions towards what would effect this would be awsome, ty in advance. ^^
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Yeah that is on the to do list :) I will look into this stuff. It should at least display now me and Luksy looked into it with ts.... but I give it a proper look soon.
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I've been playing through my game and decided it didn't look cool enough so I tried my hand at installing the Menu Overhaul (m005a). I've been having a similar issue to Cannasteve with not being able to get the beautifully made backgrounds for the general game menu. I have tried this with a clean install and with Aali's Custom Driver's installed and configured. Please before just telling me to read the FAQ/Readme just know that I have several times and have not been able to find any info pertaining to my particular issue.
This is the log I get after install is complete:
Error in startmap: Incorrect number of entries: 2/11
Error in blackbg2: Incorrect number of entries: 24/42
Error in blackbg3: Incorrect number of entries: 18/28
Error in blackbg4: Incorrect number of entries: 54/72
Error in blackbg7: Incorrect number of entries: 16/25
Error in blackbgi: Incorrect number of entries: 10/17
Error in blackbgk: Incorrect number of entries: 16/21
Error in elminn_1: Incorrect number of entries: 16/17
Any help would be greatly appericated! :-)
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elminn_1 error is normal. The other ones are caused because you have not used a clean flevel (you must have used M004? or something...) Those maps above will not affect anything. There should be no problem.\
edit. Seems that info is not in the readme anymore? My fault this time. I instructed to use clean files if you had used an older installer. I will place that back in the readme and FAQ.
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elminn_1 error is normal. The other ones are caused because you have not used a clean flevel (you must have used M004? or something...) Those maps above will not affect anything. There should be no problem.\
edit. Seems that info is not in the readme anymore? My fault this time. I instructed to use clean files if you had used an older installer. I will place that back in the readme and FAQ.
I thought that might be the case, but after running a completely fresh install and pulling the flevel.lpg file straight from the disc, this is the result I'm getting. The rest of the Menu interface is working as it should according to the various youtube vids posted.
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You need to place it in dlpb-backup folder. My installer will always use the files in there aftera 1st install to protect your game files.
Check if it still does it after that. If it does, the error has been corrected with M05b already.
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No dice. :-( Checked and deleted the old flevel file and replaced it with the one on my disc and error is exactly the same. My antivirus isn't running and none of my other mods are installed yet so I can't really tell where or if i messed something up.
I think I can get by with the rest of the Overhaul working as is for now. Great work btw! The FFX style is boss!
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Assuming you placed the file in the dlpb-backup folder and then installed again and same issue... the problem is def fixed for next release :) It won't affect you anyway.
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note: I no longer recommend installing Retranslation Project from this installer. It is missing vital updates, a huge overhaul with the localisation, and the overhaul to menu based names. Basically in its R003 form, it was pretty shoddy. I suggest waiting for R04. R04 will be a mostly completed localisation up to Junon and will have the bridge dialogue at Mt. Corel reinstated and viewable for the first time in the non Japanese game.
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Dan, contact me on skype when you'll be free.
I'm finally free as a bird btw :P
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sup, so before you ask I:
1.) Installed the game through the original discs
2.) Installed the 1.02 patch
3.) Installed Aali's custom driver (got confirmation it was working)
4.) Installed M005A
5.) Set modpath= DK
yet still I encounter a problem on startup. When the Eidos logo animation passes, I am either met with a black screen, or a very dim image of the Continue/New game screen. However, when I set modpath= none, I am able to startup with no problem, the trouble with this is that when I go into battle, things become very laggy and text gets crammed together. Any advice?
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Read the FAQ first post then readme in the installer, then come back
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anti virus is disabled
have no other mods installed
disabled DEP
:? I just don't know what went wrong
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Kaisle,
What video card and operating system are you using?
Windows Vista and Intel GPU's have trouble running new mods.
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im using Windows XP and ATI Radeon Xpress 1150
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Make sure your files were not set to read only. Make sure the drive you are installing on has lets say 200MB free. Is Aali's driver also installed correctly?
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I'm pretty sure it is considering I got the window popup saying that the self test passed.
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Send me the app log and a screenshot of what you see.
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Where can I find a working mirror for MO.exe?
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There is no mirror, but google should work fine?
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A small bug in the great glacier. When fighting some of the monsters in there, the camera sometimes positions sideways, behind a small cliff. This cliff will cover the chars HP/MP values and good part of the command menu.
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Prob not my error then... but something Aali might have to look into. I need a screenshot if you have one handy.
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new to this forum
where exactly do i find the download link to this?
just got a copy ff7 full version off ebay and would like to experience this game differently, the youtube vids look awesome
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Check the first post. All the necessary links are there. Pretty self explanatory.
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Check the first post. All the necessary links are there. Pretty self explanatory.
Self explanatory doesn't seem to cut it these days. Maybe if there was some way of administering electric shocks to silly questions and mistakes?
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The installer has been updated with my new hex changing program, so there should be no false positives with virus scanners for M04b. The changes also mean a faster install and slightly smaller installer.
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Self explanatory doesn't seem to cut it these days. Maybe if there was some way of administering electric shocks to silly questions and mistakes?
Aye, but that would just be too much fun :-D And then you probably wouldn't get any work done haha.
Edit: Didn't want to double post, but I have a question. In this screenshot http://imageshack.us/photo/my-images/641/learnt.jpg/ (http://imageshack.us/photo/my-images/641/learnt.jpg/) Aeris says "learnt" Shouldn't it be learned? Learnt just isn't sitting well with me.
IDK. "I learned a lot" just sounds more correct to me than, "learnt"
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"Learnt" is common in UK English, whereas "learned" is generally US English.
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Ohh ok. Well that explains it.
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I will be sure to add learned to the US option. I am looking at those fields thoroughly when I arrive there too... that section won't be for a while because Junon and Corel are before it etc. I just looked at that field and it defo needs more work. But like I said... it is being done in order now.
edit.
Actually that field has not been translated. For some reason the word learnt has ended up there though.
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I noticed that "Thundaga" rolls a bit over the border in the battle magic menu. Do you think maybe the selection box should be wider?
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I also noticed that recently. But is that when you use translation option?
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I haven't really tried the translation option yet. I've changed the spell names into more modern ones manually in the past, but since they are in this mod, I thought maybe it would be useful to point it out anyway. Although, if by any chance the translation option magically resizes the selection box, then I guess not...
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the only way to get those new spells working with this is to run the install option with translation and then use touphscript to place your own version back over the top.
Use ts to DECODE (d) the game you have now... then use translation option in M005a.. Then go back to ts and select to encode (e).
Translation version has a larger box. The new translation version is coming soon anyway with huge improvements. Until then, and if you want to keep your own, use the above method.
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I am going to try and get a release of this by tonight. That depends on if Lex is on to complete the Scottish dialect for translation version. M005a is now unsupported and has been removed.
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I also tried to increase the Chocobo names a player can have to 8 characters. Sadly, there is a lot more work involved in that and it would include script changes and probably save map changes.
The work certainly doesn't equal the pay off in this case.
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I'm afraid increasing chocobo name length would be rather trivial as it would need an extreme reconfiguration of memory pointers assigned for those. I tried doing that once and it turned out as a nightmare.
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yup. I had a look myself. There were tons of pointers all over the show and then script changes needed too. In fact nightmare is the word I used.
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I thoroughly read through the first post and read the FAQ but I don't see a link to download anymore. If the latest version is not finished may I please have a link to download the best version available right now or is there some reason why we can't use them?
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Please wait for M05b
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Alrighty then! Well thanks for the hard work, we appreciate it.
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I'm having trouble with DLPB's installers.
I'd like to know if it's possible to release the mod package without the installer.
ie, just a zip file with all the modifications so I could write my own install script using lgp & unlgp
The reason being that I am trying to install in linux through WINE, and I don't think that will ever work.
Apparently, when run in WINE, the installer attempts to open an a great many file descriptors (lots of little files in lgp archives?) along with numerous X clients (multiple instances of cmd.exe); thousands of each.
In Ubuntu, file descriptors are limited to 1024 by default, and in X11 clients are limited to 255.
I was able to work around the file limit through some config file hacking, but I don't even know if it's possible to change X11's client limit.
I poked around in the dlpb-mods folder and found something interesting: most of the patchers can be run directly on linux.
In fact lgp.exe and unlgp.exe can also be run directly on linux.
If I could make a shell script to do what the installer does, there may not be any need to modify the other executables and I could probably get around WINE's difficulties.
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Wait for M05b which uses my own patcher. As for your question, the answer is no. The reason an installer exists is because doing it manually is a nightmare. I certainly won't provide support for any problems when not using my installer.
There are quite a few bat files yes, but they should work fine, no? Anyway, most of them are gone now too with M05b.
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A different patcher executable might help.
Is there any way to extract the files from your installers?
I think the main problem is with ulgp.exe and the batch files, which are opening too many files and too many processes.
This may not be a problem on Windows, and WINE on linux can do much of what Windows can do, but linux has more strict security restrictions.
What gets me is just how close I get to installing with your installers.
They run, even with Sephiroth and Music, and they seem to do their thing.
I can only see them fail if I run them from terminal and behold the torrential flood of errors.
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A different patcher executable might help.
Is there any way to extract the files from your installers?
I think the main problem is with ulgp.exe and the batch files, which are opening too many files and too many processes.
This may not be a problem on Windows, and WINE on linux can do much of what Windows can do, but linux has more strict security restrictions.
What gets me is just how close I get to installing with your installers.
They run, even with Sephiroth and Music, and they seem to do their thing.
I can only see them fail if I run them from terminal and behold the torrential flood of errors.
Its a Inno Setup Installer so to extract the files from the installer you will need to use "Innounp" in WINE to extract the files (http://innounp.sourceforge.net/), that will extract all the files from the installer. Hope that helps.
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Hey Everyone,
So I know that on the first post were being told to wait for M005b (Or is it M05b?), and hopefully not long after, the release of Bootleg 0039, but my question is does ANYONE have a WORKING link to M005a containing "MO.exe", it seems like every link ever mentioned is dead :'(
Trying to get Bootleg 0038 up and running and this is the only thing I can't seem to get a hold of, so if anyone could maybe upload this file and post a link, it would be greatly appreciated,
Thankyou! :-)
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I second this
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You can wait 1 day. It is pointless downloading the other now. Wait.
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You can wait 1 day. It is pointless downloading the other now. Wait.
But surely someone has just 1 working link on this entire forum or could take the 5 minutes to upload it please ?? Want to get Bootleg 0038 working to compare with the soon to be released Bootleg 0039, not sure if 0038 will work with the new MO.
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Got a link thanks to some kind fellow on the forum :)
For anyone else wanting to quickly find M005a for bootleg 0038 or other reasons, here is a link that works :)
M005A Working Link (http://www.mediafire.com/?oib1mg5p21ni1fj)
Thanks to AJ the DJ :)
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I just want to try it out. Not that I can't wait. Just don't like a red thing in my bootleg..
-
Want to get Bootleg 0038 working to compare with the soon to be released Bootleg 0039, not sure if 0038 will work with the new MO.
I can assure you you don't even need to compare it is far superior to the buggy 0038 Bootleg and yes 0039 will support the new MO..
-
Got a link thanks to some kind fellow on the forum :)
For anyone else wanting to quickly find M005a for bootleg 0038 or other reasons, here is a link that works :)
M005A Working Link (http://www.mediafire.com/?oib1mg5p21ni1fj)
Thanks to AJ the DJ :)
You are welcome. Please let me know if you have any questions or need help with something in the future. I am here to help. 8-)
Uh, the link is not to M005a.exe, but to M004d.exe. Please use your eye balls and read what I typed next time.
Sorry @DLPB, I can not help but to hope that new people to this forum will use their capabilities to adapt and become the next intelligent members of this forum, such as I have done.
To all new people and Guests, please read the rules before you make a post in a topic. I was guilty of this and I was disciplined promptly by @Obesebear. Do not let it happen to you by being smart and obey the rules. They are easy to find on the home page.
-
I don't seem to have any problems with bootleg. Least not that I can see.
-
http://imgur.com/xoP6n
heres the screen shot.
and please forgive me for asking this but, how do i send an app log. i know this is probably the stupidest question you have come across and i will understand if you want to never speak to me again. i am so sorry.
-
INFO: FF7/FF8 OpenGL driver version 0.7.8b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. RADEON XPRESS Series x86/MMX/3DNow!/SSE2 2.0.6174 WinXP Release
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 2048x2048
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Warning: varying pos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in hardware.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: D:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
set music volume: 127
MIDI set master volume: 99
MIDI set volume: 127
99% of 127 = 125
set music volume: 127
MIDI set master volume: 98
MIDI set volume: 127
98% of 127 = 124
set music volume: 127
MIDI set master volume: 97
MIDI set volume: 127
97% of 127 = 123
set music volume: 127
MIDI set master volume: 96
MIDI set volume: 127
96% of 127 = 121
set music volume: 127
MIDI set master volume: 95
MIDI set volume: 127
95% of 127 = 120
set music volume: 127
MIDI set master volume: 94
MIDI set volume: 127
94% of 127 = 119
set music volume: 127
MIDI set master volume: 93
MIDI set volume: 127
93% of 127 = 118
set music volume: 127
MIDI set master volume: 92
MIDI set volume: 127
92% of 127 = 116
set music volume: 127
MIDI set master volume: 91
MIDI set volume: 127
91% of 127 = 115
set music volume: 127
MIDI set master volume: 90
MIDI set volume: 127
90% of 127 = 114
set music volume: 127
MIDI set master volume: 89
MIDI set volume: 127
89% of 127 = 113
set music volume: 127
MIDI set master volume: 88
MIDI set volume: 127
88% of 127 = 111
set music volume: 127
MIDI set master volume: 87
MIDI set volume: 127
87% of 127 = 110
set music volume: 127
MIDI set master volume: 86
MIDI set volume: 127
86% of 127 = 109
set music volume: 127
MIDI set master volume: 85
MIDI set volume: 127
85% of 127 = 107
set music volume: 127
MIDI set master volume: 84
MIDI set volume: 127
84% of 127 = 106
set music volume: 127
MIDI set master volume: 83
MIDI set volume: 127
83% of 127 = 105
set music volume: 127
MIDI set master volume: 82
MIDI set volume: 127
82% of 127 = 104
set music volume: 127
MIDI set master volume: 81
MIDI set volume: 127
81% of 127 = 102
set music volume: 127
MIDI set master volume: 80
MIDI set volume: 127
80% of 127 = 101
set music volume: 127
MIDI set master volume: 79
MIDI set volume: 127
79% of 127 = 100
set music volume: 127
MIDI set master volume: 78
MIDI set volume: 127
78% of 127 = 99
set music volume: 127
MIDI set master volume: 77
MIDI set volume: 127
77% of 127 = 97
set music volume: 127
MIDI set master volume: 76
MIDI set volume: 127
76% of 127 = 96
set music volume: 127
MIDI set master volume: 75
MIDI set volume: 127
75% of 127 = 95
set music volume: 127
MIDI set master volume: 74
MIDI set volume: 127
74% of 127 = 93
set music volume: 127
MIDI set master volume: 75
MIDI set volume: 127
75% of 127 = 95
set music volume: 127
MIDI set master volume: 74
MIDI set volume: 127
74% of 127 = 93
set music volume: 127
MIDI set master volume: 73
MIDI set volume: 127
73% of 127 = 92
set music volume: 127
MIDI set master volume: 72
MIDI set volume: 127
72% of 127 = 91
set music volume: 127
MIDI set master volume: 71
MIDI set volume: 127
71% of 127 = 90
set music volume: 127
MIDI set master volume: 70
MIDI set volume: 127
70% of 127 = 88
set music volume: 127
MIDI set master volume: 69
MIDI set volume: 127
69% of 127 = 87
set music volume: 127
MIDI set master volume: 68
MIDI set volume: 127
68% of 127 = 86
set music volume: 127
MIDI set master volume: 67
MIDI set volume: 127
67% of 127 = 85
set music volume: 127
MIDI set master volume: 66
MIDI set volume: 127
66% of 127 = 83
set music volume: 127
MIDI set master volume: 65
MIDI set volume: 127
65% of 127 = 82
set music volume: 127
MIDI set master volume: 64
MIDI set volume: 127
64% of 127 = 81
set music volume: 127
MIDI set master volume: 63
MIDI set volume: 127
63% of 127 = 80
set music volume: 127
MIDI set master volume: 62
MIDI set volume: 127
62% of 127 = 78
set music volume: 127
MIDI set master volume: 61
MIDI set volume: 127
61% of 127 = 77
set music volume: 127
MIDI set master volume: 60
MIDI set volume: 127
60% of 127 = 76
set music volume: 127
MIDI set master volume: 59
MIDI set volume: 127
59% of 127 = 74
set music volume: 127
MIDI set master volume: 58
MIDI set volume: 127
58% of 127 = 73
set music volume: 127
MIDI set master volume: 57
MIDI set volume: 127
57% of 127 = 72
set music volume: 127
MIDI set master volume: 56
MIDI set volume: 127
56% of 127 = 71
set music volume: 127
MIDI set master volume: 55
MIDI set volume: 127
55% of 127 = 69
set music volume: 127
MIDI set master volume: 54
MIDI set volume: 127
54% of 127 = 68
set music volume: 127
MIDI set master volume: 53
MIDI set volume: 127
53% of 127 = 67
set music volume: 127
MIDI set master volume: 52
MIDI set volume: 127
52% of 127 = 66
set music volume: 127
MIDI set master volume: 51
MIDI set volume: 127
51% of 127 = 64
set music volume: 127
MIDI set master volume: 50
MIDI set volume: 127
50% of 127 = 63
set music volume: 127
MIDI set master volume: 49
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
MIDI set master volume: 48
MIDI set volume: 127
48% of 127 = 60
set music volume: 127
MIDI set master volume: 47
MIDI set volume: 127
47% of 127 = 59
set music volume: 127
MIDI set master volume: 46
MIDI set volume: 127
46% of 127 = 58
set music volume: 127
MIDI set master volume: 45
MIDI set volume: 127
45% of 127 = 57
set music volume: 127
MIDI set master volume: 44
MIDI set volume: 127
44% of 127 = 55
set music volume: 127
MIDI set master volume: 43
MIDI set volume: 127
43% of 127 = 54
set music volume: 127
MIDI set master volume: 42
MIDI set volume: 127
42% of 127 = 53
set music volume: 127
MIDI set master volume: 41
MIDI set volume: 127
41% of 127 = 52
set music volume: 127
MIDI set master volume: 40
MIDI set volume: 127
40% of 127 = 50
set music volume: 127
MIDI set master volume: 39
MIDI set volume: 127
39% of 127 = 49
set music volume: 127
MIDI set master volume: 38
MIDI set volume: 127
38% of 127 = 48
set music volume: 127
MIDI set master volume: 37
MIDI set volume: 127
37% of 127 = 46
set music volume: 127
MIDI set master volume: 36
MIDI set volume: 127
36% of 127 = 45
set music volume: 127
MIDI set master volume: 35
MIDI set volume: 127
35% of 127 = 44
set music volume: 127
MIDI set master volume: 34
MIDI set volume: 127
34% of 127 = 43
set music volume: 127
MIDI set master volume: 33
MIDI set volume: 127
33% of 127 = 41
set music volume: 127
MIDI set master volume: 32
MIDI set volume: 127
32% of 127 = 40
set music volume: 127
MIDI set master volume: 31
MIDI set volume: 127
31% of 127 = 39
set music volume: 127
MIDI set master volume: 30
MIDI set volume: 127
30% of 127 = 38
set music volume: 127
MIDI set master volume: 29
MIDI set volume: 127
29% of 127 = 36
set music volume: 127
MIDI set master volume: 28
MIDI set volume: 127
28% of 127 = 35
set music volume: 127
MIDI set master volume: 27
MIDI set volume: 127
27% of 127 = 34
set music volume: 127
MIDI set master volume: 26
MIDI set volume: 127
26% of 127 = 33
set music volume: 127
MIDI set master volume: 25
MIDI set volume: 127
25% of 127 = 31
set music volume: 127
MIDI set master volume: 24
MIDI set volume: 127
24% of 127 = 30
set music volume: 127
MIDI set master volume: 23
MIDI set volume: 127
23% of 127 = 29
set music volume: 127
MIDI set master volume: 22
MIDI set volume: 127
22% of 127 = 27
set music volume: 127
MIDI set master volume: 21
MIDI set volume: 127
21% of 127 = 26
set music volume: 127
MIDI set master volume: 20
MIDI set volume: 127
20% of 127 = 25
set music volume: 127
MIDI set master volume: 19
MIDI set volume: 127
19% of 127 = 24
set music volume: 127
MIDI set master volume: 18
MIDI set volume: 127
18% of 127 = 22
set music volume: 127
MIDI set master volume: 17
MIDI set volume: 127
17% of 127 = 21
set music volume: 127
MIDI set master volume: 16
MIDI set volume: 127
16% of 127 = 20
set music volume: 127
MIDI set master volume: 15
MIDI set volume: 127
15% of 127 = 19
set music volume: 127
MIDI set master volume: 14
MIDI set volume: 127
14% of 127 = 17
set music volume: 127
MIDI set master volume: 15
MIDI set volume: 127
15% of 127 = 19
set music volume: 127
MIDI set master volume: 16
MIDI set volume: 127
16% of 127 = 20
set music volume: 127
MIDI set master volume: 17
MIDI set volume: 127
17% of 127 = 21
set music volume: 127
MIDI set master volume: 18
MIDI set volume: 127
18% of 127 = 22
set music volume: 127
MIDI set master volume: 19
MIDI set volume: 127
19% of 127 = 24
set music volume: 127
MIDI set master volume: 20
MIDI set volume: 127
20% of 127 = 25
set music volume: 127
MIDI set master volume: 21
MIDI set volume: 127
21% of 127 = 26
set music volume: 127
MIDI set master volume: 22
MIDI set volume: 127
22% of 127 = 27
set music volume: 127
MIDI set master volume: 23
MIDI set volume: 127
23% of 127 = 29
set music volume: 127
MIDI set master volume: 24
MIDI set volume: 127
24% of 127 = 30
set music volume: 127
MIDI set master volume: 25
MIDI set volume: 127
25% of 127 = 31
set music volume: 127
MIDI set master volume: 26
MIDI set volume: 127
26% of 127 = 33
set music volume: 127
MIDI set master volume: 27
MIDI set volume: 127
27% of 127 = 34
set music volume: 127
MIDI set master volume: 28
MIDI set volume: 127
28% of 127 = 35
set music volume: 127
MIDI set master volume: 29
MIDI set volume: 127
29% of 127 = 36
set music volume: 127
MIDI set master volume: 30
MIDI set volume: 127
30% of 127 = 38
set music volume: 127
MIDI set master volume: 31
MIDI set volume: 127
31% of 127 = 39
set music volume: 127
MIDI set master volume: 32
MIDI set volume: 127
32% of 127 = 40
set music volume: 127
MIDI set master volume: 33
MIDI set volume: 127
33% of 127 = 41
set music volume: 127
MIDI set master volume: 34
MIDI set volume: 127
34% of 127 = 43
set music volume: 127
MIDI set master volume: 35
MIDI set volume: 127
35% of 127 = 44
set music volume: 127
MIDI set master volume: 36
MIDI set volume: 127
36% of 127 = 45
set music volume: 127
MIDI set master volume: 37
MIDI set volume: 127
37% of 127 = 46
set music volume: 127
MIDI set master volume: 38
MIDI set volume: 127
38% of 127 = 48
set music volume: 127
MIDI set master volume: 39
MIDI set volume: 127
39% of 127 = 49
set music volume: 127
MIDI set master volume: 40
MIDI set volume: 127
40% of 127 = 50
set music volume: 127
MIDI set master volume: 41
MIDI set volume: 127
41% of 127 = 52
set music volume: 127
MIDI set master volume: 42
MIDI set volume: 127
42% of 127 = 53
set music volume: 127
MIDI set master volume: 43
MIDI set volume: 127
43% of 127 = 54
set music volume: 127
MIDI set master volume: 44
MIDI set volume: 127
44% of 127 = 55
set music volume: 127
MIDI set master volume: 45
MIDI set volume: 127
45% of 127 = 57
set music volume: 127
MIDI set master volume: 46
MIDI set volume: 127
46% of 127 = 58
set music volume: 127
MIDI set master volume: 47
MIDI set volume: 127
47% of 127 = 59
set music volume: 127
MIDI set master volume: 48
MIDI set volume: 127
48% of 127 = 60
set music volume: 127
MIDI set master volume: 49
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
MIDI set master volume: 50
MIDI set volume: 127
50% of 127 = 63
set music volume: 127
MIDI set master volume: 51
MIDI set volume: 127
51% of 127 = 64
set music volume: 127
MIDI set master volume: 52
MIDI set volume: 127
52% of 127 = 66
set music volume: 127
MIDI set master volume: 53
MIDI set volume: 127
53% of 127 = 67
set music volume: 127
MIDI set master volume: 54
MIDI set volume: 127
54% of 127 = 68
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
set music volume: 127
MIDI set master volume: 53
MIDI set volume: 127
53% of 127 = 67
set music volume: 127
MIDI set master volume: 52
MIDI set volume: 127
52% of 127 = 66
set music volume: 127
MIDI set master volume: 51
MIDI set volume: 127
51% of 127 = 64
set music volume: 127
MIDI set master volume: 50
MIDI set volume: 127
50% of 127 = 63
set music volume: 127
MIDI set master volume: 49
MIDI set volume: 127
49% of 127 = 62
set music volume: 127
MIDI set master volume: 48
MIDI set volume: 127
48% of 127 = 60
set music volume: 127
MIDI set master volume: 47
MIDI set volume: 127
47% of 127 = 59
set music volume: 127
MIDI set master volume: 46
MIDI set volume: 127
46% of 127 = 58
set music volume: 127
MIDI set master volume: 45
MIDI set volume: 127
45% of 127 = 57
set music volume: 127
MIDI set master volume: 44
MIDI set volume: 127
44% of 127 = 55
set music volume: 127
MIDI set master volume: 43
MIDI set volume: 127
43% of 127 = 54
set music volume: 127
MIDI set master volume: 42
MIDI set volume: 127
42% of 127 = 53
set music volume: 127
MIDI set master volume: 41
MIDI set volume: 127
41% of 127 = 52
set music volume: 127
MIDI set master volume: 40
MIDI set volume: 127
40% of 127 = 50
set music volume: 127
MIDI set master volume: 39
MIDI set volume: 127
39% of 127 = 49
set music volume: 127
MIDI set master volume: 38
MIDI set volume: 127
38% of 127 = 48
set music volume: 127
MIDI set master volume: 37
MIDI set volume: 127
37% of 127 = 46
set music volume: 127
MIDI set master volume: 36
MIDI set volume: 127
36% of 127 = 45
set music volume: 127
MIDI set master volume: 35
MIDI set volume: 127
35% of 127 = 44
set music volume: 127
MIDI set master volume: 34
MIDI set volume: 127
34% of 127 = 43
set music volume: 127
MIDI set master volume: 33
MIDI set volume: 127
33% of 127 = 41
set music volume: 127
MIDI set master volume: 32
MIDI set volume: 127
32% of 127 = 40
set music volume: 127
MIDI set master volume: 31
MIDI set volume: 127
31% of 127 = 39
set music volume: 127
MIDI set master volume: 30
MIDI set volume: 127
30% of 127 = 38
set music volume: 127
MIDI set master volume: 29
MIDI set volume: 127
29% of 127 = 36
set music volume: 127
MIDI set master volume: 28
MIDI set volume: 127
28% of 127 = 35
set music volume: 127
MIDI set master volume: 27
MIDI set volume: 127
27% of 127 = 34
set music volume: 127
MIDI set master volume: 26
MIDI set volume: 127
26% of 127 = 33
set music volume: 127
MIDI set master volume: 25
MIDI set volume: 127
25% of 127 = 31
set music volume: 127
MIDI set master volume: 24
MIDI set volume: 127
24% of 127 = 30
set music volume: 127
MIDI set master volume: 23
MIDI set volume: 127
23% of 127 = 29
set music volume: 127
MIDI set master volume: 22
MIDI set volume: 127
22% of 127 = 27
set music volume: 127
MIDI set master volume: 21
MIDI set volume: 127
21% of 127 = 26
set music volume: 127
MIDI set master volume: 20
MIDI set volume: 127
20% of 127 = 25
set music volume: 127
MIDI set master volume: 19
MIDI set volume: 127
19% of 127 = 24
set music volume: 127
MIDI set master volume: 18
MIDI set volume: 127
18% of 127 = 22
set music volume: 127
MIDI set master volume: 17
MIDI set volume: 127
17% of 127 = 21
set music volume: 127
MIDI set master volume: 16
MIDI set volume: 127
16% of 127 = 20
set music volume: 127
MIDI set master volume: 15
MIDI set volume: 127
15% of 127 = 19
set music volume: 127
MIDI set master volume: 14
MIDI set volume: 127
14% of 127 = 17
set music volume: 127
MIDI set master volume: 13
MIDI set volume: 127
13% of 127 = 16
set music volume: 127
MIDI set master volume: 12
MIDI set volume: 127
12% of 127 = 15
set music volume: 127
MIDI set master volume: 11
MIDI set volume: 127
11% of 127 = 13
set music volume: 127
MIDI set master volume: 10
MIDI set volume: 127
10% of 127 = 12
set music volume: 127
MIDI set master volume: 9
MIDI set volume: 127
9% of 127 = 11
set music volume: 127
MIDI set master volume: 8
MIDI set volume: 127
8% of 127 = 10
set music volume: 127
MIDI set master volume: 7
MIDI set volume: 127
7% of 127 = 8
set music volume: 127
MIDI set master volume: 6
MIDI set volume: 127
6% of 127 = 7
set music volume: 127
MIDI set master volume: 5
MIDI set volume: 127
5% of 127 = 6
set music volume: 127
MIDI set master volume: 4
MIDI set volume: 127
4% of 127 = 5
set music volume: 127
MIDI set master volume: 3
MIDI set volume: 127
3% of 127 = 3
set music volume: 127
MIDI set master volume: 2
MIDI set volume: 127
2% of 127 = 2
set music volume: 127
MIDI set master volume: 1
MIDI set volume: 127
1% of 127 = 1
set music volume: 127
MIDI set master volume: 0
MIDI set volume: 127
0% of 127 = 0
set music volume: 127
MIDI set master volume: 1
MIDI set volume: 127
1% of 127 = 1
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
song is already playing...
MIDI play: 2
reading midi file: OB.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
MIDI play: 2
song is already playing...
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# 324
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
WM_CLOSE
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
nevermind, found it
-
Uh, the link is not to M005a.exe, but to M004d.exe. Please use your eye balls and read what I typed next time.
Actually, both of us are wrong because the link is to MO.exe (yes, which I believed was M005a, bah humbug), but its not M004d.exe as you provided me a different link for that.
-
Link for Menu Overhaul project M005a.
http://www.mediafire.com/?l3kel5xxn4fh3k4 (http://www.mediafire.com/?l3kel5xxn4fh3k4)
I waiting for M005b... Thanks!
-
No more links or requests here please. Post them elsewhere if you have to :) The next installer will be out tonight anyway at the current rate.
-
Sweet. New menu overhaul. Love your work!
-
some reason the tifa patch thats included in the MO verson 4 delta some reason it works on that and wont work on the MO verson 5 alpha and having difficult to figuring out why that is
-
the a does not stand for alpha :P It is just a letter to show there is change. Wait for M05b and then tell me if there is still a problem. There have been some large changes in the installer. All questions and bug reports should wait.
-
the a does not stand for alpha :-P It is just a letter to show there is change. Wait for M05b and then tell me if there is still a problem. There have been some large changes in the installer. All questions and bug reports should wait.
i know i just thought i use greek for once lol
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oh! ;D
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Release will be in next 2 hours... I am just doing some tests and having a curry :evil:
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THIS INSTALLER IS NO LONGER SUPPORTED. Please wait for the Reunion.
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Awesome work as always 8)
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This toast is for you and qhimm's 8)
(http://dl.dropbox.com/u/36889302/Marc%20and%20Dan.jpg)
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Cheers! :evil:
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All right who is gonna be first to show me a huge error I have missed. :P
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Invincibility will be ON all the time with the installer until I fix it.
A work around is to untick invincibility and gypt. Don't use those 2 options.
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You're going to be the first one to find bugs! Congratulations, you win!
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Actually Luksy won.... But I will have the fix up soon.
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I was just getting ready to download the new release too. I shall wait till the fix is up. Fantastic work as always mate!
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Ok check back at release link... It is updated to M05c
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Before Touphscript begins encoding, I always receive these errors:
.\Final Fantasy VII\dlpb-mods>move text2\0_kernel2.bin.txt text
The system cannot find the file specified.
.\Final Fantasy VII\dlpb-mods>move text2\0_kernel.bin.txt text
The system cannot find the file specified.
I had ReTranslation with canon names and items selected.
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Hi there,
Going to look at installing this but is there any way to 'pick and choose' things from the translation to include/exclude? I'm really not fond of some names like Marlene, Choco Bill, Reno, Teioh, Moogle/Mog, Nibel/Mideel, etc being changed... It would really grate on me enough to avoid installing it.
I would have expected changes such as Aerith and Shin-Ra, both are commonly accepted mis-translations - but alot of the other ones are just too different to what they were in English.
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Hi there,
Going to look at installing this but is there any way to 'pick and choose' things from the translation to include/exclude? I'm really not fond of some names like Marlene, Choco Bill, Reno, Teioh, Moogle/Mog, Nibel/Mideel, etc being changed... It would really grate on me enough to avoid installing it.
I would have expected changes such as Aerith and Shin-Ra, both are commonly accepted mis-translations - but alot of the other ones are just too different to what they were in English.
You haven't read the installer or the translation thread. There is an option to allow that. Appropriately named "for fanboys" no offence (although I intended to offend with that option). They are "different" because they were wrong originally. The aim of a translation project is to correct any and all mistakes. If you accept Aerith is wrong, you have to accept the others are. I have wrote about that here:
http://forums.qhimm.com/index.php?topic=11867.msg164692#msg164692
Since this project is changing English canon of the series and of FF7 it has obviously drawn major criticism from some fans. Generally, these criticisms tell me they haven't read this thread properly because then they would realise that the installer offers a choice to keep the original canon.
Choose the 2 fanboy options in the installer, this will also keep Phoenix Down etc.
Before Touphscript begins encoding, I always receive these errors:
.\Final Fantasy VII\dlpb-mods>move text2\0_kernel2.bin.txt text
The system cannot find the file specified.
.\Final Fantasy VII\dlpb-mods>move text2\0_kernel.bin.txt text
The system cannot find the file specified.
I had ReTranslation with canon names and items selected.
That is normal. The 2 files in question are only used on non translation or with hardcore mod.
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Bug reports:
translation: when at disc swap screen, the save option cursor will go on the wrong line. I have fixed this.
Menu Overhaul:
when at temple of ancients and saving via the mage-like character who runs a shop, the menu title area will be messed up. This is because the save menu from inside script is not same as from in menu... it does not share all the same values. This is easy to fix and will be soon. Obviously all save menus that are not from an actual save point will have this issue for now.
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You haven't read the installer or the translation thread. There is an option to allow that. Appropriately named "for fanboys"
Hehe cheers, sorry about not reading thoroughly, I tend to 'skim' alot, and I have the attention of a knat. You however have the patience of a saint so I applaud and thank you :)
Also - Fanboy, Its funny because its true *derpface*
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happy to say the tifa patch works in this release
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It's always worked for me. I guess the new patcher helped. 8-)
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Hi there.
I'm trying to install this mod on a 1.02 french version. I have the Aali's custom driver and it works.
At the end of the installation, I've this on a new tab ("log.txt") : "flevel read/write failure: basic_ios::clear". I don't know if this is normal or not.
After that, ff7.exe is crashing when I try to launch it.
Here is my app.log :
INFO: Auto-detected version: FF7 1.02 French
INFO: ATI Technologies Inc. ATI Mobility Radeon HD 4500 Series 3.3.11400 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
GLITCH: Unable to turn on vsync
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.
INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
INFO: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\Movies\sqlogo.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 14.533333, frames: 218
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 41
reading midi file: BARRET.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 41
song is already playing...
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD
Any solutions ? :-\
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Yeah, how about reading the readme in the license part of the installer?
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Do you mean "Do *not* install this mod on any non English 1.02 Exe. The differences mean the result will be a corrupted game file which cannot be corrected." ?
I have read this, yeah. But what about "This has been designed for use in the English game, but the font set supports foreign languages." on the first page ?
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Well it seems clear me to.... Do not install it on a non English version of the game. The font is the character set... the letters. It is up to others to take our work and make it usable for foreign games.
Your game has crashed because you did exactly what it tells you not to do. Run the installer again and select uninstall at the bottom.
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Yep, it seems clear now. :(
So I'll see if I can have an english version... Will you make it usable for foreign games someday or not ?
Thanks.
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With the newer patcher I created, it may be easier now to do it... but the problem is I don't have a foreign game to test it with and I am already bogged down with multiple projects.
Others worked with my last releases and got it working on foreign games. I dunno how. I don't recall it being French... may have been that they were using spanish ff7.exe 1.03... which is basically same as the English ff7.exe
I can have a quick look into the feasibility of adding foreign support... but you will need to send me your FRENCH 1.02 ff7.exe Or a link to where I can find it. I am a bit busy at mo.
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I'm uploading the french ff7.exe 1.02. I'll send you this file by private message.
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I have enabled you for access ... send when ready.
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"An Error Has Occurred!
You are not allowed to send personal messages."
Huh.
I've sent you the .exe by e-mail, apparently.
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The ff7.exe file is included in the 1.02 patch.
ff7_1.02f.zip Square Official French Patch FILE (http://aaronserv.dyndns.org/hosting/ffsf/downloads/ff7_1.02f.zip)
ff7_1.02g.zip Square Official German Patch FILE (http://aaronserv.dyndns.org/hosting/ffsf/downloads/ff7_1.02g.zip)
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Thanks. I also got the one he sent me :)
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nah, plainly this ain't gonna work. All the jumps in our version and so forth would need hours of work to correct. The best thing that can be done is someone making a 1.03 for French and German versions of the game.
Did titeguy document what he did for 1.03 Spanish?
edit. Nvm... as kranmer reminded me, we can find out by comparing files ;D
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Looks to me like the only real differences are the names of the files in the exe?
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Hi guys, I'm new here :)
First of all, thanks to everyone supporting the ff7 mod community - it's great.
Been trying out mods to play through ff7 with updated graphics and the original PS1 music... I sort of got it to work by installing quite a bit separately, but that was with the Saint's hi-res patch, and the sound got messed up. So, I did some more research, but there was so much back and forth with "oh, I can do this.. But then I can't do this or that, so I'll have do choose this one... And what the heck does this thing do?" :P
I ended up here and found out about the "Bootleg" tool... And there are so many great mods for this game! :D
But I want to use DLPB's Menu Overhaul, and a few other things, and I may need some help ???
Now I've:
1. Uninstalled FF7 with all patches/mods and deleted all the registry stuff I could find relating to it (backed them up though).
2. Installed FF7 (NOT ultima)
3. Applied 1.02 official patch
4. Chosen my set-up in the Bootleg tool, and downloaded all files necessary
5. Run the file TestFiles.exe with fast version of checksums.exf
Now, I was just getting ready try the Bootleg, but then ONE file came out with checksum failed: MO.exe.
So I went here to find out some more about it, and downloaded again from another link, but it still fails...
A: Does anyone know if MO.exe's checksum failure matters?
B: I also read about not mixing DLPB's Menu Overhaul with Remix and alot of Team Avalanche. Is there any safety built into the bootlegger for this, or do I have to know what stuff NOT to pick when I'm going to use the MO?
(I haven't read all 52 pages in this thread, so if the answers have already been posted, or if this thread is the wrong place to ask, I apologise!
I am using Windows 7 Ultimate Edition 64-bit, btw.)
Thanks in advance for any any help :)
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nah, plainly this ain't gonna work. All the jumps in our version and so forth would need hours of work to correct. The best thing that can be done is someone making a 1.03 for French and German versions of the game.
Did titeguy document what he did for 1.03 Spanish?
edit. Nvm... as kranmer reminded me, we can find out by comparing files ;D
I really expect that it'll be possible to make french and german 1.03 version. ;D It would be really awesome.
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It should be possible.... very possible. It might even be very simple, looking at this.
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Well, good luck.
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A: Does anyone know if MO.exe's checksum failure matters?
B: I also read about not mixing DLPB's Menu Overhaul with Remix and alot of Team Avalanche. Is there any safety built into the bootlegger for this, or do I have to know what stuff NOT to pick when I'm going to use the MO?
Yeah, so to answer my own questions (in case anyone else wants to know):
A: Doesn't seem to matter. (The game could crash later on because of it, though. Who knows..? ???)
B: Bootleg0039 seem to have any built-in safety to guard against this, but I've had no problems yet.
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This toast is for you and qhimm's 8-)
(http://dl.dropbox.com/u/36889302/Marc%20and%20Dan.jpg)
Cheers to the recent completion and success of the ReTranslation Project for Final Fantasy VII PC.
(http://img801.imageshack.us/img801/6950/cheers01.png)
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Oh my god, what's happened to your face! :o ;D
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Oh my god, what's happened to your face! :o ;D
Samara (http://www.youtube.com/watch?v=Xw70E71G8Z8) is coming for you mate! ;D ;D
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Oh my god, what's happened to your face! :-o :-D
LOL, I smeared my face with the Smear Tool from Adobe Photoshop CS6. Why? So the government of the United States of America will not take my image and use it to thwart me from getting this new Graphic Design job I am about to get an interview for, that's why.
Is Samara coming for me? Good, I know how to defeat her easily. I enjoyed that film, The Ring. It seemed to scare a few women from Japan.
Update: Only my sexy fiance can see my face. Sorry everyone else, you will just have to wait until I replace Justin Bieber as a celebrity. ;-)
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I know it's off topic... but the government has an algorithm to undo much of the smear effect. They can also identify exactly which camera took the photo using it's digital signature.
You've been logged.
...much like Menu Overhaul has the ability uninstall itself and return the game to it's previous state.
(I tried to tie it back into the topic there)
I do have a Menu Overhaul question.
After installing ReTranslation, I noticed that the ReTranslated scene.bin is no longer compatible with the vanilla kernel.bin.
Is this simply due to the text changes made in scene.bin?
Or is it related to some of the other switches in Touphscript?
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When you have changed scene.bin, the kernel also needs changing. The scene lookup table is in kernel.
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I know it's off topic... but the government has an algorithm to undo much of the smear effect. They can also identify exactly which camera took the photo using it's digital signature.
You've been logged.
You are right, I forgot to turn off the Third Generation Network when I downloaded the photograph. Oops. Oh whatever, it is not like I am typing certain key words on Facebook.com that would have them report me to local Law Enforcement. I am a goody goody two shoes.
Oh, and I just got my butt zapped by Emerald Weapon. I am stupid enough to load up on Materia to the point of him frying my party with Aire Tam Storm. Aire Tam Storm deals damage to the entire party equal to the amount of materia that character has equipped * 1111. Only used when the eyes are present and after two Emerald Beams, or one after Revenge Stamping ten times; or as a counterattack at any point in the battle after taking 500,000 damage, to Knights of the Round.
Luckily, I did not have Knights of the Round. Wait, that does not matter. Anyways, looked great with the Menu Overhaul Project plus the ReTranslation project. No, I am not going to submit a screenshot of my butt getting zapped. :cry:
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idk why, but the retranslation mod doesn't seem to be applying when I install it.
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That's a puzzle since it installs much the same way an ordinary install does. It uses touphscript and the text files.
Are you running M0.exe on its own? Without bootleg? And without hardcore mod. Hardcore mod will prob have some issue.
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Ah, that's it. I had a feeling it was the hardcore mod, but I wasn't sure.
So is the only way to use it to remove the HC mod?
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Just basically got to not install hardcore mod. The problem with hardcore mod is, his files are broken. ts cannot modify them until he fixes them.
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What happened to FeliX's tweaked graphics? I can't see those pretty Materias anymore, the installer only gives me the standard ones regardless of what I choose... :'(
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They should still be there... I will look into that if you havent worked it out by tonight.
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I just installed again. Ran it as administrator, even disabled my annoying anti-virus, and double-checked to make sure that I wouldn't accidentally have clicked the standard graphics option. No, FeliX's tweaked graphics option was checked, so I hit the install button, but I still see the standard materia graphics in-game. ??? The funny thing is, I have never actually even tried to install the standard graphics, so they shouldn't be in my /../mods/Menu folder in the first place, right? :-\
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The same file name will exist there always. The graphic will change depending on option. I will make sure I have not messed up later.
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Are there any difficulty mods as complete as the HC mod that work with the MOP?
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The ReTranslation works with the Hardcore mod with the exception of a few scenes and most of the battle text.
If you're just using Menu Overhaul without the ReTranslation, then there isn't a conflict with the Hardcore mod.
If you install the Hardcore Mod AFTER installing Menu Overhaul, make sure to delete the BACKUP-dlpb folder before REINSTALLING Menu Overhaul.
Otherwise you'll have mismatched kernel and scene files and monsters will appear in the wrong scenes.
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I doubt it. Although I am working on one soon enough.
Any case, it is Luksy who needs to do some work. Turns out tS has a problem with scene bin's that have added AI text. I am sure this worked once over but there you are.
As soon as luksy has fixed it up, I will add complete and total support.
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Found a weird glitch inside the ice caves. http://imageshack.us/f/859/ff72012071814573351.jpg/
no means yes, yes means no lol
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I did wonder about that before. Does this issue exist in original?
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I don't know. I'd have to check.
Edit: Without the Menu Overhaul it is working correctly.
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Yes it does actually. It did even on the PSX version.
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I don't know. I'd have to check.
Edit: Without the Menu Overhaul it is working correctly.
When you used a fresh flevel, did it do the same thing? Guy below you says it does.
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I just installed again. Ran it as administrator, even disabled my annoying anti-virus, and double-checked to make sure that I wouldn't accidentally have clicked the standard graphics option. No, FeliX's tweaked graphics option was checked, so I hit the install button, but I still see the standard materia graphics in-game. ??? The funny thing is, I have never actually even tried to install the standard graphics, so they shouldn't be in my /../mods/Menu folder in the first place, right? :-\
I have looked into this, the installer and files are fine. Clear cache folder manually and see what happens. Has anyone else had this issue?
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When you used a fresh flevel, did it do the same thing? Guy below you says it does.
Does uninstalling the Overhaul give you a fresh flevel from backup? What I did was uninstall the overhaul and just try again without it installed and the yes/no options weren't reversed. If i have to reinstall the game itself, I haven't tried that.
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Yeah assuming you used fresh flevel to begin with, it will have pulled it out of backup and placed it back. Is the text the correct way around btw?
i.e
YES
NO
on both? In other words, is the fault the text is the wrong way around or that the option is broken.
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I have looked into this, the installer and files are fine. Clear cache folder manually and see what happens. Has anyone else had this issue?
The cache folder was empty already, but I deleted and re-created it in case there are hidden files in it. I'm going to try to install one more time and see what happens.
Argh, no result. It still gave me the standard graphics. I'm running low on options, it seems.
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Check the actual folder after installation and verify that the files are the standard graphics when you select felix, or felix when you select standard.
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Well, I'll be darned. The installer did give me FeliX's graphics when I chose the standard ones instead. :o
Uhh... just to make sure, the shiny & dark materias are FeliX's work, right? And the grey ones are the standard, aren't they?
If I'm the one that mixed them up in my thoughts, I'm gonna cry. :oops:
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Send picture, but I am sure the mistake lies with you.
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I chose standard graphics and got this:
(http://i218.photobucket.com/albums/cc143/Shadow_Saix/ding.png)
Please don't tell me that's precisely what was supposed happen? I'm starting to feel like I should jump off a cliff if I've done something stupid again. :cry:
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I chose standard graphics and got this:
(http://i218.photobucket.com/albums/cc143/Shadow_Saix/ding.png)
Please don't tell me that's precisely what was supposed happen? I'm starting to feel like I should jump off a cliff if I've done something stupid again. :cry:
Those are standard. Romeo's Materia. TA's slots.
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Yeah assuming you used fresh flevel to begin with, it will have pulled it out of backup and placed it back. Is the text the correct way around btw?
i.e
YES
NO
on both? In other words, is the fault the text is the wrong way around or that the option is broken.
Ok just checked again without Overhaul installed. The text is still the same No first and then Yes. But selecting the options are correct. No is No and Yes is Yes. Here is another screen shot showing the word positions. http://imageshack.us/f/198/ff72012072123542399.jpg/
So with the Overhaul installed the options are in the same position, but are reversed in choosing yes or no.
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#o 2 3
“Jump down to
the room below?”
{CHOICE}No
{CHOICE}Yes
Confirm that is the text? This one is weird if what you say is true, because it is the only option on that map and should not be going wrong. Assuming that this isn't a fault in TS that urgently needs plugging, I can just reverse the text to compensate.
edit: yeah something has gone tits up here... Luksy looking into it.
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Here are some oddities that I noticed, so far.
The cursor is out of position when talking to the guy who stole from you on the train: http://imgur.com/xYci6
"But you can't trust those Aventure, either." (Avalanch?): http://imgur.com/Xfu9Y
Maybe this is just a British thing, but the guy outside the Honeybee Inn says, "Do one!!" What does that mean? http://imgur.com/pwGLQ
"It's no aboot the room again, is it?" (not?) I read 'not' when you first posted this dialog (http://forums.qhimm.com/index.php?topic=11867.msg183166#msg183166) http://imgur.com/oS8qS
This was just freakin' hilarious, had to share http://imgur.com/ZvmXr
"Say, how does you feel... HERO?" (do?) http://imgur.com/T4zET
I love the work you're doing on this game, so please keep it up! I've got to take a break, but I'll be back with any more oddities if I catch 'em.
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The cursor is out of position when talking to the guy who stole from you on the train: http://imgur.com/xYci6
Will fix it.
"But you can't trust those Aventure, either." (Avalanch?)
He doesn't know what they are called. He gets mixed up. Aventure is fine. There is no way I could make the mistake of mixing Aventure with Avalanche. I am not that stupid.
Maybe this is just a British thing, but the guy outside the Honeybee Inn says, "Do one!!" What does that mean? http://imgur.com/pwGLQ
It is a British thing, and I make an effort not to use British. It means "Fuck off" and is as offensive really. I will amend it in the American option.
"It's no aboot the room again, is it?" (not?) I read 'not' when you first posted this dialog (http://forums.qhimm.com/index.php?topic=11867.msg183166#msg183166) http://imgur.com/oS8qS
"no" in this context is "not" in Scottish dialect so that is fine.
This was just freakin' hilarious, had to share http://imgur.com/ZvmXr
Yup, I am keeping that !
"Say, how does you feel... HERO?" (do?) http://imgur.com/T4zET
he does say Hero. However, Luksy did have a problem with me using that there and I thought I had changed it in that particular scene. I will review it.
edit. Ah... you mean that awful sentence? Jesus.... fixed. That grammar is awful.
Also, translation stuff belongs on translation thread.
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Im not sure if this is a known issue or what but I have a odd glitch with the Junon taxi-helicopter. Asking it to take me out of town takes me to the other district, while asking it to take me to the other district makes the game go black screen until Alt+f4'd.
Using an otherwise apparently glitch-free bootleg, Full preset besides some manual portrait changes, current version.
PitBrad suggested that I repost this here, and I agree that this would most likely be related to this mod. Anyone can check to see if its reproductible?
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There are going to be a number of these problems since they are linked with touphscript and how it handles options. I will get Luksy to have a look here too.
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Yup. Another case of var sharing in the script. Not our fault... But a fault poor Luksy will have to correct using workaround script fix. It is a bit annoying really. Until M05d you will not be able to use the taxi.
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Yeah found that out the hard way myself with the taxi. Didn't save for 3 hours and did that.. Saved way before the end of disc 1 and just fought Diamond weapon. That sucked going through it again..
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These errors can only come to light by you guys, I don't have time to go through every option making sure they work. So as and when they come to light they will be fixed.
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Not blaming you man. Just me being dumb and not saving for so long.
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It's cool :) Just be prepared for a few more of these surprises....
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Well it is my second time through it. Just doing hardcore mode now. Did the new game+ option in black_chocobo save editor so I chalked it up to that not resetting some flag somewhere.
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Similar to the Taxi Junon issue I reported above, I want to report a second similar issue: in the Gaia Cliffs area where you fight ice spikes and bats and get the option to jump down or keep going leftwards to reach a chest that contains a Megaelixir, the choice to jump down or not that you get is inverted.
Saying you dont want to jump makes you jump and vice versa. Thanks!
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Similar to the Taxi Junon issue I reported above, I want to report a second similar issue: in the Gaia Cliffs area where you fight ice spikes and bats and get the option to jump down or keep going leftwards to reach a chest that contains a Megaelixir, the choice to jump down or not that you get is inverted.
Saying you dont want to jump makes you jump and vice versa. Thanks!
That has already been reported above.
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Oh, good then :)
Keep up the good work.
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M06 will include the Submarine minigame reprogram and a few extra options including this:
http://www.youtube.com/watch?v=DGTHJibnAvA
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Thanks so much for this, I like to keep the original game models and such but having such high quality menus is fantastic! ;D
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So what is new in M06 (should be released tomorrow... but I always say that and then fail). All of these are options.
- Submarine minigame restored to international version
- Option to have new designed submarine games I have made includes new colours for bombs and so forth.
- Options for some other colours in game.
-Installer cleaned up a little.
- Autosize battle action (top of the screen box) added for those who want it with the original game.
- Faster character animation (speeds character animations up by 2x, this does not speed the battle up 2x, so other things like enemy attack times and so forth stay constant).
- faster enemy death. Ever get sick of 4x cut taking years to complete? The reason is it is waiting for the enemy death animation to complete. I have sped up the enemy death by 3x.
- Less Character animation. For nostalgia junkies or those who want a super fast battle when it comes to attacks. I will be trying to bypass those long drawn out summon moves soon too and maybe other things.
- Faster onscreen numbers. I have sped up the time the numbers stay on screen by around 2x.
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One question... are there any changes in the mod folder because I usually back the one I have up and replace it after installing MO. For example the colors will be in the mod folder as pngs or changes are only in field.lgp?
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All changes are to ff7.exe
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Well it is my second time through it. Just doing hardcore mode now. Did the new game+ option in black_chocobo save editor so I chalked it up to that not resetting some flag somewhere.
the only data from your save that is put in to the new save is char data, item data, materia data and your chocobos. other then that is a completely new save, so there are no flags that don't get reset.
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Didnt know that at the time. Thanks for the info.
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I have already prepared for the new FF7... the program will patch the new exe the same as the old. Problem is I am expecting checksum protection on the new exe which would make it impossible without some form of hack to exe. Doh.
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Hey. :)
What's new about making this mod work on foreign versions ? :-D
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Nothing yet, the problem is I do not have foreign game. So when I try something, I will need people to test to see if what I have done works.
Also, looking back, the person before was right. Cait's "no" is confusing when meaning not. I have made it no' which I suppose is more correct grammatically.
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Well, I can help you to test, if you want.
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Please send me the 1.02 french again. I will be back here within 2 minutes to try something with you.
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What I am thinking is just rename the files you have and then use 1.02 exe. We can worry about the translation later.
So the files that need to be corrected are:
menu_us.lgp
snowboard-us.lgp
high-us.lgp
cr_us.lgp
disc_us.lgp
try changing to those and see if 1.02 loads. I am not sure if that will work, if not I can just alter exe. But this would be easier.
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Using a foreign version of FF7 with the English 1.02 .exe requires renaming the .lgp's and also renaming some textures within the .lgp's.
For the French version:
Rename the files to their English equivalents:
"data\cd\cr_fr.lgp" "cr_us.lgp"
"data\cd\disc_fr.lgp" "disc_us.lgp"
"data\menu\menu_fr.lgp" "menu_us.lgp"
"data\wm\world_fr.lgp" "world_us.lgp"
"data\field\fflevel.lgp" "flevel.lgp"
"data\minigame\fchocobo.lgp" "chocobo.lgp"
"data\minigame\fcondor.lgp" "condor.lgp"
"data\minigame\fsub.lgp" "sub.lgp"
"data\minigame\high-fr.lgp" "high-us.lgp"
"data\minigame\snowboard-fr.lgp" "snowboard-us.lgp"
FIX Condor.lgp
"fhelp.tim" "ehelp.tim"
"fhelp_1.tim" "ehelp1.tim"
"fmes00.tex" "emes00.tex"
"fmes00a.tex" "emes00a.tex"
"fmes00b.tex" "emes00b.tex"
"fmes00c.tex" "emes00c.tex"
"fmes00d.tex" "emes00d.tex"
"fmes01.tex" "emes01.tex"
"fmes01a.tex" "emes01a.tex"
"fmes01b.tex" "emes01b.tex"
"fmes08.tex" "emes08.tex"
"funit00.tex" "eunit00.tex"
"funit00a.tex" "eunit00a.tex"
"funit00b.tex" "eunit00b.tex"
"funit00c.tex" "eunit00c.tex"
"funit00d.tex" "eunit00d.tex"
"funit01.tex" "eunit01.tex"
"funit01a.tex" "eunit01a.tex"
"funit01b.tex" "eunit01b.tex"
"funit01c.tex" "eunit01c.tex"
These files are present in the English Condor.lgp but missing from other versions:
"ehelp_pal.tga"
"ehelp1_pal.tga"
FIX Snowboard-US.lgp
"fa.tex" "ea_k.tex"
"fb.tex" "eb_k.tex"
"fc.tex" "ec_k.tex"
"fg.tex" "eg_k.tex"
"fita_k.tex" "eita_k.tex"
"fstamp0.tex" "estamp0.tex"
"fstamp1.tex" "estamp1.tex"
"ftime1.tex" "time1.tex"
"ftime2.tex" "time2.tex"
FIX Sub.lgp
"fhud.tex" "hud.tex"
"fhuda.tex" "huda.tex"
"fhudb.tex" "hudb.tex"
"fhudc.tex" "hudc.tex"
"fhudd.tex" "hudd.tex"
"ftext.tex" "text.tex"
"ftexta.tex" "texta.tex"
"ftextb.tex" "textb.tex"
"ftextc.tex" "textc.tex"
"ftextd.tex" "textd.tex"
FIX Disc_US.lgp
"fdisk1_a.tex" "disk1_a.tex"
"fdisk1_b.tex" "disk1_b.tex"
"fdisk1_x.tex" "disk1_x.tex"
"fdisk2_a.tex" "disk2_a.tex"
"fdisk2_b.tex" "disk2_b.tex"
"fdisk2_x.tex" "disk2_x.tex"
"fdisk3_a.tex" "disk3_a.tex"
"fdisk3_b.tex" "disk3_b.tex"
"fdisk3_x.tex" "disk3_x.tex"
"f_over_a.tex" "e_over_a.tex"
"f_over_b.tex" "e_over_b.tex"
"f_over_c.tex" "e_over_c.tex"
"f_over_d.tex" "e_over_d.tex"
"f_over_e.tex" "e_over_e.tex"
"f_over_f.tex" "e_over_f.tex"
"f_over_la.tex" "e_over_la.tex"
"f_over_lb.tex" "e_over_lb.tex"
Other languages are similar except for the beginning letter of the texture file name.
German = d
Spanish = s
French = f
Italian = i
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In other words, it is best I just change the exe details themselves so it can work WITH the foreign files... rather than rename foreign files.
That is stupid what they have done. Why on earth didnt they just keep the same names anyway!
I guess I could just make a new installer that converts.
http://ffsf.aaron-kelley.net/patch.html
While we are at it, where is the Italian?
edit: probably best changing files anyway, exe isnt as simple as I thought, data isnt exact area and I am guessing that be a problem.
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This is continued here: http://forums.qhimm.com/index.php?topic=13419.msg186852#new
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A friend asked me to help him set up the PC version of FF7 on his laptop, but he didn't want the hardcore mod so I installed the re-translation for him.
Got to Aeris/Aerith and saw Reno was named Leno, and I couldn't stop laughing, every time we saw Reno talk we thought of Jay Leno.
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While we are at it, where is the Italian?
Italian translation is not the official one.
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Italian translation is not the official one.
Yeah the Italian translation was a fan translation you can find info on it here
http://www.sadnescity.it/traduzioni/ff7/ff7.php
also indrema made a Italian reloaded version which may help with what filenames it uses
http://forums.qhimm.com/index.php?topic=10829.0
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he has just used the spanish template. So it won't really matter.
I am now developing the installer and will soon need testers.
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So what is new in M06 (should be released tomorrow... but I always say that and then fail). All of these are options.
- Submarine minigame restored to international version
- Option to have new designed submarine games I have made includes new colours for bombs and so forth.
- Options for some other colours in game.
While reading various readme files and other diversions intended to keep me from hari kari while trying to get a shiny upgraded FF7 working.. I stumbled over this in the original installation readme.
SUBMARINE GAME WIRE FRAME
In the Submarine minigame, you may toggle the wire frame background
ON and OFF by pressing F2. The wire frame slows down the game
considerably, so the default has been set to OFF.
Were we at all aware of this? Because as many times as I've played in the past, I don't think I knew or ever tried it.
Anyways, just wanted to point that out. Figured if it's not useful information, at least it might be amusing. At the minimum, if I was the only one unaware of this, you can all point and laugh to your contentment. ;)
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The wireframe issue has been sorted already and is now default to on. See the minigame fix thread :)
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Yeah, I saw you mention you were doing that. Which was sorta what I was confused about. I never knew (at least, I don't ever remember knowing) you could switch them to begin with.
So basically, the PC version got an "extra" mode, which for some reason was made default, and then they made the game extra crappy with slower controls and whatnot? heh. Once we mod it up, can we still switch between modes, just they actually work like they're supposed to now?
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It will work exactly like the psx game. I have corrected it to work exactly the same. IN every way...
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Just a note. The main bulk of this installer will never support the new FF7 PC game. I may add ability for the other patches (like invincibility) to work with it, but that's all that is doable.
Kranmer is working on a converter from old to new PC which would allow you to fully mod your game.
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That was a nice diversion.
Full attention is now back here for M06 :)
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DLPB,This mod (at least for me) seems to overwrite something that effects FF7 Music, if you install FF7 Music after this mod everything seems to work. But if you install it after no matter what config you choose you get no sound. Evidence seems to be popping up in the increase in "my music is not playing threads."
EDIT: Scratch that Ficedula's music is just being wonky. It just clears its setting for no reason.
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My mod couldn't possibly affect ff7music.
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Yeah I was supposed to have had the submarine game release for you ages ago... but then there were the diversions.
Any case, I am making good progress now. I've been tweaking a few things I always found annoying [like how long the score screen stays]... and updating others. I think I am ready now to start main work on the actual AI of the enemy subs and then it is ready.
The international minigame conversion is already done :) and so is the massive bulk of the work overall.
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Someone in my video (http://www.youtube.com/watch?v=9glds-dn6wI&list=PL0C2F221EAC133D04&index=1&feature=plpp_video) mentioned that "some attacks miss the legend (top screen thingy)". Is it because the menu overhaul or did I do something wrong? Can I reinstall the menu overhaul over the one i already have or I need to do a fresh install? Thanks!
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Did you touch the Submarine minigame camera data at all? I feel very annoyed when switching between top-down view/first person mode and the 3rd person mode; the camera seems to lag behind normally, and if it was in a different angle due to not resetting, the angle will freeze when switching to top-down/1st person. It feels very stupid to try and navigate like that, and I certainly haven't had that happen on PSX.
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Someone in my video (http://www.youtube.com/watch?v=9glds-dn6wI&list=PL0C2F221EAC133D04&index=1&feature=plpp_video) mentioned that "some attacks miss the legend (top screen thingy)". Is it because the menu overhaul or did I do something wrong? Can I reinstall the menu overhaul over the one i already have or I need to do a fresh install? Thanks!
I'd say that is something wrong with your files. No one else has reported this issue, and I have never seen it, meaning it is almost certainly you. Don't guess. Go back to original files (scene and kernel and kernel2) and see what happens.
Did you touch the Submarine minigame camera data at all? I feel very annoyed when switching between top-down view/first person mode and the 3rd person mode; the camera seems to lag behind normally, and if it was in a different angle due to not resetting, the angle will freeze when switching to top-down/1st person. It feels very stupid to try and navigate like that, and I certainly haven't had that happen on PSX.
I have restored the International PSX version almost completely. Everything. The initial data is the same (copied entire table across from PSX int), so the camera is the same. You can switch camera like before already, but the camera will be defaulted to the EXACT SAME as PSX. The whole point of the project was to restore the game to the newer PSX version. So you are in luck. 8)
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Should I copy the scene and kernel and kernel2 from the original disk? Thanks!
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yup.
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I have restored the International PSX version almost completely. Everything. The initial data is the same (copied entire table across from PSX int), so the camera is the same. You can switch camera like before already, but the camera will be defaulted to the EXACT SAME as PSX. The whole point of the project was to restore the game to the newer PSX version. So you are in luck. 8)
Cool, no problem then. :D I guess I'll see what it's like when it's released.
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I loaded the first save i had made at the beginning of the game. Not solved and I experienced a game freeze after 2 battles while loading for the third battle... hmmm weird. Should I install menu overhaul on top again?
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 550 Ti/PCIe/SSE2 4.2.0
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 10200x6240
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
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 (x86)\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; h264/aac 1280x960, 25.000000 FPS, duration: 153.685333, frames: 3842
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
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
ERROR: GL_OUT_OF_MEMORY
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# 300
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[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
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
GLITCH: missed palette write to external texture field/md1_1/md1_1_15
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\mkup.avi; h264/null 1280x896, 15.000000 FPS, duration: 9.000000, frames: 135
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
ERROR: GL_OUT_OF_MEMORY
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# 303
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[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
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
ERROR: GL_OUT_OF_MEMORY
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# 306
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
ERROR: unhandled exception
*Ok I tried to reinstall the MO and this came up after installing using the original kernel scene kernel2. Is it normal?
fship_4 patch failed, not original script
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
frcyo patch failed, not original script
psdun_2 patch failed, not original script
mtcrl_9 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
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Try using original 1.02 and see if that helps. I have no idea why ERROR: GL_OUT_OF_MEMORY
I can't see this being an issue on my side either. I'd start again with new files. Check backup-dlpb folder and see if those are the originals.
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Maybe memory is out because of magochocobo's huge pngs in combination with asmodean's shaders.
Ok Deleted all backup DLPB with fresh kernel scene kernel2. Re-installed M005a and then the latest one on top (but still came up with the errors mentioned above) and now it runs smoother than ever. Which menu is better overhaul or Felix's?
fship_4 patch failed, not original script
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
frcyo patch failed, not original script
psdun_2 patch failed, not original script
mtcrl_9 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
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I like felix's. The error's you see there are already documented 100 times in this thread and are normal when using a used flevel.
You didnt need to delete the backup folder, you need to delete it AND restore ALL files to be originals. Then test if the error is there above. If it is still there even when using totally clean files AND backup file deleted before you install, then send me the save file.
I am almost guaranteeing this is a problem on your end. The battle crashes I dunno about, they look like memory issues you are having.,
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It's solved for the moment but if something that I didn't notice occurs I will follow your instructions. Thank you DLPB!
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Hello,
I recently discovered that Square-Enix (re)released FF7, and, excited, I wanted to check what's new in that release. I was disappointed big time, but some comment gained my attention and I discovered qhimm.com (only now, damn me).
At that time, it was 01:00 AM, I should've gone sleeping to be in good shape, but the shock was too great and I downloaded everything following, and tested the Bootleg with various mods.
The result is really great, and is really an improvement.
Few things though :
- How could I control the padding of the dialog boxes? I feel there's not enough padding.
- I own the PSX game in french. I think I've read somewhere you need help for french translation : here I am. I could also fix french translation based on your work and this website : http://ff7.fr/neo-midgar/ (I'm talking with the owner).
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Show me a picture of what you are seeing.
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http://p.dandoy.free.fr/images/dialog_psx_french.JPG
http://p.dandoy.free.fr/images/dialog_bootleg.JPG
The original border is thicker, but the padding is also bigger.
The padding with your menu overhaul is thinner, and the padding seems thinner too, both giving an "oppressive" feeling, as if the text is hard-pressed in the box.
So, how could one control the dialog boxes properties like padding and border?
By the way I have a suggestion (that I don't event want nor like by the way, but I'm just throwing ideas) : optionnal incorporation of the speaking character avatar to the dialog box.
Like this (first image found on googleimage with dialog box) : http://www.firingsquad.com/games/chronocrosspreview/images/luccia.jpg
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character speaking is too difficult to implement and would be a nightmare.
As for the other, look through our hex documentation. Select to place it on desktop from the installer. To be honest, I haven't looked over dialogue in ages so I cannot tell you which values to use. It isnt padding really.. it is a number of things.
The placement of text, the resizing by touphscript etc.
The chances you are going to be able to change that are slim to none.
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Selecting hex documentation in the MO installer is ineffective, return error 'cannot launch Hexteditor.exe, reason : file missing'.
I tried to download it from here, and create a directory dlpb-mods where I noticed the directory appears (in 'ff7/'), to see if doing this would be enough. But, same way the directory is deleted after the MO.exe process, I suspect it is cleaned and deleted at the beginning too (so even if I create myself the directory, and put the Hexteditor in there, it will be deleted).
Do you have any source code that I could see so I could try to modify it and add some 'padding' option? If yourself are able to evaluate the size of the box, and fix some left-margin/top-margin, adding a padding of 5px is just width + 10px, height +10px, margin +5px; and positioning the box -5px top and left (not going in the negative).
Maybe I'm completely out of it, and I don't understand at all how it could have been coded, but I'd like to see some source to see if I can do anything.
Thank you.
edit:
plus, I could see how I could change the combat menu, and the general menu too. I'd like to code, if possible, a templating system for those things.
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I am afraid I personally don't have the time to help.... but the hex documentation should have gone to your desktop regardless in MO-Hex folder.
I will correct that other error you got for next installer. If it still doesnt work, wait for M06 in next few days and it should work fine :)
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Okay
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DLPB just make sure you check to make sure that all dioluges that use the btl_win_b_l_12.png are postioned correctly and not cut off or hidden. one of the main reasons i cant continue my ff7 gameplay
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We fixed that in touphscript but you have to use clean flevel (placed in backup-dlpb) and reinstall. Should work then?
If not which maps? The Shinra safe definitely works now if you install right.
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I just loaded up the game for the first time in about 3 years. I'm one of those guys that downloads absolutely every single mod and then tries them out. I currently have over 20 gigs from qhimm.com. This, to me, is the best new enhancement to the game I've seen. Well done.
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I just tried M05c on a clean FF7 install but the game crashes right after opening. As a side note, i noticed that with this version the size of the exe changes from 5.882.880 byte (as for untouched 1.02 exe up to M04d) to 5.820.416 byte... I don't think is that relevant since the "not being a Win32 valid application" error message doesn't pop up, but it's the only clear difference i can see right now. Has it ever happened with this version before?
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The size of the exe should not change (it is impossible). If you are using bootleg I suggest you don't and see if the problem exists with the menu installer itself.
use latest installer.
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My bad, it figured out what was happening. It seems that the backup folder created by the installer contaned the original cd exe and not the 1.02 one. So every time I was reinstalling your mod, the file loaded was the one in the backup folder no matter how many times I replaced the exe in the main folder.
Thanks anyway
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Yeah best thing to do is place the original files in the backup folder, they are then always used :)
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Hi, DLPB,
I want to ask you about this patch,
This Patch will it work Final Fantasy 7 Re-release edition http://finalfantasyviipc.com/en ?
Thanks in advance :D
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This Patch will it work Final Fantasy 7 Re-release edition?
This mod was created for the original version of the game, so it will not work with the 2012 re-release out of the box. But there has been some development on a patch to revert (http://forums.qhimm.com/index.php?topic=13429.50) the rerelease version back to the original. Someone else can confirm whether or not this mod works with that patch.
I miss the progress updates from DLPB. :'(
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That patch changes the new game into the old game and this works with the old game. Therefore this will work with the new game that became the old game because it is in effect, the old game. The menu project will not work with the new game unless it becomes the old game.
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Hey guys! I've run into a bit of a snag. I've been slowly playing through the game for the first time with mods, and I finally reached the shinra safe where the safe numbers were cut off. I finally got past that issue after combing through the threads for awhile and found a lot of the Q and A regarding that particular issue, but my translation has changed, and I cannot for the life of me find, or figure out how to get it back to what I started with.
For example, before I started working on fixing the safe issue, my save file said I was in the "Nibel" area, and now says "Nibl," "elemental" materia has been changed to "force," "Fire" is now "Flame," "Cure2" is now "Cura," etc. etc.
I've tried just about every combination I can think of with the latest MO installer from this thread, and I can't seem to get it back to what it was. I've tried replacing my ff7.exe with the original, then adding the 1.02 patch over that, blowing out the "backup-dlpb" folder, replacing my flevel.lgp file in my field folder with a fresh file from the CD, THEN re-running the installer and de-selecting the translation project all together, and it doesn't seem to fix it. I'm starting to wonder if its some kind of a cacheing issue, but I've blown away every cache folder I can find as well. Is there another LGP file I need to replace to the original, or some file I'm missing?
I don't think the re-translations are necessarily bad, but up until this point I've gotten so used to how everything was already, its really jarring with everything named differently. Can anyone give me the right options to get the text back to how I've had it initially? Or if it was that way because of certain options I choose from the re-translation from a previous install, or what?
Any advice, links to solutions, processes, would be immensely appreciated! Thanks in advance!
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The change to names are part of retranslation project, which is how the game should have been (which you must have selected), the safe problem is documented elsewhere, use search.
Run the installer again without the translation option to restore settings. And read the readme in future. Do not use bootleg for the above. Run this installer.
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Like I said, the safe problem is a non issue, and as I said, I already found the answers, BY SEARCHING. I shouldn't have even brought that part up, the real issue is the re-translation, which I can't seem to get rid of. I love everything else about the overhaul, I just can't seem to get back to the original translation, even after replacing all my files and then running the MO installer again, AND deselectiong every part of the re-tranlsation. So at this point, I'm just trying to figure out if there is a file I havnt yet deleted or replaced to then be able to re run the installer, deselect translation, and have it back to normal?
In a nutshell:
- start with translation problem
-original exe was replaced with exe from install CD
-exe patched to 1.02
-flevel.lgp in "field" replaced with clean flevel from CD
-BACKUP-dlpb folder deleted
-cache folder in root deleted
-cahce folder in mods/DK was deleted
-MO re-installed AND deselected re-translation
-translation problem persists
? - where did I go wrong?
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You deleted the backup folder, where all your original files were. Now you need to start over by getting the original files off the ff7 disc. Had you just run the installer again and unticked translation, it all would have gone fine. It is too late now since your original untouched files are GONE.
Read the readme in future (and read it again now to learn which files you need to bring back). To uninstall/reinstall you have to use the installer first, not delete the backup folder.
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I was totally at fault on that one, and I appreciate you making that edit to your post. I went through the readme from the installer much more carefully this time and replaced all mentioned files and everything is back to normal, minus a few needed tweaks to the world-us file again, but thats no big thing.
Problem fixed, and sorry for the frustration. I really try not to ask for help unless I really can't figure it out on my own, and your little nudge in the right direction cleared it up. So thank you again for that! I'll quietly disappear again..
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I was totally at fault on that one, and I appreciate you making that edit to your post. I went through the readme from the installer much more carefully this time and replaced all mentioned files and everything is back to normal, minus a few needed tweaks to the world-us file again, but thats no big thing.
Problem fixed, and sorry for the frustration. I really try not to ask for help unless I really can't figure it out on my own, and your little nudge in the right direction cleared it up. So thank you again for that! I'll quietly disappear again..
Don't disappear. There are constantly new or updated releases. Be apart of the community :)
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@EQ2Alyza No worries there, I think I check these forums around 20 times during the day since I started modding, at least. More so meant, disappear quietly from frustrating DLPB. No one likes to be "that guy/girl with all the annoying questions." At least I try not to be! =)
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So I took Kranmer up on his challenge to make menu overhaul work entirely from a dll and from memory changes. Sounds easy? Just convert values from exe to mem yes?
No.
I must've been on drugs when I changed half of this shit. I was using some modified ff7.exe and so a lot of these values are simply in the way and worthless. The game simply won't load trying to change these at run time.
Luckily, I think I know the range I have to get rid of!
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I was replacing the ENTIRE .rdata section of the exe for no reason at all. Dear lord. Slashed the values edited from 12591 to 7808 and the game now loads the values into memory without a hitch.
edit. A few hundred more have been culled.
There is 1 problem left but I can't trace it yet.
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Good news: Menu Overhaul M06 will support memory only editing, meaning no more FF7.exe editing.
Good news 2: I located the problem. When I was using that dodgy exe before (which everyone who uses this mod will now have (since M005 changes the normal 1.02 into dodgy 1.02) it changed a lot of entries in the .rdata section of the exe. 1 of those is a floating point value that is used in menu text formatting. This code starts 006f55c8.
fmul dword ptr [007B7CF8]
This picks up the floating point value default is 55 55 d5 3f (1.67). Dodgy 1.02 has it as 00 00 00 40 (2.0).
Bad News: I worked the menu overhaul around the dodgy 1.02 value... so if I don't change it, it means changing 20 odd other values to get it back to where it should be. It IS possible that at some stage I altered that 1 value... but I certainly didnt alter the rest!
So now it is question time. What the hell is this 1.02 I have here? Why is the rdata section altered? Where did I even pick this thing up from???? And what was I smoking when I made all those patches with this junk in there? I will upload the rdata section later on and see if any of you can work it out for me.
edit.
I changed the value above so that's more good news because I know where I am now. It is the scaling value for text, and originally the menu used smaller text than dialogue so was scaled down. I am using same font size for both so had to change menu to be 2.0 like dialogue. That still doesn't answer why this exe is completely different structure wise too.
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Bad news: Memory editing will trigger the heuristic detection in most of the shittier antivirus software around. MSE and NOD32 should probably be okay, but you will get a huge increase in support requests from people using Norton and AVG.
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That's just tough luck I guess :) I have made this so that dep won't have an issue at least and I am not sure how aali has implemented his dll support. It may treat the memory edit as benign.
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Good news: Menu Overhaul M06 will support memory only editing, meaning no more FF7.exe editing.
May I ask a question? So it means that M06 will work with a spanish/italian FF7.exe?
If not, it's possible to load the values from spanish ff7.exe and place in english ff7.exe with toughscript? Thank you :D
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The only way to get foreign games working with this is for them to be manually edited into ff7.exe and using ts. Menu Overhaul does not support foreign games and won't do for a while. Blame Square porting team who decided to code and implement different exes for each language.
See the game converter thread.
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Hello, is it possible to apply this mod and play it in Spanish?
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Did you read the post above yours? :o
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I really do not speak English, and more than a question of mine, is someone who asked me preuguntara the forum, and I'm too lazy to actually read both xD
Sorry if it bothers you, you may or may not play this mod in Spanish? applies to the "new" version of square ff7 pc?
Apologize one more time.
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It does not work with the Spanish version.
It may work after this: http://forums.qhimm.com/index.php?topic=13419.0
Keep an eye on it.
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There is little point asking a question if you cannot understand the reply. Perhaps someone can translate the above for you.
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How do I use the re-translated dialog but keep the usa localized items, spells, ect.
Forgive my ignorance but I poured over the faq and pages but could not find an answer.
I only want the re-translated dialog, no other changes. Is this possible?
And just to point out If I was new to the whole magic scheme of final fantasy (this isn't going to go over well but I just have to point it out)
How is blizzard, blizzara, blizzaga...ect (and other spells of this nature)
...better than ice, ice2, ice3? (and other spells of this nature)
I can easily point out higher numbers, stronger magic or next versions with the latter. Also ice is a basic, descriptive word and the opposite of fire. Blizzard is an atmospheric condition. Thunder is the sound that lightning makes, lightning or bolt would be much better identification don't you think?
If I wasn't already familiar with Japanese versions of said magic I'd be a little confused. But as you are already aware it's just nitpicking I suppose.
Case in point: http://clockworkbard.com/ff-spell-names-rant/
But it's your conversion and I totally respect it, but my logic won't let me be till I pointed it out. Hope that doesn't burn my chances of getting help.
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The spells are part of the translation. It would be pointless creating a translation project and then letting you use the original spell names, wouldn't it?
I left character names and canon items in only as a concession and these can be accessed from the installer.
To answer that blog's question, they are japanese quirks for noting differences between the spell strengths (ru-ra-ga-ja). Ru can be ignored (actually I am sure I heard it was part of Japanese grammar, but Luksy will explain). And to me, they sound better than Bolt 1 and Bolt 2 etc. If you want to create your own then use Wallmarket and name them yourself. It is easy to remember the order. It is 3 suffixes. Ra-Ga-Ja surely you can remember that?
FF7 did not iron it out, it ignored the Japanese. 8 and later titles did not. A localisation is well within its rights to use numbers but it looks and sounds crap to me and moreover, the Japanese don't use number for them. As for Thunder, Japanese has no th, so it has to use s (like aerith does), which is why it comes out in kana as sounding totally wrong. Japanese people do not scream "wtf is kearu" they know it is Cure because it is kana for cure (at least it can be). Just like Desu is Death and Behiimosu is Behemoth. They understand their own language and English. FF7 is largely in English converted to kana. Kana is just symbols that make a sound. The sound in this case is the English words. Like Barrett being Baretto.
Also サンダー
sandaa
Not sando. aa is the er part. Sand is Thund. I am not sure why sa and not su, that's one for Luksy, but bottom line is it is simply kana for Thunder.
https://docs.google.com/spreadsheet/ccc?key=0AlJH_wU1qqN4dHBMSk9PUDZWVWdVaENobzBkSXlhVFE#gid=0
Read that.
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwjdic.cgi?1C
Use that.
サンダー (n) thunder
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Why change the name of the character?
For example ..
Elena Change to Yrena ..
Zack Change to Zax ..
Reno Change to Leno ..
Can anyone know how to fix this problem ?
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Why change the name of the character?
For example ..
Elena Change to Yrena ..
Zack Change to Zax ..
Reno Change to Leno ..
Can anyone know how to fix this problem ?
Why change it? Because you clicked Retranslation option. Do you know what a retranslation is? The character names are WRONG. So they got CHANGED. You can put them back to how they were by reading the readme and by using the installer. The fanboy option is for you.
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Why change it? Because you clicked Retranslation option. Do you know what a retranslation is? The character names are WRONG. So they got CHANGED. You can put them back to how they were by reading the readme and by using the installer. The fanboy option is for you.
Ohh sorry .. i did wrong :)
So all i have to do is reinstall MenuOverhaul
And Click Original Names by Fanboy ?
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I thank you for explanation and info DLPB, and by no means think you are wrong. It was just more of a mechanical design flaw then translation one for me. I can Identify numbers faster than letters.
Since FF8 I had to relearn the spell names, I have since committed them to memory. Please continue and don't mind me. If at some point would you add the original spell names as an option? For now I will edit them to my liking. Thanks for the tip.
Sorry to bother you, Carry on.
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If ff7 had done the same, then you'd have been all right... wouldnt have had to learn anything new. But you are best off learning them because every ff after 7 has used them :)
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while im installing MO5 .
suddenly Appear a Notepad and say .
fship_4 patch failed, not original script
min51_1 patch failed, not original script
chrin_2 patch failed, not original script
ealin_2 patch failed, not original script
blin67_2 patch failed, not original script
elminn_1 patch failed, not original script
elmin4_2 patch failed, not original script
frcyo patch failed, not original script
psdun_2 patch failed, not original script
games_2 patch failed, not original script
gongaga patch failed, not original script
goson patch failed, not original script
cosin1_1 patch failed, not original script
kuro_4 patch failed, not original script
lastmap patch failed, not original script
Couldn't encode world_us.lgp: Incompatible filename
what is the meaning of that ?
sorry for my bad english :p
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This has been documented earlier in the thread. It is normal. It means you are not using clean flevel but it should not pose a problem.
You need to use search more. Questions like that are answered numerous times.
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Bad news:
1. Because changes are now in memory ts will not update flevel properly so I am waiting to see if Luksy will add something that will fix this. Otherwise, some values will still need to be edited in ff7.exe and I am hoping to avoid that if possible.
2. Related to above. Because I am trying to avoid all changes to ff7.exe, the entirety of text changes will be made by Hext.dll, meaning I need to add every byte of change to my translation memory text file. Doable, just gonna take time. For example "Continue?" and other entries would need to be added in byte changes. There are a lot of txt in VII.
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Good news:
1. I am going to bed.
2. I have now successfully separated the code from text and worked out a way to make this all work with foreign games assuming some people put some serious effort into helping out with their languages. It is looking good.
3. When M06 is done, I will concentrate on the foreign languages and also my last job as far as this project is concerned: An option for allowing battle to have the new font and graphics WITH the old battle interface layout.
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Is there a download link to your translated .txt files or do I have to extract them from the installer?
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2. I have now successfully separated the code from text and worked out a way to make this all work with foreign games assuming some people put some serious effort into helping out with their languages. It is looking good.
I'm trying to retranslate the whole game to italian and I already have a ff7.exe patched with M05c totally translated and hex edited to alter windows sizes and whatever. So if you need something about italian feel free to PM me. :wink:
PS. Agli Italiani del forum / To fellow italians
Per favore non rispondete a questo post chiedendo informazioni sulla ritraduzione che sto facendo, perchè non è questo il thread per farlo. Finché non creerò un thread su questo mio progetto chi è interessato può farmi le sue domande via PM.
Don't answer this thread asking for the retranslation i talked about, cause this is not the right thread to do this. Until I create my own thread about that project, you can ask me everything about it with PMs.
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Is there a download link to your translated .txt files or do I have to extract them from the installer?
Extract, and please credit me and Luksy if you are using them and send link to the translation thread.
Dei 92, I need all the text placed in a 1.02 exe. From there I can extract to hex and place in my new text file which uses dll to inject at run time. Meaning it will work without editing the 1.02 exe. Do you have a fully converted 1.02 exe there? if so send it me in pm.
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If you want to help and cannot be bothered reading this yet, read the bottom of this post only. Starting after
the ======= divider.
OK people listen up. This is what I am doing and this is what needs to be done.
I am adding support for foreign games by a. Converting the file names to the US counterparts. b. Making people use the 1.02 English exe. c. using my hext.dll to change the exe addresses at RUN TIME.
This means that although you will have a fully functioning 1.02 English exe that can be modded as normal, the MO values and text will be changed when the game loads and won't come from the actual file. How is this accomplished?
I created Hext.dll, which takes memory addresses and values from ordinary text files and injects them into ff7 memory. Aali's driver supports dll. So what are the issues?
The issues are:
1. The 1.02 exe has limited text space as it was designed for English. Certain foreign words or phrases will not fit. In these circumstances someone will have to CUT the words down so that they work with a 1.02 exe. The best way to make sure this is working is to use touphscript which will automatically work out if your text is ok.
But hang on I hear you say.... that would be editing a file? Well yes it would. The thing is, I have created a tool that extracts the text in hex format into a text file that can be used with hext.dll.
2. because GAME text is changing, the GAME boxes will need editing. Sometimes GAME text itself will need moving. What can be done? Like Dei92 above, you have to MANUALLY alter hex to resize and reposition text and the boxes. Luckily due to hext this is now much easier! All you need to do is list the memory addresses with values in a plain text file in the following format
Address = Value or Address = Value1 Value2 Value 3
So like this for example 00700000=22 00 90 90 90
This would change those 5 values in memory starting at that address.
So what do I really need?
- A working 1.02 English executable that has been translated with ts into the desired language
- A 1.02 that has also had text and boxes resized and moved to accomodate the new text.
So if you want to help this is what you do:
1. Use touphscript to place the correct text into a 1.02 exe. When the exe text is PERFECT you SEND ME THE Touphscript file (see the very bottom of this post). I extract the hex and give you a TEXT file. That file is placed in hext folder in game root. This file is YOUR MAIN GAME FILE. Everything else you edit like box sizes are placed into this file at the top above the values that are already there.
2. You then load the game and rearrange text, boxes, and anything else not working. Everything you change is added to the top of the text file- a memory address and value.
When everything looks perfect, your job is done. You then send me the Hex compliant text file and I add it to the MO project.
To get started, as said, you need to change the actual text by altering my US template text file that is then encoded by ts. Basically, if you want to help you start HERE >>>>
==============================================================
Italian is done. German is being worked on. So don't start working on these.
Download THIS (http://dl.dropbox.com/u/36889302/FF7/0_ff7.exe.txt) file if working on French or other languages.
And download the 1.02 exe HERE (http://ffsf.aaron-kelley.net/downloads/ff7_1.02.zip). You will need some way of testing this which means you will need
a working English game. I will place up a small converter here soon. For now get to work changing the text.
- Edit 0_ff7.exe.txt so that it the new text is your language.
- After you have run my converter, install MO project.
- Now use touphscript to place 0_ff7.exe.txt into ff7.exe
- Load the game and make sure ALL the game text is correct to your language
- Do not worry about the boxes looking bad.
If the touphscript log reports that the text in 0_ff7.exe.txt is too large, you will need to work around the offending entry by reducing its size.
When you have done, send me your 0_ff7.exe.txt. Please check and check and check again to make sure that there are no errors or typos. After you have sent me the file, I will go into PM with you about what to do next.
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I know the above sounds like Brain Surgery, but the end result will be the most simple thing you can imagine. Modding games will be as simple as editing text files and installing MO to the exe will be as simple as placing a text file into the Hext Folder.
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Perfect job ! I go for the fr version :)
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I am not sure why sa and not su, that's one for Luksy, but bottom line is it is simply kana for Thunder.
su is pronounced like the word soo[n] only shorter.
I need an opinion: If I start a retranslation, should I translate the english verison so most mods are compatible? Or am I overseeing something? Since the 2012 rerelease is multi I kinda have the choice.
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Hello, sorry me ignorance, but I want to modify in spanish the FF7.exe, I should add some
characters, for example arrows, and this character " — ", should I edit the font?
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If you want to :) To add chars you will need to do that and to change window.bin values to accommodate it. As for other question regarding translation, that is offtopic, but yes, changing English game is beneficial because everyone mods for it.
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Hi DLPB
I can not send you PM, is blocked...
Instead, a few pictures
Original German exe
(http://www7.pic-upload.de/18.09.12/b1waoo2nu8.png)
Convertet English exe
(http://www10.pic-upload.de/18.09.12/evw7fh9vk678.png)
Original German exe (gold saucer)
(http://www10.pic-upload.de/18.09.12/jvz61ow2hqey.png)
Convertet English exe (gold saucer)
(http://www10.pic-upload.de/18.09.12/4rapubop67iq.png)
Snowboard in snow village will crash.
Greetings Kompass63
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PM is now open to you, forgot to add you.
The reason your graphics are messed up is because the names of your files have not yet been changed to match the english game names for files. Wait until I release a nice batch file to fix that. I will get on that in a moment.
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Download Here (http://dl.dropbox.com/u/36889302/FF7/GC.zip)
Place Convert.bat AND the "dlpb-convert" folder in the game root (same place as ff7.exe)
Then run convert.bat
There are no guarantees. This has not been tested.
BACK UP YOUR ENTIRE DATA FOLDER.
=========
The above should allow ALL foreign game owners to play the game with 1.02 English exe.
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I don't have anyway to test this, so would it be good or bad, at this point, to add this to my Bootleg Tutorial?
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Hi EQ2Alyza
I don't have anyway to test this, so would it be good or bad, at this point, to add this to my Bootleg Tutorial?
Not yet, is not finished yet ...(I think)
@ DLPB
Your bat file worked at first attempt ;D (I should have come behind that by myself :()
I will check, if they were already all the files that need to be renamed
The German FF7 seems to work now with the English exe.
Inclusive CD change, Submarine and snowboard game :)
A question, can you put more text in memory than in the exe?
I had to drastically cut in some places, so the game looks not good (but it works).
greeting Kompass63
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The text can be put in memory and will be but it doesn't matter, memory IS the same as exe for space limitations and most other stuff.
What I need from you is a final version of the 1.02 text file. We cannot increase text and as I said before, there is nothing I can do about that. 8)
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Can I give you soon my 1.02.exe.txt fr file too DPLB ?
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If you have checked it 4x beginning to end, made sure that there are NO typos and other problems (like where you have made a mistake with my name) and that where possible it is 1:1 to the original French version. Yes. Send to PM. It has to be perfect. Do not give me a half job. I don't do half jobs.
Also use my converter above so you can use the English 1.02 exe and can test your version.
I don't have anyway to test this, so would it be good or bad, at this point, to add this to my Bootleg Tutorial?
You can add this converter there if you want but for people to play the game with the menu text translated they will either have to create their own edits or use Menu Overhaul. The above converter will automatically be deployed by Menu Overhaul project.
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Of course I will re read and test again and again. So I use toughscript to reencode the exe with my 1.02.exe.txt and then launch your bat file converter and it's all I have to do to can test my game with fr menu translated menus ?
Edit : Tried to encode my ff7.exe file with the 1.02.exe.txt in fr, and tested with this exe but, still in english in menus.. Where am I wrong for you DLPB ?
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You have to place the 1.02 exe in the game folder then run ts with the e option.
Before that, run ts with D option to decode all files. Then place the NEW french 1.02 in the text folder (in ts folder). Overwrite the one that is there. Then use option E.
Send me your 1.02 text file so I can be sure you are doing it right.
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Re. Thanks a lot first DLPB for taking time trying to explain me. Thanks a lot. Here is what I did :
Here is my ff7 game folder, with the famous FF7.exe :
(http://imageshack.us/a/img607/491/captureyc.jpg) (http://imageshack.us/photo/my-images/607/captureyc.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Then, I went to toughscript folder, ran the exe and selected 'D' as you mentionned, for creating the files in text folder :
(http://imageshack.us/a/img844/4483/capture2jd.jpg) (http://imageshack.us/photo/my-images/844/capture2jd.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
After that, I tried to modify some texts in the '0_ff7.exe.txt' in FR, and of course saved it( I dont finished this file entirely, it's coming soon ) :
(http://imageshack.us/a/img29/849/capture3es.jpg) (http://imageshack.us/photo/my-images/29/capture3es.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
And at the final, re-encoded the file with the 'E' option in toughscript :
(http://imageshack.us/a/img31/4217/capture4mv.jpg) (http://imageshack.us/photo/my-images/31/capture4mv.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
I launched the game, but my modifs to the '0_ff7.exe.txt' didn't appear in game, no changes visible.
I think I did as you said to me, doesn't it ?
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Your ff7 exe text file there is not the french one. Change it for the french version then press e.
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Yes I know, it's text etracted from the ff7.exe, who is the english version, wich is 5745 KO, after all bootleg patches.
I have some ff7_fr.exe, ff7_de.exe, etc.. which are 14006 KO( they are not exe patched )
So I put the ff7_fr.exe in the toughscript folder, renamed in ff7.exe for having toughscript dump working with it. It creates a '0_ff7.exe.txt' in the text folder, but this file is totally blank : 0kb. ( When it's created with ts from the ff7 french exe.
So I thought that I have to replace the english texts in this file with the french texts, and then encode 'E' with ts. But doesn't work
PS : I would mention that I installed FF7 from the new release 2012 in english language, not french, in order to have bootleg patching work.
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No. You have to use the ENGLISH 1.02 exe. 1998 version only with 1998 game. The whole point of this project is to use the ENGLISH 1.02 with foreign games. You didn't read what I wrote at the start. I will be back later. Send me your translated 1.02 text file.
If you have any further trouble with this after this, someone else is going to have to take over the french conversion. This has to be done properly by someone who knows what they are doing. No offence, but that is how it has to be. Otherwise I am running about all the time trying to explain things and correct things that shouldnt need correcting.
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It's not that, the fact is I don't understand well english and so, all of the discussions, but I read all.
Sorry for taking of your time, really..
I'm wondering : the English 1.02.exe file, is NOT the FF7.exe I showed to you in my first screenshot ?( wich is about 6mo )
Edit : Okay, no problem, I undesrtand. Thanks again
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Clearly you lack the understanding of where I am coming from and the language barrier is a problem.
Send me your ff7 text file that you have made. Send me it in PM. I will get back to you later.
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I not finished yet all this file, I'll send you when it's done. I still have texts in english. Thanks a lot
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You can add this converter there if you want but for people to play the game with the menu text translated they will either have to create their own edits or use Menu Overhaul. The above converter will automatically be deployed by Menu Overhaul project.
Okay, then I'll make notes that the Foreign versions must install Menu Overhaul for mods to install correctly AND have properly translated menu text. Is this correct?
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I guess that's about right. It won't work right without a translated 1.02.
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Hey, sorry to bother you. I'm not sure if anyone else had this problem, or if it was just me, but I just wanted to let you know that your installers for both the MO and UMI aren't exactly Netbook friendly... lol
Issue seen here: http://imageshack.us/a/img831/2041/issuer.png
It goes off of my screen... So it's kinda hard to install it, as it is. I couldn't re-size it, so I'm kinda at a standstill from using the compilation of mods.
Thank you for your time. ^_^
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I had same problem, but you can still install the mod except for the options way below the screen which you wont be able to select.. I dont think there's a way around this, (at least none that I know) hope the the next version wont have this same issue..
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I increased the size of the window because I didn't think anyone would be using a resolution less than that. And, in fact you are in a massive minority.
Realtime resizing by user is not possible.
I can program the installer to know the current screen resolution and adjust if it falls below this. I will look into it for M06
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ff7 is quite popular for netbooks, since netbooks are slow.. and ff7 pc don't need fast computers.. I actually have a laptop now but a fix on that issue will really help a lot (even if considered a minority).. my previous netbook has a 1024x600 res, making the window size 800x600 might be better..
Btw..Thanks a lot DLPB for this awesome mod really improved the ff7 gaming experience..
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I downloaded your Menu Overhaul project and seriously...It's totally amazing. It brings new life back into the game for sure. So I just wanted to say thanks! :)
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Cheers :)
also a note:
Where are the translators? I need your ff7 text documents sooner or later :P Are you still working on this?
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If you want to :) To add chars you will need to do that and to change window.bin values to accommodate it. As for other question regarding translation, that is offtopic, but yes, changing English game is beneficial because everyone mods for it.
Sorry for later, DLPB. But I don't have the FF7 1998 version, I have 2012. I think I couldn't modify the "mod font", right?
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This mod is for 1998 only, you would need to convert 2012 to 1998 with kranmer's converter.
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I really want to use the menu overhaul but some errors because of ff7 is my pirate would love your help DLPB :cry:.
if you want to add me on skype
Skype: tihico
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this forum does not support piracy in any form. you wont receive any help here.
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DLPB but said it would help even those who use pirated ff7 and I really want to use this mod
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I never said anything of the sort....? And we don't support pirate version for a very good reason. Please don't post here unless you have a bug report or request that is legal.
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Where are the French and Spanish text updates? I am going to be releasing M06 soon with or without. The work on foreign support is in your hands.
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Maybe I can help with french translating.
What do you need exactly?
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http://forums.qhimm.com/index.php?topic=11649.msg191027#msg191027
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I almost done the French translation text Asshiah, but i have no time to finish this :/
I can share my txt with you tomorrow if you want :p
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OK, you can send me the file and I'll see if I can finish it.
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Quick question, does this overhaul/retranslation include all the unused lines/events from the japanese version of the game, such as the summon explanation seen at http://www.glitterberri.com/final-fantasy-vii/unseen-text/temple-of-the-ancients/ ?
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The only scenes restored are those that were accidentally left out dye to script errors like the Gongaga dialogue with Barrett. I have sometimes placed in unused dialogue as an extra but the main translation will be finished before I assess what else, if anything, to include. We are not up to that area anyway, we are currently up to Junon village.
I am awaiting Luksy's input, he is currently AWOL with work and life.
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I need to clarify something here. I am not programming the foreign games myself. I have created the tool to put edits into memory at game start (hext) and I and kranmer created the MOP. I have also created a tool to place the hex of the TEXT areas of exe into hext compatible files.
But the changes to MOP that are needed (larger boxes for example) have to be done by others. M06 will be released soon, and if I don't have a working memory file at that time, it gets shipped without foreign support.
I have not the time or desire to do all the work alone. This is up to other people. I and Luksy have supplied the tools, you have to supply the will.
At the moment, I have spanish translated text (unconfirmed if working) and that's it. Until someone competent is working with me on this and doing exactly what I ask for, I am not going to bother. If this carries on, I will release a tutorial instead and I will opt out of foreign support until I am given the final product.
My work load is simply overwhelming at the moment and will continue to be for at least 6 months. The final product will mean that the end user can select his game (i.e. french) and then that is it. No edits to ff7.exe required at all. All done by dll at run time.
This is already working for American version due to the massive amount of time I have put in, others will have a much easier time.
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Italian version is now finished and supported. Dei92 has been given the final hext file and is making finishing touches to his tweaks.
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Greetings,
Great work by all, love the FFX style battle menus and interface.
Just have one problem with certain dialog boxes.
I am finding there are many "choice" dialog boxes that are misaligned, meaning the finger points to the "lower" option then when I move the finger it goes off screen for the other option.
Some examples include when the team is leaving Midgar for the first time:
Ask Question "{AERIS} “You know what? This is the...dangerous. You sure you want to go?
Ask Question "{TIFA} “…I guess this is the start ...dangerous. You sure you want to go?
Was this already a known issue? Is there something simple I can do to make a sure all choice dialog boxes are displayed correctly?
Thanks again for the hard work. 8)
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i told him about the same issues your mentioning that he claims he fixed but hasn't
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This is in Luksy's hands... I am not sure if M06 has fixed this issue (I THINK luksy fixed it) but if not this is a touphscript issue and I can do nothing about it for now or for M06 if Luksy has not returned in time.
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i checked his profile and it states he hasnt been on since last month
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I spoke to him yesterday but he is very VERY busy with work.
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ah the life of an adult. sometimes i wish i were a kid again but yet again thats part of growing up
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I'm 29 (My pic is me age 27-28) but part time work, soon full. And when it is full I will have less time. Until then I have a mammoth back log to fix. I must be getting old because I have to think about what age I am....
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I'm 28, and I don't think we're old. Sometimes we like to think it because of how much we look backwards. It's natural to think so here since everything is centered around games from 15 years ago. But I realize I'm not old when I begin to look forward. There is lots of road ahead of us, with lots of goals and accomplishments along the way.
I admire your work ethics DLPB. Keep going forward with it :)
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Yup, growing up means more obligations and less time for games and such, I'm 23, a lot younger than you guys/gals and I'm working full time now even at saturdays .. LoL but I think I'll still be playing games til I'm 40, LoL ;D ;D ;D
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I had hoped to get this released soon but I have started a large section of my Pong game again... the code was a mess. So it will have to wait.
I am still waiting for Luksy to return also.
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Well, I already translated 0_ff7.exe.txt to spanish according to your documentation and some of other installments in the saga from both official and fantranslation versions. Also translated the whole kernel2 to fit it using wallmarket and touphscript. I'm currently checking for consistency and improvements without any crashes at all.
I'll need people with the experience and free time to help me with:
-The alignment/box resizing stuff, don't know how to do it. (But know some hex edition so I can help)
-Checking the overall translation. (Spanish speaking tester using the english 1.02 version of the game who have played other FF spanish versions).
Then we can send you the rearranged ff7.exe you'll need for Hext usage.
Great project and best regards!
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Greetings,
I'm trying to get an assist with this amazing mod :-) I've used it in the past on an old machine that is now long gone, had the urge to play through this game again, but I'm having some issues getting the game to run with the mod installed.
I started with bootloader 0039. Did the whole process, and each time I would run my game, I would get the Eidos logo, then the Square/Chocobo logo, and the opening credits. However, pressing ANY button would cause my game to crash. I repeatedly received an error:
Oops! Something very bad happened
Wrote crash.dmp to FF7 install dir.
Please provide a copy of it along with APP.LOG when reporting this error.
White emergency save to save/crash.ff7?
FF7.exe would also crash, end of story. I did numerous re-installations of the game and bootloader, but every time it kept doing this.
So I decided to start with a fresh install of the game, and start adding mods 1 by 1, testing for playability in between each mod. I installed the game (2012 re-release), used Kranmer's conversion mod, followed by the 1.02 patch, Aali's driver, FF7 Music, FMV restoration. Okay, up until this point, I'm good. Next I did the menu overhaul (don't recall exactly which options I chose) but this now caused my game to crash with the exact same error as before. I ran the mod again, chose to uninstall, and the game ran fine again.
Worth note, is that when I couldn't get this mod to work, I tried Team Avalanches mod. This, too, causes my game to crash. It seems to be something about loading anything from the Mods/DK/Menu folder. If there are any mods to the menu, the game just won't play. With the Team Avalanche mod, I could get the game to load, but if I opened up the menu in-game OR after any battle (at the EXP and Gil screen) the game would crash.
Another item is that my "Security Essentials" picks up a file each time I load the game and quarantines it. To be sure it was safe, I looked at the file in question and it is called: HackTool:Win32/Keygen. Scary lol.
Anyways, after numerous failed attempts, I thought maybe there just wasn't compatibility with the re-release, so I tried the 1998 version of the game, went through the exact same process, and again, the menu overhaul crashed the game. I know the mod works, I've used it before, and since it has caused 2 different releases of the game to crash, I'm thinking it may be something with my system?
Windows 7 Pro x64 / NVIDIA video card / Intel CPU
In any case, I want to say thank you for even bothering to create this mod. It really is amazing :)
Any and all information is greatly appreciated!
Shaun
*Edit to add APP.LOG*
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 590/PCIe/SSE2 4.2.0
INFO: Found swap_control extension
GLITCH: Unable to turn on vsync
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, 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
ERROR: could not open file C:\Final Fantasy VII\ff7input.cfg
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:\Final Fantasy VII\movie\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
INFO: slow output format from video codec h264; 0
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: unhandled exception
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I wanted to add an update with a few more steps I've taken to narrow things down:
* Did a full re-install of FF7 (1998)
* Completely removed the directory it was in (C:\FF7) prior to installation
* Installed the 1.02 patch and Aali's driver only. Game played fine (looked like arse)
* Turned of Security Essentials and disabled Windows Firewall
* Ran MO.exe as Administrator (also logged into an Admin account)
* Chose to install ONLY the retranslation (no menu changes, no graphical changes, etc)
* Game still crashes in the exact same fashion.
* Re-running MO.exe and uninstalling the mod causes the game to run normally.
So I thought it was an issue with loading the .png files that go in the mod/dk/menu directory, but I'm guessing the actual issue is the modification that MO.exe makes to FF7.exe. I don't know (in my extremely limited knowledge) what else it could be. I'm going to try this same process with the 2012 release (adding only the conversion patch to the aforementioned list of mods) and see if that works.
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Please post your bug report on Aali's driver thread or bootleg. This does not seem to be specific to my mod.
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got me self a problem with the menu overhall in that it crashes i know you want the app.log so here it is
INITIALIZE DD/D3D START
DIRECT DRAW 2
TOTAL -1108156416 FREE -1116450816
DD MODE: W 640 H 480 P 640 RGB 1 BPP 8
DD MODE: W 720 H 480 P 720 RGB 1 BPP 8
DD MODE: W 720 H 576 P 720 RGB 1 BPP 8
DD MODE: W 800 H 600 P 800 RGB 1 BPP 8
DD MODE: W 1024 H 768 P 1024 RGB 1 BPP 8
DD MODE: W 1152 H 864 P 1152 RGB 1 BPP 8
DD MODE: W 1280 H 720 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 768 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 800 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 960 P 1280 RGB 1 BPP 8
DD MODE: W 1280 H 1024 P 1280 RGB 1 BPP 8
DD MODE: W 640 H 480 P 1280 RGB 1 BPP 16
DISPLAY MODE MATCH
DD MODE: W 720 H 480 P 1440 RGB 1 BPP 16
DD MODE: W 720 H 576 P 1440 RGB 1 BPP 16
DD MODE: W 800 H 600 P 1600 RGB 1 BPP 16
DD MODE: W 1024 H 768 P 2048 RGB 1 BPP 16
DD MODE: W 1152 H 864 P 2304 RGB 1 BPP 16
DD MODE: W 1280 H 720 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 768 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 800 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 960 P 2560 RGB 1 BPP 16
DD MODE: W 1280 H 1024 P 2560 RGB 1 BPP 16
DD MODE: W 640 H 480 P 2560 RGB 1 BPP 32
DD MODE: W 720 H 480 P 2880 RGB 1 BPP 32
DD MODE: W 720 H 576 P 2880 RGB 1 BPP 32
DD MODE: W 800 H 600 P 3200 RGB 1 BPP 32
DD MODE: W 1024 H 768 P 4096 RGB 1 BPP 32
DD MODE: W 1152 H 864 P 4608 RGB 1 BPP 32
DD MODE: W 1280 H 720 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 768 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 800 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 960 P 5120 RGB 1 BPP 32
DD MODE: W 1280 H 1024 P 5120 RGB 1 BPP 32
Ramp Emulation
Microsoft Direct3D Mono(Ramp) Software Emulation
RGB Emulation
Microsoft Direct3D RGB Software Emulation
Direct3D HAL
Microsoft Direct3D Hardware acceleration through Direct3D HAL
EXCLUSIVE MODE
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 1:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: F:\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
the crash only happens when your FF7.exe is loaded now before i say it's your mod it could be my ATI card witch is a Radeon HD XFX 7900 Series. i should also note that i am useing Win 7 X64
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Do all the things listed on the first post and see if that makes a difference.
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i try everything first before i post anywhere. also windows tells me the game has had an error and needs to close
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Well, I already translated 0_ff7.exe.txt to spanish according to your documentation and some of other installments in the saga from both official and fantranslation versions. Also translated the whole kernel2 to fit it using wallmarket and touphscript. I'm currently checking for consistency and improvements without any crashes at all.
I'll need people with the experience and free time to help me with:
-The alignment/box resizing stuff, don't know how to do it. (But know some hex edition so I can help)
-Checking the overall translation. (Spanish speaking tester using the english 1.02 version of the game who have played other FF spanish versions).
Then we can send you the rearranged ff7.exe you'll need for Hext usage.
Great project and best regards!
AlbusJC is going to help me testing the spanish translation, now we need an Hex-pert for aligning and resizing stuff
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i try everything first before i post anywhere. also windows tells me the game has had an error and needs to close
It is almost 100% likely the error is at your side. Start again with clean ff7 exe.
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i have done this several times and it ends up crashing the game. question dose the menu overhaul require the custom gfx driver? i could test with out it with a fresh install of FFVII?
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its most likely your graphics driver thats causing the issue. try changing your graphics setting to application controled
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nope that did nothing :( i blame my ATI card my old compy had an nvidea but was a crap vista but everything worked the first time.
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It may have. But of you swap the exe for an original 1.02 and it still doesn't work, it cannot be the fault of MO. if that's the case, place your bug report elsewhere.
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i can play fine with out MO
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I need to know for sure what you mean by "without". When you replace the 1.02 exe with the old one, it works fine?
If so, try reinstalling on that clean exe and let me know what happens.
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by reinstalling you mean the 1.02 exe? in that case it dose work now i also need to test to see if the game works with out the custome driver. note i need to find out how to install FF7 agen as some how i can't load the installer after i did a somewhat crappy uninstall by not using the uninstaller.
edit: it works now after a botched uninstall and registry cleaning of everything FF7 and a restart it finally works and btw i can play the game with out the driver but stuck with old gfx
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i can play fine with out MO
Same here.
For DLPB - I can certainly understand not wanting to work out everyone's issues, but you more or less told me the exact same thing a few days ago.
I installed only the 1.02 patch and Aali's driver. I can play the game fine. Then I install MO, and my game crashes. I uninstall MO, and my game plays just fine again.
How exactly is that NOT caused by MO? Lol. Not trying to 'sound' like an arse ya know?
Gordon's issue could be something completely different than mine, but it sounds like we both can play FF7 without MO, and we cannot play it with MO. Your mod kicks ass dude, we all want to use it :-) There is just something occurring with the install that is preventing the game from working properly.
Shaun
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The other guy has virtually admitted (and changed his story) that the problem is his gfx card. How his original conclusions were reached is beyond me, but it is obvious his problem is not MO related. And then posted this
edit: it works now after a botched uninstall and registry cleaning of everything FF7 and a restart it finally works
This has nothing to do with this mod and obviously if he had no issue after a reinstall, he must have fucked something up the first time, like you probably have.
If it is MO related, it is 99.9% your fault or your systems fault. I know this because 99.9% of people have no issue with this mod. It isn't arrogant, it is simply common sense. If you have used my installer (not bootleg) and you have done what I said on first post, and you have tried everything you can think of, and if this error is definitely the fault of MO (i.e. when you use an original 1.02 it works and when you don't it doesn't) then I will look into it.
It simply isn't very likely that the error is on my side. Especially since it works for me. If it works for me, it will work for everybody given they have done the exact same thing as me. To be blunt, the problem being my fault is extremely unlikely if at all possible.
Given Gordon's change from "MO doesn't work" to "Reinstalled, now suddenly works" , is it any wonder I chose not to take these bug reports seriously anymore? Especially since I know that my mod cannot pick and choose who to work for. And I was right to mistrust Gordon's original bug report because it was false. It was not my fault. I will trust yours when I see you have done everything I list on first post including a full reinstall.
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in the end tho DLPB you did help me as i was not sure if an uninstall was necessary at the time as it was a fresh install now i am thinking that all i needed was a restart but reinstalling couldn't help ether so i thank you also to anyone who has the same issues i have please either reinstall FF7 or restart also one thing i forgot to say was that the gfx driver was giving errors when selecting the custom driver. so to thos that think i need to report a problem DO EVERYTHING be for hand even if you think it will not work.
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Ok, I am officially ending support for foreign titles. This is because of lack of progress and the fact I hope to finalise my installer soon. I am also getting too busy these days. What I will do is create a tutorial so that others may create working foreign games using the english 1.02 executable. The Italian version has been done already more or less.
The new MO project is memory based and so changes are much easier to make. I will get back to you all nearer the time.
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Hello,
Excuse me disturb you,
I use a translator. Because I am French, and I have trouble with English
I wonder if it would be possible to make a tutorial for the software, because I have the 2012 version I switch to 98.
And I try to change the game as I can, which I still quite difficult, because there is nothing in French.
I install MO.exe and I do not know what to do next or even what to change here for the menu.
Hoping you can help me. I translate your tutorial myself.
I use windows seven
thank you
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I do not have the time. Someone else might have the time. :)
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heh, getting there..... More and more things to add to game but it is getting there. :-D Then I will get back to this.
http://dl.dropbox.com/u/36889302/pong%20options.PNG
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i think i've found a bug on the retranslation. on the Inside Cliff in the crater area(the one where you fight the four huge living icicles), when you defeat each one of them, you'll get an option to jump down to the room below. if you pick the top option ("No"), you would jump down. but if you pick the bottom option ("Yes"), you wouldn't jump down :)
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I would totally play that! Also which language is that in? </offtopic>
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i think i've found a bug on the retranslation. on the Inside Cliff in the crater area(the one where you fight the four huge living icicles), when you defeat each one of them, you'll get an option to jump down to the room below. if you pick the top option ("No"), you would jump down. but if you pick the bottom option ("Yes"), you wouldn't jump down :)
This has already been noted a few times
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Found a funny one, when riding the truck to Nibelheim with Sephiroth:
Cloud (projecting himself on Zack): "So, how does you feel, HERO?"
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That has already been fixed by the looks of it (using hero less now than before since it sounds a little weird. "Great" is used more often). Thanks for the report though!
my files show
CLOUD}
“Say,how does it feel… HERO?”
------------------------------
Sephiroth
“…I thought you
wanted a briefing?”
------------------------------
Are you using the latest Menu Overhaul too? *though this may have been corrected after that)
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Hi,
I just discovered the huge work that was done to improve this awesome game. Since I brought the 2012 version of the game I was searching a way to improve it and it led me there. I saw there was some work to do about the french translation. I had the same problem using bootleg and Menu Overhaul : it made my menu in english. I saw the explanations on previous messages about the use of touphScript and tried to make the text files in french.
I have the full 0_ff7.exe.txt file translated and the others txt files in french too if needed (because after using thoughScript, my whole game was english, but not the menu, lol). I also have a ff7.exe english 1.02 applied with this translated text. I tested it, and it seemed ok as far as I tested. As you said, the text is ok but the alignments on boxes and with the cursor are not :p May I send these files to you by MP ? Is there a way to fix alignments ? I did not understand previous posts about it...
Ah, also, to make it work, I had to use the bootleg on the 2012 FF7 release without Aeris Revival, witho