Qhimm.com Forums

Final Fantasy Forums => Tools => FF7 Tools => Topic started by: Iros on 2013-07-11 18:12:17

Title: [PC] Mod manager - 7thHeaven (v1.54)
Post by: Iros on 2013-07-11 18:12:17
LATEST VERSIONS
Iros - v1.52: https://mega.nz/#!aQdXiZYA!aJnVbQH5kWSi5sC6QMdgPmjKmhfUdsP-87R70j90ub4
ficedula - v1.54: http://www.ficedula.co.uk/7thHeaven/7H_1.54.zip

Hi all.

Long time lurker here. The idea about being able to (de)activate mods more easily appeals to me, right now I have nothing installed other than Aali's driver + FF7Music, the idea of basically reinstalling/patching every time I want to try a mod out seems awkward.

So I've written a wrapper program that will intercept reads to the LGP files by FF7, and selectively replace the data the game reads. An example might make it easy to understand...

I set up a folder containing files I want the game to use. The file structure looks like this:
Code: [Select]
C:\games\ff7\wrapped
                    |- mod1
                           |- menu_us.lgp (a folder named this - not an LGP file)
                                         |- cloud.tex
                                         |- earith.tex
                           |- char.lgp (again, a folder)
                                      |- aaba.p

When the game tries to read cloud.tex from menu_us.lgp my wrapper intercepts this, and redirects it to read from the file in my 'mod1\menu_us.lgp' folder instead. Same with the other files. The LGP files themselves remain UNALTERED - all I do to make the game use my new versions is drop them into the mod1 folder and run the game from my wrapper.

You can give the wrapper multiple file paths to check - your file structure might look like:

Code: [Select]
C:\games\ff7\wrapped
                    |- mod1
                           |- menu_us.lgp
                                         |- cloud.tex
                                         |- earith.tex
                           |- char.lgp
                                      |- aaba.p
                    |- mod2
                           |- menu_us.lgp
                                         |- cloud.tex
                                         |- earith.tex
                                         |- buster.tex

The wrapper will check the mod paths in the order they're specified in its configuration file. So in the above case, it'll use cloud.tex and earith.tex from mod1 (ignoring the versions in mod2, mod1 takes priority), but it'll use buster.tex from mod2 (since mod1 doesn't have that file) - and off course, any files not present in the mods, come from the original LGPs instead.

Especially if a number of different mods all change DIFFERENT files, this means they should co-exist quite happily - and even if two mods change the same files and don't work properly, changing which mods you run the game with is just a case of launching the wrapper again with a different set of paths :)

I understand Aali's driver can do something similar, but I think the ability to specify multiple source paths (and choose which takes priority) is a worthwhile addition?

Download link: https://mega.co.nz/#!xVohQJRY!aIyPJ0L65zXM2Da6_PXQrQvOfiIpRrek5eG_X_QPdTY

Anticipating some questions:

Q) How to use it?
A) Run the 7thWrapper.exe file. Tell it the locations of (1) your FF7 exe, (2) the 7thWrapperLib.dll, (3) the mod paths to search for files. You can edit the config file to avoid specifying these every time. You can also run it with a /LAUNCH command line option to make it run FF7 straight away then exit (could be useful for making a shortcut; or a front-end tools for easy mod selection?).

Q) Does it slow the game down?
A) Yes but maybe not much. It takes ~1 second longer to launch the game for me, and it then runs without any noticeable slowdown. HOWEVER - I haven't tried it with a mod that changes hundreds of files at once. If it does then I should be able to optimize the code, it's definitely not as fast as it could be yet. If anybody can suggest some good mods to test it with that change lots of files, perhaps I can try them and see how well it works (or you can try it and report back?).

Q) What does/doesn't it work with?
A) It SHOULD work with any file that comes from within an LGP. I've tried loading savegames, running around in the field, going into a battle, accessing menus, and that worked, so it SEEMS stable. Just not tested very much yet. It doesn't currently work to change non-LGP files; e.g. sound effects, kernel bins, or PNG files for Aali's driver. It could be made to work with these too: I just haven't done that yet, this is only a first release! It does work OK with Aali's driver, off course - you don't have to go back to running the game using the old renderer. FF7Music also works fine (that doesn't change game files anyway I think?).

I haven't yet figured out how to deal with mods that want to patch FF7.exe, that seems like it would be interesting to deal with.


Q) How to figure out if it's working?
A) It outputs debug information through OutputDebugString, so any tool (e.g. DbgView - or FF7Music?) that views that will let you see the logs of what is happening.

Q) It doesn't work!
A) Reply here and maybe we can figure it out? :) Only tested on my PC so far, so I expect there will be problems with it that I don't know about. Maybe lots of problems. It's only a first release!

(Mods: Posted this here because it seemed relevant to the thread, but split off or move it if you think this is in the wrong forum?)

Comments / suggestions for how to improve it welcome.
Title: Re: 7thWrapper
Post by: Vgr on 2013-07-11 19:28:36
Aali's driver does the exact same thing, but if you improve it enough it might surpass it. To be continued.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-11 20:37:06
Yes, I'm hoping that if I add the right features in, it will be useful to make a mod manager that does allow activating / deactivating mods without having to reinstall from scratch.

I'm testing code now that remaps non-LGP files now (e.g. kernel2.bin) which hopefully should make it useful for more mods.

I would like to use this for a different task. It would be cool if I could change some battle models depending on the game moment. I have done a young Cloud field model for the Niebelheim flashback, but there is no way I could use a different battle model.

I hadn't thought of that; but, I think it should be possible. Not sure how often it would be used, though? I suppose if it WAS possible people might think of a good use for it!
Title: Re: 7thWrapper
Post by: Vgr on 2013-07-11 20:45:25
I would love a versatile one, that you can tell "RT** (that's Cloud's battle model) inside the battle LGP should use the one I specify" and then you can change a setting and then another model is used. Instead of Game Var, user input (that's merely my opinion).
Title: Re: 7thWrapper
Post by: Iros on 2013-07-11 21:21:06
I would love a versatile one, that you can tell "RT** (that's Cloud's battle model) inside the battle LGP should use the one I specify" and then you can change a setting and then another model is used. Instead of Game Var, user input (that's merely my opinion).

That should be possible, just by using the multiple mod paths, right?

If you have two (or more) mods that both have all of Cloud's files, then by just adding/removing that folder from the list of active mods (or, changing the priority so the one you want to use comes first in the list), then you can control which mod takes priority and gets used.

Or did you mean something other than that?
Title: Re: 7thWrapper
Post by: Vgr on 2013-07-11 21:23:25
Nope, that's exactly what I meant.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-11 22:15:19
I would love a versatile one, that you can tell "RT** (that's Cloud's battle model) inside the battle LGP should use the one I specify" and then you can change a setting and then another model is used. Instead of Game Var, user input (that's merely my opinion).

Well, I need a possibility to control different versions of a model through a game variable. I would like to represent Clouds different states of his mental behavior visually.
Or giving Cait Sith number II a different look. There plenty of possibility if we are able to do this (snow clothes for the party in the snow area as example).
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-12 00:17:44
I would love a versatile one, that you can tell "RT** (that's Cloud's battle model) inside the battle LGP should use the one I specify" and then you can change a setting and then another model is used. Instead of Game Var, user input (that's merely my opinion).

That sounds really exciting. I would advertise the heck out of this feature on YT if it were to come to fruition.

Well, I need a possibility to control different versions of a model through a game variable. I would like to represent Clouds different states of his mental behavior visually.
Or giving Cait Sith number II a different look. There plenty of possibility if we are able to do this (snow clothes for the party in the snow area as example).

Imagine beach clothing for the Costa Del Sol area  ;)

OR!!! Traditional Japanese clothing for the Wutai area  ;D
Title: Re: 7thWrapper
Post by: Iros on 2013-07-12 13:14:21
OK, I have made some changes.

SEE OP for latest download links

Now it will replace non-LGP files (e.g. kernel2.bin - or any of the PNG files for use in Aali's driver). Also I have improved the GUI a bit so it's easier to turn mods on or off, or change the order. See:

(http://www.freeimagehosting.net/t/3sv8c.jpg) (http://www.freeimagehosting.net/3sv8c)

It will list all the folders within the 'base mod location' you choose, and let you turn those mods on or off by (un)ticking the item, or change the priority for which mod takes effect by moving them up or down the list. Also you can save a particular configuration to use rather than have to go through ticking and reordering them each time (could take a long time with 50+ mods installed...)

For this to work, you need to have a mod folder set up in Aali's driver, point the launcher at it, but instead of placing mods in that folder, place it in the 'wrapped' folder you select in my launcher instead. That way it can control which files get used. Also I recommend turning off the compress textures (cache) option in Aali's driver, otherwise it will use the cached files instead of mods you have just chosen!

(Also you can put a file - mod.xml - in the folder for a mod to give more details about the mod, including a link to the website/forum page for that mod, see in the screenshot. This is optional, but maybe if people want to use this launcher, authors putting a mod description file in their download will make it easier for people to use?)

That sounds really exciting. I would advertise the heck out of this feature on YT if it were to come to fruition.

Imagine beach clothing for the Costa Del Sol area  ;)

OR!!! Traditional Japanese clothing for the Wutai area  ;D

Hm, I will try and do this then, should be good if it works :)
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-13 13:19:18
I can't insert char.lgp. :'(
Every other modification seems to work (new battle models, world models, etc.). But if I create a char.lgp folder, the game crashes - even if its empty.

Edit:
Oh, I guess it's time to move this tool to the tool section. ;)
'Fat Chocobo' would be a nice name. :-D
Title: Re: 7thWrapper
Post by: Iros on 2013-07-13 13:41:48
I can't insert char.lgp. :'(
Every other modification seems to work (new battle models, world models, etc.). But if I create a char.lgp folder, the game crashes - even if its empty.

Hm, I tried altering char.lgp with a new aaba.p (Cloud's head) and that's worked for me. Not sure why it wouldn't work; is your char.lgp already altered with some mods? (I don't think that should cause a problem, but perhaps?)

I will try and put some better error handling into the next version so it is easier to work out why things don't work.

Edit:
Oh, I guess it's time to move this tool to the tool section. ;)
'Fat Chocobo' would be a nice name. :-D

Makes sense to put it in the tool section, but I'm not sure about the name!
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-16 08:25:26
Yep, my char.lgp is bad guy. :evil:
However testing with a default char.lgp has given me another problem. It appears that your wrapper only replace files which are existent in the Lgp.
So many of the characters I have reworked has some parts missing. I do not have these issue with the direct mode of Aali's driver.
Do you think you could made it work like the direct mode? However I'm looking forward to these tool, it would give us much more opportunities.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-16 14:44:37
Yep, my char.lgp is bad guy. :evil:
However testing with a default char.lgp has given me another problem. It appears that your wrapper only replace files which are existent in the Lgp.
So many of the characters I have reworked has some parts missing. I do not have these issue with the direct mode of Aali's driver.
Do you think you could made it work like the direct mode? However I'm looking forward to these tool, it would give us much more opportunities.

You are right, it didn't cope properly with new files (that were not in the original LGP). I was working on that already :)

SEE OP for latest download links

It SHOULD work if there are files with new names available. It looks OK to me but please let me know if you have problems or not! There is also more debug information so if it crashes we should be able to find out what the problem is.

Also, I have added the option for a mod to have files that are only active depending on game variables (like time, PPV, or current location) :) To do this you need to specify options in the mod.xml so the wrapper knows what conditions to use.

For example you have a file structure like this:

Code: [Select]
C:\games\ff7\wrapped
                    |- mod1
                           |- mod.xml
                           |- menu_us.lgp
                                         |- cloud.tex
                                         |- earith.tex
                           |- sewer
                                         |- char.lgp
                                                 |- aaba.p
                           |- junon
                                         |- char.lgp
                                                 |- aaba.p


And then your mod.xml looks like this:

Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Iros</Author>
  <Version>0.01</Version>
  <Description>Just a test mod with conditional folders...</Description>
  <Link>http://forums.qhimm.com/</Link>
  <Conditional Folder="sewer">
    <RuntimeVar Var="Short:0xCC15D0:2" Values="0xD5,0x160" />
  </Conditional>
  <Conditional Folder="junon">
    <RuntimeVar Var="Short:0xDC08DC:2" Values="300..400" />
  </Conditional>
</ModInfo>

What this means, if you activate this mod:

1) cloud.tex and earith.tex always replace the files in menu_us.lgp
2) The wrapper will read a 2-byte value from a location in memory (0xCC15D0 - this is the 'current field ID' variable). If it becomes 0xD5 or 0x160 then the files in the 'sewer' folder will become active, and so aaba.p inside char.lgp will also be replaced.
3) The wrapper will also check memory location 0xDC08DC (this is the PPV variable). If it is in the range 300-400, then the 'junon' folder will become active and it will replace aaba.p inside char.lgp

If both conditions are true then the version of aaba.p from the 'sewer' folder is used, because it is listed first in the mod.xml file. If neither is true then the original version from the LGP file is used of course :)

A folder could contain all sorts of new files, for all sorts of LGPs. The wiki lists the field ID values you can use.

This will work well for some things (the example above - I am using it to change part of Cloud's model, so it looks different depending on which field location you go into, or what stage of the game (PPV) you have got to). For other files, it might not work so well - e.g. the menu images like cloud.tex / earith.tex, I think the game keeps those in memory after it has read them so you can't change them easily.

But for the field models, it reads them again every time you change location, so you can easily have a different model for different locations :)

You should be able to read any variable from the savemap in a condition. But I have found that not ALL of the savemap is updated straight away - some parts are only updated when the player goes into the menu :( so for some variables, you will have to use a memory hacking tool to find where FF7 stores that information before copying it into the savemap. (Like the field ID I have used above - the ID field in the savemap, is not updated straight away, so not useful. The variable I use above is updated straight away.)

It works for me but I changed a lot of code so expect there are some bugs, I hope people will try it and tell me if there are problems so we can fix them! Also maybe the memory locations that work on my computer are different for other versions of the game, but we will have to try it and see what works.
Title: Re: 7thWrapper
Post by: Tenko Kuugen on 2013-07-16 15:24:54
That sounds really exciting. I would advertise the heck out of this feature on YT if it were to come to fruition.

Imagine beach clothing for the Costa Del Sol area  ;)

OR!!! Traditional Japanese clothing for the Wutai area  ;D

thats not difficult at all
all you need to do is replace cloud's model with a different model for just that area. for that, you have to have the 'new' model separately in the char.lgp and then add it in the field script instead of cloud's.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-16 17:03:30
thats not difficult at all
all you need to do is replace cloud's model with a different model for just that area. for that, you have to have the 'new' model separately in the char.lgp and then add it in the field script instead of cloud's.

True. It is more flexible to do it in a wrapper, though; you can do it without conflicting with another mod that wants to the change the field file, plus you can change the battle models as well :)

Or by checking variables other than / as well as field ID, you could do something like make all the characters wear the pink memorial ribbon (like Advent Children), but only after Aeris's death. Or change Cloud's appearance after his fall into the lifestream etc.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-16 17:22:28
Or make a playable fight between Zack and Sephiroth. ;)
Title: Re: 7thWrapper
Post by: Iros on 2013-07-17 10:32:24
OK, I have uploaded another small update:

SEE OP for latest download links

-Fixes a bug when there were multiple conditional folders in a mod
-Add ability for conditional folder to trigger off system variables (date/time), a random number, or a counter that increments when specified files are used
-Add variable aliases (so you can specify a 'friendly' name in the mod file, e.g. PPV / FieldID instead of needing to know memory address)

The random number condition means you can have files that only replace the originals randomly.

Counters let you sort of do the same for a group of files. For a field model, you could just replace the HRC randomly and since your new HRC can point to completely different P/TEX files than the original that works OK. But battle models you can't do this, the battle files all have to have exact names the game is looking for. And you don't want every battle file to be randomly replaced, then you end up with 50% of the model parts being your version and 50% being another version :)

So if you specify a counter, you can make all the files for a battle model (rv??) work off the same counter variable so either they are all used, or none of them are. Then make the counter increment when a particular file (rvaa probably) is accessed. If anybody wants to do this let me know and I will explain how to do it.

I don't know what other changes to make now, are there any mod authors who are thinking about using this? What changes do you need? Or are there any users who want the launcher to do something extra before it is useful? Please let me know :)
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-17 11:25:24
Dosen't work. I got something like this:
Quote
The typ"_7thWrapperLib.LoaderContext"in the assembly
"7thWrapperLib. Version=1.0.0.0.Culture=neutral. PublicKeyToken=null"
could not be loaded.

However the new random feature is nice and could bring a bit more visible dynamic to the battles.
And thanks for the variable aliases, it will made much things easier to mod for me.
It would be nice if the program would run FF7Music, too, when I click on launch.
Except you could make something better for the music, because FF7Music has a bug with the volume ramping.
The last thing is maybe a PNG or DDS support for the steam (or rerelease) users.


Title: Re: 7thWrapper
Post by: Iros on 2013-07-17 12:03:18
Quote from: Kaldarasha link=topic=14402.msg202481#msg202481 date=1374060-324
Dosen't work. I got something like this:

Oh, I uploaded the wrong version  :-\

This download should work: SEE OP for latest download links

However the new random feature is nice and could bring a bit more visible dynamic to the battles.
And thanks for the variable aliases, it will made much things easier to mod for me.
It would be nice if the program would run FF7Music, too, when I click on launch.
Except you could make something better for the music, because FF7Music has a bug with the volume ramping.
The last thing is maybe a PNG or DDS support for the steam (or rerelease) users.

Not sure I understand about PNG/DDS support?
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-17 12:22:33
This is what I get if I try to load my field models.
(http://img812.imageshack.us/img812/7659/1d8b.jpg) (http://imageshack.us/photo/my-images/812/1d8b.jpg/)
Title: Re: 7thWrapper
Post by: Iros on 2013-07-17 12:32:58
OK, can you see if you can get the debug output? You can use DebugView (download from Microsoft), or if you have FF7Music installed, that captures debug output as well. Just run FF7Music before starting the game and it will list all the debug messages in its window. I hope it will let us work out what is happening  :?
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-17 12:43:20
Code: [Select]
Wrap created

Wrap run... Host: 4156  PID: 3652  TID: 3244   Path: D:\Games\FINAL FANTASY VII\Wrapped  Data: D:\Games\FINAL FANTASY VII\data

  Mod: D:\Games\FINAL FANTASY VII\Wrapped\UM has 0 conditionals

WM_ACTIVATEAPP

INITIALIZE DD/D3D START

In IsDCProcessingDone = true

 SetTimer for WM_DISPLAYCHANGE and ApplyCSCCoefficients Started

SetTimer for WM_DISPLAYCHANGE Started
ATTACHED to desktop
Intel Driver is Active
ATTACHED to desktop
ATTACHED to desktop
ATTACHED to desktop
ATTACHED to desktop
ATTACHED to desktop
ATTACHED to desktop

 Inside ApplyCSCCoefficients 

Inside ProcessDisplayChange
ProcessDisplayChange KillTimer(0, 28619).

RetVal = 1, LastError = 14007.

ERROR: Couldn't read regsitry TMMOffForTVStdChangeWA in ProcessDisplayChange File: persistence.cpp

Inside IsModifyRotCapsForDC
IsModifyRotCapsForDC returned SUCCESS

imukherj: Enter ProcessDRRSModeSetOnDispChange

imukherj:

imukherj: Get Power API Pass

imukherj: GetBackLightSettings

imukherj: GetBackLightSettings call pass
Hooked CreateFileA for D:\Games\FINAL FANTASY VII\data\menu\menu_us.lgp under 2044

LGPWrapper: no overrides for menu_us.lgp, early out

Hooked CreateFileA for D:\Games\FINAL FANTASY VII\data\battle\battle.lgp under 2052

FindFirstFile for D:\Games\FINAL FANTASY VII\Wrapped\UM\battle.lgp\*

FindFirstFile for D:\Games\FINAL FANTASY VII\Wrapped\UM\battle.lgp\*

FindFirstFile for D:\Games\FINAL FANTASY VII\Wrapped\UM\battle.lgp\*

Calculated new LGP headers for battle.lgp with 12381 file entries

Created: VFile containing 1927 ranges

Overrides found, activating VFile

Hooked CreateFileA for D:\Games\FINAL FANTASY VII\data\battle\magic.lgp under 1260

LGPWrapper: no overrides for magic.lgp, early out

Hooked CreateFileA for D:\Games\FINAL FANTASY VII\data\field\char.lgp under 1284

FindFirstFile for D:\Games\FINAL FANTASY VII\Wrapped\UM\char.lgp\*

FindFirstFile for D:\Games\FINAL FANTASY VII\Wrapped\UM\char.lgp\*

FindFirstFile for D:\Games\FINAL FANTASY VII\Wrapped\UM\char.lgp\*

ERROR: System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs.
   bei _7thWrapperLib.Bytes.WriteUShort(Byte[] data, Int32 offset, UInt16 value) in C:\Iros\7thWrapperLib\Bytes.cs:Zeile 21.
   bei _7thWrapperLib.LGP.CalculateHeaders(List`1 files, Func`2 headerSortKey, Func`2 dataSortKey, List`1& entries) in C:\Iros\7thWrapperLib\LGP.cs:Zeile 94.
   bei _7thWrapperLib.LGPWrapper..ctor(IntPtr handle, String name, RuntimeProfile profile) in C:\Iros\7thWrapperLib\VFile.cs:Zeile 299.
   bei _7thWrapperLib.Wrap.HCreateFileA(String lpFileName, FileAccess dwDesiredAccess, FileShare dwShareMode, IntPtr lpSecurityAttributes, FileMode dwCreationDisposition, FileAttributes dwFlagsAndAttributes, IntPtr hTemplateFile) in C:\Iros\7thWrapperLib\Wrap.cs:Zeile 271.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-17 12:47:31
Excellent, thank you. Could you also send me the list of the files in the Wrapped\UM\char.lgp\ folder?
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-17 13:00:39
AAAA---Without-Sword.rar (http://www.file-upload.net/download-7849843/AAAA---Without-Sword.rar.html)

Cloud is enough to crash it.  :P
Title: Re: 7thWrapper
Post by: Iros on 2013-07-17 13:35:52
Thanks! I have fixed this now; new download 0.05: SEE OP for latest download links

It was annoying, I knew the LGP hash code only worked with lower case filenames, so I wrote code to make sure it used lower case filenames, but none of the mods I tested with used upper case files, it never got tested and I had made an error...

Should work fine now!
Title: Re: 7thWrapper
Post by: Rundas on 2013-07-17 15:47:06
I'm excited about the new mods to come from the ability to do these things, nice work.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-17 18:58:11
It seems that today is a day of updates;

v0.06:  SEE OP for latest download links

Main change is that I have added the option to 'pack' a mod into a single file. This will be better for mods that change lots of files - the reason FF7 used LGP files to begin with is that opening thousands of individual files can be slow, it is better to combine them all into one big (LGP!) file. So the same is true for mods, it will run fine with 100 or 200 different files on disk, but if you are changing 10000 files, maybe it is a good idea to pack the mod into a single file so it loads quicker.

Of course you can still run mods from normal folders, this is good for testing, or just to set up something easily :)  But if you find that a mod which changes lots of files is a bit slow, perhaps this will help.
Title: Re: 7thWrapper
Post by: Template on 2013-07-17 19:26:41
Oh boy, this just got serious. Lots of interest in what you are working on here Iros. Looks like this might be the next big thing for ff7.
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-17 21:29:36
This should be coupled with Saftle's idea for a FF7 Workshop (http://forums.qhimm.com/index.php?topic=14383.0). His tool can be used to organize and download compatible mods, and Iros' Mod Manager easily installs/uninstalls them.
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-18 06:41:05
I'm apparently not smart enough to figure this out myself  :P

Can you tell me how the folder/file structure should be inside the Wrapper folder. I have a battle.lpg, char.lpg, high-us.lpg, and world_us.lpg with custom models already packed, but I'm able to unpack them if needed.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-18 07:23:20
For the moment I use folders which are named as the LGP files and store everything in them, and it works (I'm so happy)!
I guess the structure must be : Wrapped/YourModFolder/YourLGP(or LGPFolders).
I will now try the condition thing with game moment and field name to replace Cloud's battle model with the Young Cloud battle model I have made.

Oh boy, this just got serious. Lots of interest in what you are working on here Iros. Looks like this might be the next big thing for ff7.

This is the next big thing! :-D
Title: Re: 7thWrapper
Post by: Iros on 2013-07-18 08:28:51
I'm apparently not smart enough to figure this out myself  :P

Can you tell me how the folder/file structure should be inside the Wrapper folder. I have a battle.lpg, char.lpg, high-us.lpg, and world_us.lpg with custom models already packed, but I'm able to unpack them if needed.

I think Kaldarasha is correct, but to make it clear:

Code: [Select]
Wrapped    <-- This is the folder you point the launcher at
 |-----YourModFolder   <-- Name it anything you want, this is what it will be called in the launcher
         |--------battle.lgp   <-- NOT an LGP file - a folder called this
                    |------ rxaa
                    |------ rxac
                    |------ rxad
                    etc....

Yes, you will need to unpack the LGP files and create subfolders inside your mod folder called battle.lgp, char.lgp, etc. containing ONLY your modified files.

If you want to pack them up for distribution / speed, use the 'pack' option in the launcher once you have got it working, but always start by creating the folders like above to make sure it works correctly :)

I will now try the condition thing with game moment and field name to replace Cloud's battle model with the Young Cloud battle model I have made.

I hope it works, tell me if there is a problem making it work. The variable names you can use are in the '7thLauncher.var' file, so far just 'PPV' and 'FieldID' but I will add others as we find useful ones.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-18 09:41:38
Can't bring it to work. :|
This is my mod.xml

Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Kaldarascha</Author>
  <Version>0.01</Version>
  <Description>Just a test mod swapping a few files to check that the launcher works...</Description>
  <Link>http://forums.qhimm.com/</Link>
<Conditional Folder="YoungCloud">
    <RuntimeVar Var="PPV:2" Values="300..383" />
  </Conditional>
</ModInfo>

The mod path:
Wrapped\UM\YoungCloud\battle.lgp\

Content of the UM folder:
battle.lgp, char.lgp, flevel.lgp,world_us.lgp, YoungCloud

The model I want implement:
YoungCloud.rar (http://www.file-upload.net/download-7853345/YoungCloud.rar.html)


Title: Re: 7thWrapper
Post by: Iros on 2013-07-18 09:52:49
Try just using Var="PPV" instead of Var="PPV:2".

If you use a variable name like PPV, you don't have to say what size it is. (Size is actually optional for most variables anyway - it is most important for reading strings from memory, but there are not many strings you would want to read for a condition.)
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-18 10:04:01
Dosen't work. I had used this before.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-18 10:09:54
Hmmm, OK  :(  What doesn't work? Does it crash with an error, or just your files are not used? In both cases, if you could post the debug output while you run the game, that would help...

(You definitely have the 7thWrapper.var file in the same folder as the 7thWrapper.exe file?)
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-18 10:13:51
This what I get when I try to use only the condinal replacement for Cloud.

Code: [Select]
LGPWrapper: no overrides for menu_us.lgp, early out

Hooked CreateFileA for D:\Games\FINAL FANTASY VII\data\battle\battle.lgp under 2036

FindFirstFile for D:\Games\FINAL FANTASY VII\Wrapped\UM2\YoungCloud\battle.lgp\*

FindFirstFile for D:\Games\FINAL FANTASY VII\Wrapped\UM2\YoungCloud\battle.lgp\*

FindFirstFile for D:\Games\FINAL FANTASY VII\Wrapped\UM2\YoungCloud\battle.lgp\*

Calculated new LGP headers for battle.lgp with 12332 file entries

ERROR: System.Collections.Generic.KeyNotFoundException: Der angegebene Schlüssel war nicht im Wörterbuch angegeben.
   bei System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   bei _7thWrapperLib.LGPWrapper..ctor(IntPtr handle, String name, RuntimeProfile profile) in C:\Iros\7thWrapperLib\VFile.cs:Zeile 375.
   bei _7thWrapperLib.Wrap.HCreateFileA(String lpFileName, FileAccess dwDesiredAccess, FileShare dwShareMode, IntPtr lpSecurityAttributes, FileMode dwCreationDisposition, FileAttributes dwFlagsAndAttributes, IntPtr hTemplateFile) in C:\Iros\7thWrapperLib\Wrap.cs:Zeile 272.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-18 10:45:24
Thank you, it was very helpful (also the link to download the mod, there were two problems and I needed to try that mod myself too).

New version 0.065: SEE OP for latest download links

Download the new version, your mod.xml should look like:

Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Kaldarascha</Author>
  <Version>0.01</Version>
  <Description>Just a test mod swapping a few files to check that the launcher works...</Description>
  <Link>http://forums.qhimm.com/</Link>
<Conditional Folder="YoungCloud">
    <RuntimeVar Var="PPV" Values="300..383" />
  </Conditional>
</ModInfo>

Then it should work.

There were two bugs:

1) It didn't like conditional folders if they contained files that weren't in the original LGP. I didn't think this would happen with battle.lgp but it does with the mod you are using.

2) The conditional folders 'recalculate' which file to use when the game reads from the file header in the LGP (that says how long the file is). But it seems like some files, the game ignores the file header and doesn't read it! So it would load a mixture of some original files and some new ones, this doesn't work well. I have fixed this too :)

Hopefully it works now!
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-18 11:16:19
Totally forget about the added part to the bone. :oops:
But it works now, not as I expect it, but it does. I need two mod folders: one with my models and one with the conditional model.
It seems so, that a XXX.lgp has a higher priority as a conditional XXX.lgp in a supfolder. Well I can work with it, but I guess it's not as you intend it.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-18 11:22:35
That is a good point; I didn't think about that.

I suppose one work around would be to use a conditional folder with a condition that is always true :) That will slow things down a bit, though. So for the next version, I will add the ability for mod.xml to control what order the folders are used (even folders which are not conditional).

Edit: Now I have thought, I think conditional folders should always be higher priority than normal folders in the mod. If the normal folder is higher priority, it will never use the conditional folder, this isn't useful. So perhaps I should just make conditional folders always checked first and this is good enough.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-18 11:34:28
 ;D
Yeah, I want ask you if it would possible to swap a model in general.
Some people like Cloud with the sword on his back and some not. It would be pretty cool to have the ability as in bootleg to chose a model with a preview pic, if the mod support it. Maybe an image folder with in the mod for the pics.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-18 11:50:01
;D
Yeah, I want ask you if it would possible to swap a model in general.
Some people like Cloud with the sword on his back and some not. It would be pretty cool to have the ability as in bootleg to chose a model with a preview pic, if the mod support it. Maybe an image folder with in the mod for the pics.

A picture in the mod folder / archive would be easy to do I suppose. But do you mean you could also have a single mod, that had different versions of the model in it, and you choose in the launcher which one to use?

I had thought that perhaps you would create two mods for that - but maybe this is not a good way to do it, especially if it is only 1 or 2 parts of the model are different. So OK, I will look at adding this option :)
Title: Re: 7thWrapper
Post by: Template on 2013-07-18 12:06:30
I had thought that perhaps you would create two mods for that - but maybe this is not a good way to do it, especially if it is only 1 or 2 parts of the model are different. So OK, I will look at adding this option :)
Yah, it gets really specific like... a ribbon missing  :cry:

Can I have a pony, too? Seriously, though, this thing is revolutionary.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-18 12:26:19
The point is I have made many versions of Cloud (original style, Crisis Core style, plus a different styles of his sword)
The folder looks a bit messy and everybody is asking me, what he needs to install.
In the end, yes, it would be good to have choose option, because it would help to keep the mod folder as small as possible.

But every thing is working and I'm happy. Except the Pack mod function is a bit buggy. If I browse save archive to, it open a subfolder when I click on safe.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-18 12:40:45
But every thing is working and I'm happy. Except the Pack mod function is a bit buggy. If I browse save archive to, it open a subfolder when I click on safe.

Hmm, open a subfolder? You should just tell it what filename to save the packed mod to?
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-18 13:25:05
I click on browse symbol "..." write the name and then I chose save and then it open a subfolder.
Well, I wrote the name in 'Save archive to:' with the ending .iro. It has created the file in the 7thWrapper folder, I took it and put it in the wrapped folder. After this I activated it in the mod loader, launched the game without any problems, but it didn't change anything.

Here is the file:
2UM.7z (http://www.file-upload.net/download-7854079/2UM.7z.html)

Title: Re: 7thWrapper
Post by: Iros on 2013-07-18 13:45:52
Well, a packed mod shouldn't change how anything works. It should just load a bit faster (although probably we can't tell unless the mod is thousands of files!) and is maybe easier to distribute.
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-18 19:11:56
I think Kaldarasha is correct, but to make it clear:

Code: [Select]
Wrapped    <-- This is the folder you point the launcher at
 |-----YourModFolder   <-- Name it anything you want, this is what it will be called in the launcher
         |--------battle.lgp   <-- NOT an LGP file - a folder called this
                    |------ rxaa
                    |------ rxac
                    |------ rxad
                    etc....

Yes, you will need to unpack the LGP files and create subfolders inside your mod folder called battle.lgp, char.lgp, etc. containing ONLY your modified files.

If you want to pack them up for distribution / speed, use the 'pack' option in the launcher once you have got it working, but always start by creating the folders like above to make sure it works correctly :)

I hope it works, tell me if there is a problem making it work. The variable names you can use are in the '7thLauncher.var' file, so far just 'PPV' and 'FieldID' but I will add others as we find useful ones.

This is what I tried, but I have yet to get it to work. It has to be an error on my part, but being such a simple setup, I don't know where I've gone wrong. I'll fiddle around with it more tonight.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-18 20:59:09
If you still have problems, please post the debug output from when you run the game, it may help me find out what has gone wrong.
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-19 03:02:15
Where is the debug output?
Title: Re: 7thWrapper
Post by: Rundas on 2013-07-19 06:02:52
I think he said FF7Music records debug output but the wrapper itself does not.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-19 06:34:13
Yes, you can download a tool from Microsoft (Dbgview) that displays debug output, but FF7Music will also do it, so maybe that is easier.

Also, version bump!

v0.10: SEE OP for latest download links

Changes:

-Conditional folders take priority over 'fixed' (always active) folders.
-Mods can contain configuration options. Folders (conditional, or fixed) can be set to active based on which config option is selected.
-A mod, plus each configuration option, can have a preview image set against it. Displayed as part of the config screen for that mod.

I think this will need some explanation, so an example is probably good.

Example mod.xml file:

Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Iros</Author>
  <Version>1.00</Version>
  <Description>Testing change models</Description>
  <Link>http://forums.qhimm.com/</Link>
  <PreviewFile>preview\mod.jpg</PreviewFile>
 
  <Conditional Folder="condbattle" ActiveWhen="battlem = 1">
    <RuntimeVar Var="CounterAdv:IrosTestChangeModel:2" Values="1" ApplyTo="battle.lgp\rxaa" />
    <RuntimeVar Var="Counter:IrosTestChangeModel:2" Values="1" />
  </Conditional>

  <ModFolder Folder="HairRed" ActiveWhen="hairc = 2" />

  <ConfigOption>
    <Type>Bool</Type>
    <Default>0</Default>
    <ID>battlem</ID>
    <Name>Change Battle Model</Name>
    <Option Value="0" Name="" PreviewFile="preview\batoff.jpg" />
    <Option Value="1" Name="" PreviewFile="preview\baton.jpg" />
  </ConfigOption>
  <ConfigOption>
    <Type>List</Type>
    <Default>0</Default>
    <ID>hairc</ID>
    <Name>Hair Colour</Name>
    <Description>This lets you change the colour of the hair in the field model.</Description>
    <Option Value="0" Name="Default" PreviewFile="preview\hdef.jpg"/>
    <Option Value="1" Name="Black" PreviewFile="preview\hblack.jpg"/>
    <Option Value="2" Name="Red" PreviewFile="preview\hred.jpg"/>
    <Option Value="3" Name="Brown" PreviewFile="preview\hbrown.jpg" />
  </ConfigOption>
</ModInfo>

1) You can put a 'PreviewFile' tag in the mod.xml file which points to an image in the mod folder. Doesn't HAVE to be in a 'preview' subfolder but I think this is a good idea :)

2) You can have one or more ConfigOption tags. Each option is a separate choice the user can make. Option types are "Bool" (on or off) or "List" (show a list of options to pick one from). You should also set an ID for the option (this is used to turn folders on/off in the mod.xml file), a Name and Description (shown to user). Also a Default value. Then there are some Option tags inside each ConfigOption that set what options the user can choose from.

For a 'Bool' option type, the only option values you should have are 0 and 1. But it is still useful to list them because then you can set an image against each value :) No point giving each option a name though.

For a 'List' option type, you absolutely have to list each option the user can pick from. The Name is shown to the user.

(PreviewFile is optional, you can leave it blank if you don't have a preview image for the option).

3) You can list 'ModFolder' tags which are additional folders to activate based on the value of a config option. Above, the folder "HairRed" is active only when config option 'hairc' is equal to 2. I hope this obviously makes sense based on the example config option :)

4) You can also put 'ActiveWhen' against a conditional folder. In which case the folder is only active if both the config option is set AND the in-game variable matches.

The config GUI is not so pretty right now, but it is a start :)
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-19 10:51:32
What is the size limit for a Pic?
The list function works pretty well, but I don't understand how your example for the bool function works.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-19 11:44:34
Size limit: No exact size limit, but there is no point displaying an image bigger than the config screen will show. Currently, mod image is about 270x130, and the 'option' images about 270x300. Maybe we will change the screen layout though, it is just a first version I made and perhaps doesn't look very good yet.

Config options: For 'list' config options, you HAVE to give some <Option> tags to say what choices the user has, otherwise the config screen doesn't know what to display.

For a 'bool' option, the screen display a tickbox. So there are always two values (ticked = 1, unticked = 0), and you don't have to put any <Option> tags. This would work fine:

Code: [Select]
  <ConfigOption>
    <Type>Bool</Type>
    <Default>0</Default>
    <ID>battlem</ID>
    <Name>Change Battle Model</Name>
  </ConfigOption>

The screen shows a tickbox, name is 'Change Battle Model', and the 'battlem' variable is set to 0 or 1 if user puts it as unticked or ticked.

If you want to, you CAN put the <Option> tags in. The only effect is that you can set a PreviewFile that is displayed:

Code: [Select]
  <ConfigOption>
    <Type>Bool</Type>
    <Default>0</Default>
    <ID>battlem</ID>
    <Name>Change Battle Model</Name>
    <Option Value="0" Name="" PreviewFile="preview\batoff.jpg" />
    <Option Value="1" Name="" PreviewFile="preview\baton.jpg" />
  </ConfigOption>
[/code]

Then if the user ticks it, they see 'baton.jpg', and if it is unticked, they see 'batoff.jpg'. But this is optional.
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-20 20:13:01
No luck so far  :(

I am loading from the first save point and entering battle with the Guard Scorpion. I'm testing Kaldarasha's UMC and TA's Guard Scorpion for mods.

[gamedir]---wrapped---HQ Models Cloud Play---battle.lpg, char.lpg, high-us.lpg, world_us.lpg (all folders)---xxxx (all files)
[gamedir]---wrapped---TA Guardia Scorpion---battle.lpg (folder)---xxxx (files)

I've also tried putting the wrapped folder inside [gamedir]\mods, but to no avail either.

This is my debug output using Microsoft Dbgview. I could not get a debug output with FF7Music because it's having problems installing on my laptop.

Code: [Select]
00000001 0.00000000 [68140] Wrap created
00000002 0.00353872 [68140] Wrap run... Host: 59760  PID: 68140  TID: 68024   Path: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped  Data: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\data
00000003 0.00356288 [68140]   Mod: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped\HQ Models Cloud Play has 0 conditionals
00000004 0.00381724 [68140]   Mod: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped\TA Guard Scorpion has 0 conditionals
00000005 1.02025175 [68140] WM_ACTIVATEAPP
00000006 1.02935565 [68140] INITIALIZE DD/D3D START
00000007 1.19524944 [3220] In IsDCProcessingDone = true
00000008 1.19555032 [3220]
00000009 1.19555032 [3220]  SetTimer for WM_DISPLAYCHANGE and ApplyCSCCoefficients Started
00000010 1.19591904 [3220] SetTimer for WM_DISPLAYCHANGE Started
00000011 1.19603145 [3220] ATTACHED to desktop
00000012 1.19622672 [3220] Intel Driver is Active
00000013 1.19648337 [3220] ATTACHED to desktop
00000014 1.19673145 [3220] ATTACHED to desktop
00000015 1.19702530 [3220] ATTACHED to desktop
00000016 1.19731808 [3220] ATTACHED to desktop
00000017 1.19760895 [3220] ATTACHED to desktop
00000018 1.19768429 [3220] ATTACHED to desktop
00000019 1.27540219 [3220]
00000020 1.27540219 [3220]  Inside ApplyCSCCoefficients 
00000021 1.53198326 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\menu\menu_us.lgp under 1548
00000022 1.54512322 [68140] LGPWrapper: no overrides for menu_us.lgp, early out
00000023 1.54577112 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\battle\battle.lgp under 1552
00000024 1.54627025 [68140] LGPWrapper: no overrides for battle.lgp, early out
00000025 1.55223083 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\battle\magic.lgp under 1556
00000026 1.55248749 [68140] LGPWrapper: no overrides for magic.lgp, early out
00000027 1.55677021 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\field\char.lgp under 1560
00000028 1.55713296 [68140] LGPWrapper: no overrides for char.lgp, early out
00000029 1.56304801 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\field\flevel.lgp under 1564
00000030 1.56336796 [68140] LGPWrapper: no overrides for flevel.lgp, early out
00000031 1.56435311 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\minigame\chocobo.lgp under 1568
00000032 1.56465769 [68140] LGPWrapper: no overrides for chocobo.lgp, early out
00000033 1.56560683 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\minigame\condor.lgp under 1572
00000034 1.56590688 [68140] LGPWrapper: no overrides for condor.lgp, early out
00000035 1.56679547 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\wm\world_us.lgp under 1576
00000036 1.56711340 [68140] LGPWrapper: no overrides for world_us.lgp, early out
00000037 1.56810582 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\cd\moviecam.lgp under 1580
00000038 1.56840861 [68140] LGPWrapper: no overrides for moviecam.lgp, early out
00000039 1.58642066 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\cd\cr_us.lgp under 1584
00000040 1.58674073 [68140] LGPWrapper: no overrides for cr_us.lgp, early out
00000041 1.67058671 [68140] reading midi file: PRE.mid
00000042 1.68023455 [3220] Inside ProcessDisplayChange
00000043 1.68026590 [3220] ProcessDisplayChange KillTimer(0, 26802).
00000044 1.68031442 [3220] RetVal = 1, LastError = 0.
00000045 1.68039620 [3220] ERROR: Couldn't read regsitry TMMOffForTVStdChangeWA in ProcessDisplayChange File: persistence.cpp
00000046 1.68046439 [3220] Inside IsModifyRotCapsForDC
00000047 1.68050826 [3220] IsModifyRotCapsForDC returned SUCCESS
00000048 1.68057752 [3220]
00000049 1.68057752 [3220] imukherj: Enter ProcessDRRSModeSetOnDispChange
00000050 1.68062139 [3220]
00000051 1.68062139 [3220] imukherj:
00000052 1.68158662 [3220]
00000053 1.68158662 [3220] imukherj: Get Power API Pass
00000054 1.68162513 [3220]
00000055 1.68162513 [3220] imukherj: GetBackLightSettings
00000056 1.68320024 [3220]
00000057 1.68320024 [3220] imukherj: GetBackLightSettings call pass
00000058 6.37706852 [68140] MIDI set volume trans: 127->0; step=60
00000059 7.43668747 [68140] MIDI stop
00000060 12.68468571 [68140] reading midi file: MAKORO.mid
00000061 59.15602875 [68140] reading midi file: OB.mid
00000062 66.08438873 [68140] MIDI stop
00000063 66.08509827 [68140] END UNINITIALIZE DD
00000064 66.26530457 [68140] WM_ACTIVATEAPP
00000065 66.52762604 [3220] In IsDCProcessingDone = true
00000066 66.54458618 [3220]
00000067 66.54458618 [3220]  SetTimer for WM_DISPLAYCHANGE and ApplyCSCCoefficients Started
00000068 66.56015015 [3220] SetTimer for WM_DISPLAYCHANGE Started
00000069 66.56414032 [3220] ATTACHED to desktop
00000070 66.56587982 [3220] Intel Driver is Active
00000071 66.57073975 [3220] ATTACHED to desktop
00000072 66.57213593 [3220] ATTACHED to desktop
00000073 66.57357025 [3220] ATTACHED to desktop
00000074 66.57508850 [3220] ATTACHED to desktop
00000075 66.57660675 [3220] ATTACHED to desktop
00000076 66.57804871 [3220] ATTACHED to desktop
00000077 66.59183502 [3220]
00000078 66.59183502 [3220]  Inside ApplyCSCCoefficients 
00000079 66.99821472 [3220] Inside ProcessDisplayChange
00000080 67.00826263 [3220] ProcessDisplayChange KillTimer(0, 26786).
00000081 67.01595306 [3220] RetVal = 1, LastError = 0.
00000082 67.02024078 [3220] ERROR: Couldn't read regsitry TMMOffForTVStdChangeWA in ProcessDisplayChange File: persistence.cpp
00000083 67.02995300 [3220] Inside IsModifyRotCapsForDC
00000084 67.03630829 [3220] IsModifyRotCapsForDC returned SUCCESS
00000085 67.04149628 [3220]
00000086 67.04149628 [3220] imukherj: Enter ProcessDRRSModeSetOnDispChange
00000087 67.05329895 [3220]
00000088 67.05329895 [3220] imukherj:
00000089 67.05716705 [3220]
00000090 67.05716705 [3220] imukherj: Get Power API Pass
00000091 67.06299591 [3220]
00000092 67.06299591 [3220] imukherj: GetBackLightSettings
00000093 67.06554413 [3220]
00000094 67.06554413 [3220] imukherj: GetBackLightSettings call pass

I see that it doesn't read any conditionals inside the folders I am directing it to, but I don't know why. I'm unsure what the ERROR means with the "couldn't read registry..."
Title: Re: 7thWrapper
Post by: Template on 2013-07-20 20:22:43
If you get rid of the HQ models cloud play (which is really big)
does it work?
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-20 20:29:44
It doesn't. I have also just tried the TA Guard Scorpion by itself because I thought the same thing.
Title: Re: 7thWrapper
Post by: Template on 2013-07-20 20:32:07
I'm trying to learn ToughScript at the moment or I'd be testing this. Maybe walk away from it and try again after you've had some coffee or something.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-20 20:49:01
No luck so far  :(

I am loading from the first save point and entering battle with the Guard Scorpion. I'm testing Kaldarasha's UMC and TA's Guard Scorpion for mods.

[gamedir]---wrapped---HQ Models Cloud Play---battle.lpg, char.lpg, high-us.lpg, world_us.lpg (all folders)---xxxx (all files)
[gamedir]---wrapped---TA Guardia Scorpion---battle.lpg (folder)---xxxx (files)

Seems roughly correct.

Quote
I've also tried putting the wrapped folder inside [gamedir]\mods, but to no avail either.

This is my debug output using Microsoft Dbgview. I could not get a debug output with FF7Music because it's having problems installing on my laptop.

Code: [Select]
00000001 0.00000000 [68140] Wrap created
00000002 0.00353872 [68140] Wrap run... Host: 59760  PID: 68140  TID: 68024   Path: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped  Data: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\data
00000003 0.00356288 [68140]   Mod: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped\HQ Models Cloud Play has 0 conditionals
00000004 0.00381724 [68140]   Mod: C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\wrapped\TA Guard Scorpion has 0 conditionals
00000005 1.02025175 [68140] WM_ACTIVATEAPP
00000006 1.02935565 [68140] INITIALIZE DD/D3D START
00000007 1.19524944 [3220] In IsDCProcessingDone = true
00000008 1.19555032 [3220]
00000009 1.19555032 [3220]  SetTimer for WM_DISPLAYCHANGE and ApplyCSCCoefficients Started
00000010 1.19591904 [3220] SetTimer for WM_DISPLAYCHANGE Started
00000011 1.19603145 [3220] ATTACHED to desktop
00000012 1.19622672 [3220] Intel Driver is Active
00000013 1.19648337 [3220] ATTACHED to desktop
00000014 1.19673145 [3220] ATTACHED to desktop
00000015 1.19702530 [3220] ATTACHED to desktop
00000016 1.19731808 [3220] ATTACHED to desktop
00000017 1.19760895 [3220] ATTACHED to desktop
00000018 1.19768429 [3220] ATTACHED to desktop
00000019 1.27540219 [3220]
00000020 1.27540219 [3220]  Inside ApplyCSCCoefficients 
00000021 1.53198326 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\menu\menu_us.lgp under 1548
00000022 1.54512322 [68140] LGPWrapper: no overrides for menu_us.lgp, early out
00000023 1.54577112 [68140] Hooked CreateFileA for C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\Data\battle\battle.lgp under 1552
00000024 1.54627025 [68140] LGPWrapper: no overrides for battle.lgp, early out

OK, this indicates it did not find any replacement files for battle.lgp which is why nothing is working.

Quote
I see that it doesn't read any conditionals inside the folders I am directing it to, but I don't know why. I'm unsure what the ERROR means with the "couldn't read registry..."

No conditionals is fine. Conditionals are folders that activate only when variables (time, FieldID, random...) are set, so I think you aren't using this. The registry error is not from my code, so this isn't a problem, maybe it doesn't matter at all.

First thing to check:

Quote
[gamedir]---wrapped---HQ Models Cloud Play---battle.lpg, char.lpg, high-us.lpg, world_us.lpg (all folders)---xxxx (all files)
[gamedir]---wrapped---TA Guardia Scorpion---battle.lpg (folder)---xxxx (files)

Are you SURE the folders are named correctly? Should be named 'battle.lgp', not 'battle.lpg', if this was wrong nothing would work...
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-20 21:14:35
HAHAHA....HAhaha.....hahaha....ha....ha........ha...ha... :|

I knew it was going to be something really stupid on my end.
Title: Re: 7thWrapper
Post by: Template on 2013-07-20 21:18:00
 :evil: LOLLllllz I read that part about the folders being NAMED xxx.lgp like 5 times to memorize it. Seemed like the kind of thing I'd get stuck on.
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-20 22:10:21
Yeah, something as simple as .lpg vs .lgp is the perfect example of how I usually screw things up. I do it all the time lol
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-21 22:32:05
Yeah, I made it.   8)
The first mode which use your Mode Manager: here (http://forums.qhimm.com/index.php?topic=13960.msg202854#msg202854)
It's exactly what I ever wanted, an easy way to install all the models. Plus, I can now (finally) swap the battle models.
Thanks man it's really a great tool! I hope more people will make use of it.
Title: Re: 7thWrapper
Post by: Template on 2013-07-22 01:29:46
This no longer belongs in General Discussion at all and should be truncated where Iros stepped in and developed 7thWrapper. This deserves a proper [WIP] or [REL] heading. Someone will have to make a tutorial because this is big. How about someone other than Alyza help out with that? I'm working on a [TUT] for uLGP which will apparently be soon outdated.
Title: Re: 7thWrapper
Post by: PitBrat on 2013-07-22 01:36:56
How does the mod manager address compatibility issues between mods?
For instance, if two mods happen to contain files with the same name or replace the same model or texture, how does the manager determine priority during the install and uninstall?
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-22 01:54:12
http://forums.qhimm.com/index.php?topic=14402.msg202068#msg202068

He goes into some detail on compatibility there.
Title: Re: 7thWrapper
Post by: Template on 2013-07-22 01:56:34
(http://i647.photobucket.com/albums/uu193/electrotoyou/8089d2f6-53eb-4e33-a41a-d45a3e0912f3_zpsbefb3979.jpg)

Do I have to pack those 4 into one .iro, or does it matter?

Once I've done this, will the mod stay without running the wrapper? Or is 7thwrapper launch the way to go now?

This is like copy protection for mods lol. How do I unpack an iro?
Title: Re: 7thWrapper
Post by: Iros on 2013-07-22 08:21:42
Do I have to pack those 4 into one .iro, or does it matter?

Doesn't matter. Probably best to leave them as separate files so it is easier to update one of them or untick one of them if you need to.

Quote
Once I've done this, will the mod stay without running the wrapper? Or is 7thwrapper launch the way to go now?

You need to run the wrapper. Because the original game files are not changed, if you run the game without the wrapper, it goes back to the original files with no mods applied (unless you applied some mods directly without using the wrapper of course!).

Quote
This is like copy protection for mods lol. How do I unpack an iro?

Haven't put an unpack option in yet but it would be easy to do I guess...


How does the mod manager address compatibility issues between mods?
For instance, if two mods happen to contain files with the same name or replace the same model or texture, how does the manager determine priority during the install and uninstall?

http://forums.qhimm.com/index.php?topic=14402.msg202068#msg202068

He goes into some detail on compatibility there.

Yes, what I said in that post is still true.

Because 'installing' a mod doesn't actually edit any game files, there isn't really an 'uninstall'. If you run the game without the wrapper, then the mods don't get applied.

The wrapper GUI lets you move mods up/down the list. Mods at the top of the list take priority, so if two mods edit the same model/texture, the one you put at the top will take effect.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-25 13:19:40
Hey I figured out the issues I was having and apparently the 7thwrapper does use the mods in the ff7/mods/bootleg file. I haven't gotten to actually test it since though but since that seems to be the case I'm sold. I had a couple of questions though for functionality and possible features. I agree with Template, being able to unpack an iro would be a really cool feature. I tend to make changes or fixes to things to suit me personally so being able to alter the iro and repack it would be a good feature. I also heard that the reason it hasn't worked for me is I need to mount the iso in the mountdisk file to drive D. As of now bootloader has been using drive F, and making registry changes really isn't a good idea. I can use virtual clone drive to mount it as D, but I also have several other drives set up, so leaving it mounted would kind of get in the way. Having to remount it myself each time, and unmounting it after turn the game off would get old too though. So I was wondering if it was possible to add an auto mounting feature so all you have to do is hit launch, and if it was also possible to have it unmount the iso when the game is off.
Title: Re: 7thWrapper
Post by: Template on 2013-07-25 13:38:48
I also heard that the reason it hasn't worked for me is I need to mount the iso in the mountdisk file to drive D. As of now bootloader has been using drive F, and making registry changes really isn't a good idea. I can use virtual clone drive to mount it as D, but I also have several other drives set up, so leaving it mounted would kind of get in the way. Having to remount it myself each time, and unmounting it after turn the game off would get old too though. So I was wondering if it was possible to add an auto mounting feature so all you have to do is hit launch, and if it was also possible to have it unmount the iso when the game is off.
Game Converter has a different setup for disc check, if you would like to mess with that (I bet you don't because reinstalling game is a pain). I think 7thwrapper should stay away from disc check issues, if for no other reason than well, it's a grey area.

Here's a better suggestion (I think): Allow 7thwrapper to use Bootleg's "Run FFVII-Bootleg.bat" file for the ff7.exe, which is what pressing the "Play FF7" button does in Bootloader. If Iros can make that change (I don't know if it's possible but he seems to be able to do most anything) then you can run the bootloader batch process from the 7thwrapper launch button.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-25 13:49:37
That could work I guess. I'm not sure what you mean about reinstalling, but yeah that would probably be a pain. I also don't use the usual file path, I install everything on a separate drive in my computer so the C drive is basically the os and main programs files. So I don't know how that would effect things. Basically a feature that allows us to just hit launch without having an iso mounted all the time would be really helpful.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-25 13:53:17
I plan to add an option so that when you run the game, you can choose to also run another file automatically.

This would be good for starting FF7Music, but it would also work to do anything else (like run a .bat file to mount the ISO?).

In order for the file substitution to work, the manager HAS to launch FF7.exe itself, but it's no problem making it run other things as well.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-25 14:04:37
Sounds good to me. Adding FF7Music is a great feature too. That'll save a lot of questions and troubleshooting for anyone who doesn't know how to launch this stuff outside of bootloader. When it's ready I'll try it out and see how it works with the .bat file. Mine currently wont work without mounting it myself so it'll be a good test to see if that works.
Title: Re: 7thWrapper
Post by: Template on 2013-07-25 14:35:39
For now, use C:\Games\FFVII\FF7Music\launchff7.exe as the 7thwrapper ff7 exe and deal with the disc mount issue however you need to, there's buncha ways. Not our fault the rerelease didn't come with discs to insert, but we do have to learn how to deal with it.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-25 14:41:06
Hey some ideas: It would be nice to swap the sword model on clouds back depending on the sword he has equipped (maybe Tifa and Barret, too).
The next thing is, I would like to make different models of Lady Cloud depending on the key items you get.
At last it would be nice to have a, tool, which could read and show me the game variables in Hex and in the way, they are shown in Makou Reactor.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-25 14:41:49
Hey some ideas: It would be nice to swap the sword model on clouds back depending on the sword he has equipped (maybe Tifa and Barret, too).
The next thing is, I would like to make different models of Lady Cloud depending on the key items you get.
At last it would be nice to have a, tool, which could read and show me the game variables in Hex and in the way, they are shown in Makou Reactor.

Your solution of just mounting the iso as D: and using the ff7.exe in the game folder sounded pretty good for now. Wow how many exe does this thing have lol. I'll try the ff7music\launchff7.exe if that doesn't work.

I thought the first thing had been done with Cloud. The only sword I saw that wasn't included in the field is the CC one I think (dark black looking one, think it was the last option maybe). I made a field model with that sword, I could send you the .p and tex file for it if you'd like to add it.

For Barret and Tifa do you mean changing their appearance based on their equipped weapons? That would be a cool feature to include but I don't know how noticeable that'll be for Tifa, and I actually alter my kernel so Barrets weapon id match his default weapon. I don't really like the others, I actually do the same with cloud too.

The cross dressing idea is awesome. Like showing a difference if you either get the nice wig or the one out of the guys jockstrap.
Title: Re: 7thWrapper
Post by: Template on 2013-07-25 15:37:41
Hey some ideas: It would be nice to swap the sword model on clouds back depending on the sword he has equipped (maybe Tifa and Barret, too).
This, for those of us that use say Millenia's battle sword models, could have each one available for field model as well, and they swap in field depending on what you have equipped. But also make it so that the Cloud model with no sword is loaded in field scenes where he is sleeping or doing something that would be awkward with a sword
Quote
The next thing is, I would like to make different models of Lady Cloud depending on the key items you get.
/jawdrop. This is a cool idea. WallMarket is a whole game in and of itself.
Quote
At last it would be nice to have a, tool, which could read and show me the game variables in Hex and in the way, they are shown in Makou Reactor.
DLPB and Iros should have a race to see who can make this tool faster. Nvm! Dan keep doing what you're working on lol  :-P 
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-25 15:46:00
Do you mean Buster sword wise or all of his other weapons? I sent Kaldarasha a field version of the CC sword that was missing which maybe the last Buster sword variation. Otherwise I can do what evers left. The others like the nail bat and Ultima weapon are doable, and mostly use the same texture too I think, just a lot of converting. Let me know and I'll add them to the list.

I do have a question though, with that option in place will it read the weapon id in the kernel at all? I personally alter mine so I just use the buster word as the other weapons.Probably not, otherwise I'll just fix it in a char file for the wrapper.
Title: Re: 7thWrapper
Post by: Template on 2013-07-25 15:59:11
Do you mean Buster sword wise or all of his other weapons?
ALL of them! :evil:
Cloud with nailbat in field. Yes. I think I want that. But the trick is: if you equip buster instead, it will change to buster wielding Cloud in the field on the fly! (This isn't possible... yet)

Is it necessary to ask peoples' permission to pack their mods for 7thWrapper and redistribute? That sounds stupid now that I read it back... probably we will but it's going to be annoying and reduce the number of mods available for it.

Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-25 16:23:50
I'm not sure, that's a tricky one. If we were altering the mod then releasing it as our own definitely, but in this case we're just converting them for the 7thwrapper and adding them to the field. A pm to the author as a courtesy isn't a bad idea though.

lol that does sound awesome. I'll get on that, I'll use the ones in the unwrapped package I have so their straight from the battle model. I'll also do the original carry "blade down" and twisted carry "blade up" options. I think thats.....20 weapons total? Awesome, I'll post pictures after I get a few done and get these to Kaldarasha so he can make adjustments to them.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-25 20:03:55
OK, new version 0.15 released:

SEE OP for latest download links

-Option to launch another program when starting the game
-Added mask option to game variables
-Added 'Monitor' option. When enabled, all configured game variables are dumped to the debug output every 5 seconds.

I have also added a few more variables to the var file; Cloud's weapon, KeyItems field 1, and Keyitems field 2. Also a few key item variables to demonstrate how the masks work.

It should be easy to add other variables like Barret's weapon, Tifa's weapon, etc - I just haven't put them in the file yet because the new Monitor option dumps EVERY variable, so I don't want to add hundreds yet. Once I have a better monitor option (maybe only dump specified variables, not all of them?) I can add more variables :)

Any questions please ask ;)
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-25 20:53:54
I didn't expect that release until at least tomorrow, awesome man. I'll check it out and see if it loads the .bat file for me so it's just launch and go (that's the option part you mentioned right?) I'll convert some weapons for testing this evening so we can try that out.

Template....I'm just....I'm at a loss for words, my mind just blanks. What the hell is that lol?
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-25 21:40:12
I need a 'reload field after leaving menu' function. I have totally forget about this.
At the moment the weapon is only updated when the field is changed.
Title: Re: 7thWrapper
Post by: Covarr on 2013-07-25 22:59:11
Iros: In case you hadn't noticed, I went ahead and split this out into into its own thread. Among other things, that means you now have the first post in the thread, and can keep it updated if you so choose.
Title: Re: 7thWrapper
Post by: Template on 2013-07-25 23:34:36
The "Also Launch" feature will not allow for any type of file other than .exe. If changed, and a .bat file that runs ff7.exe at the end is "also launched" in addition to the FF7 exe field being entered, will that be OK?


Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-26 00:25:48
Hey so I'm having some trouble launching the .exe. I cant seem to mount the .vhd to \D. My optical drive is the \D, plus for some reason I cant seem to mount anything til E. Does it have to be the \D? I tried the launchff7.exe in the ff7music file but it didn't work. In the games install file there's a ff7_cd.exe, and when opened it says it can change the drive I mount the game to. I told it to use the \D, but when I hit mount in the bootloader it still goes to the F. Reopening the ff7_cd though it says it's changed to D. Crap. Any ideas?


~Ok so solution: I changed the optical drive to F, so when I hit mount in bootloader it goes to the D, and now ff7.exe works when I hit launch on the wrapper. Yay, success! One thing I noticed though is that it didn't launch ff7music as well, so the also launch option may need a second look. Also, about 1/3 times I enter a town the music seems to lag a second, playing the music from the world map for an extra second or two after I'm in the town. This obviously isn't a big thing, but it does grab your attention when you're really used to hearing the song for that town played and it's late. Could that even be related to the wrapper though?

Otherwise it works great. I was wonder where the wrapper gets the games settings, like resolution. I assume that's all still working with the ff7_opengl.cfg right? How many of the settings you can configure in bootloader still work, like v-sync and everything? The shader doesn't but that's not the end of the world. The other options that make the game run smoother could be what effected the music if they're not being used, maybe? If that's the case is it possible to have the wrapper launch through bootloader some how so it applies all those settings? That would also allow us to use the debugging tools. I of course have no idea how either of these programs work though, or if what I just asked is even feasible.


~ Tried again and it does launch ff7music with the game, but it doesn't actually work, no music. If I keep it in Launch also, but turn it on before starting the game it still doesn't work. I also got this error, I think it's from having ff7music listed in the wrapper while also also having it open already. No idea though of course.

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: STATUS_INVALID_PARAMETER: Unable to start process; please check the given parameters. (Code: 740)
   at EasyHook.NativeAPI.Force(Int32 InErrorCode)
   at EasyHook.NativeAPI.RtlCreateSuspendedProcess(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, Int32& OutProcessId, Int32& OutThreadId)
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs)
   at _7thWrapper.fConfig.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWrapper\fConfig.cs:line 176
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
7thWrapper
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///S:/Games/Final%20Fantasy%20VII/FF7%20Mods/7thWrapper_0.15/7thWrapper.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
7thWrapperLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///S:/Games/Final%20Fantasy%20VII/FF7%20Mods/7thWrapper_0.15/7thWrapperLib.DLL
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
EasyHook
    Assembly Version: 2.7.4761.0
    Win32 Version: 2.7.4761.0
    CodeBase: file:///S:/Games/Final%20Fantasy%20VII/FF7%20Mods/7thWrapper_0.15/EasyHook.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Title: Re: 7thWrapper
Post by: Iros on 2013-07-26 08:17:38
I need a 'reload field after leaving menu' function. I have totally forget about this.
At the moment the weapon is only updated when the field is changed.

That would be very hard :(  The game only reloads the models when you change field. I'm not sure how you would make it reload the field after leaving the menu (and I think maybe it would mess some things up).

The "Also Launch" feature will not allow for any type of file other than .exe. If changed, and a .bat file that runs ff7.exe at the end is "also launched" in addition to the FF7 exe field being entered, will that be OK?

You should be able to point it at a .bat file, I think, although I haven't tested that. But the .bat shouldn't run the FF7.exe. The wrapper NEEDS to launch that itself, which is why you need to point it directly at the FF7 exe. AlsoLaunch is for things like FF7Music, an ISO mounting script, etc - things which the wrapper doesn't alter, but just need to be run.

Otherwise it works great. I was wonder where the wrapper gets the games settings, like resolution. I assume that's all still working with the ff7_opengl.cfg right? How many of the settings you can configure in bootloader still work, like v-sync and everything? The shader doesn't but that's not the end of the world. The other options that make the game run smoother could be what effected the music if they're not being used, maybe? If that's the case is it possible to have the wrapper launch through bootloader some how so it applies all those settings? That would also allow us to use the debugging tools. I of course have no idea how either of these programs work though, or if what I just asked is even feasible.

It should all still work with ff7_opengl. When the wrapper launches FF7.exe you should get whatever settings happen when you run FF7.exe yourself manually. So if you have configured Aali's driver, then it should work exactly the same.

I don't really know what the bootloader launch does, so I can't say if it's possible to work with that.


Quote
~ Tried again and it does launch ff7music with the game, but it doesn't actually work, no music. If I keep it in Launch also, but turn it on before starting the game it still doesn't work. I also got this error, I think it's from having ff7music listed in the wrapper while also also having it open already. No idea though of course.

That doesn't look like an error to do with ff7music. Are you sure you had the main FF7 exe path set correctly? As I mentioned before, that NEEDS to point directly to FF7.exe (no other launchers) otherwise it won't be able to intercept the game file accesses.
Title: Re: 7thWrapper
Post by: Template on 2013-07-26 09:13:48
That would be very hard :(  The game only reloads the models when you change field. I'm not sure how you would make it reload the field after leaving the menu (and I think maybe it would mess some things up).
Was afraid of that :-[ It's still awesome even if you have to wait til field scene changes, next fight will do it, we don't constantly swap anyway. Maybe we got a little carried away. :roll:

Quote
You should be able to point it at a .bat file, I think, although I haven't tested that. But the .bat shouldn't run the FF7.exe. The wrapper NEEDS to launch that itself, which is why you need to point it directly at the FF7 exe. AlsoLaunch is for things like FF7Music, an ISO mounting script, etc - things which the wrapper doesn't alter, but just need to be run.

Cool! No problem at all, we will alter the batch file to run the mount script and not ff7, but it will have to complete before the wrapper actually initiates the .exe, I guess. Just I'm for sure it won't let me choose anything but an exe for Also launch at the moment. I didn't try manually typing it in, though. The drop down for file types has only exe in it and no other file types show up in the folder view.
Quote
It should all still work with ff7_opengl. When the wrapper launches FF7.exe you should get whatever settings happen when you run FF7.exe yourself manually. So if you have configured Aali's driver, then it should work exactly the same. I don't really know what the bootloader launch does, so I can't say if it's possible to work with that.
ALL of the functions from bootloader config work with 7thwrapper. They are all directly tied to entries in the ff7opengl.cfg file. Bootloader launch mounts an image file for disc check, and then either boots ff7.exe or ff7launch.exe (which is the ff7music plugin, which then launches ff7.exe when it is hooked into the MIDI system and ready to go).
Quote
That doesn't look like an error to do with ff7music. Are you sure you had the main FF7 exe path set correctly? As I mentioned before, that NEEDS to point directly to FF7.exe (no other launchers) otherwise it won't be able to intercept the game file accesses.
Yeah, the problem is that ff7music needs to use its own launch system to hook into and execute ff7.exe... I can verify it isn't working at all with "Also Launch". Not sure it's possible to get around this without getting the military involved.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-26 13:32:18
So if I point the the launch also feature to the .bat what would that do again? Is that to auto mount the game? I've been trying to use it for ff7 music so I only have to launch one program to get everything running. It did open ff7 music, but it doesn't play anything when opened that way. As far as future ease of use and functionality I think this is what we need:

     A way to use auto mount when hitting launch (thats the .bat file yes?
    A way to launch ff7music so that is also works when opened through the wrapper
    If possible a prompt that allows you to change the settings so you don't have to open bootloader to do it.

That may actually be it, short list. Otherwise it works fine. These extra things would just make starting the game easier, particularly for newbies who already have trouble running this stuff.

As for the field refresh, when you say mess things up you mean like freeze the game? We could always beta test it and try to work out the kinks if you think you can write it in. If not we can still use the weapon change feature. No matter where you are in the game you're always about to do something that'll refresh the screen. You'll either be in an area where you encounter enemies, or where you're running into shops and stuff. So it may not show the new weapon right away, but it'll change the second you do any of those things. Besides, would the field refresh even work on the world map?

The error I got was when I changed some settings in bootloader. I had turned on direct mode and pop debug. I was seeing what functions may still work. It didn't seem to like either one. Took awhile to get the error to stop after I restored the settings. That's not a big deal if that's the issue. Direct mode is replaced with the 7thwrapper, and I think it has it's own debug function too right?

Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-26 13:58:42
Quote
That would be very hard :(  The game only reloads the models when you change field. I'm not sure how you would make it reload the field after leaving the menu (and I think maybe it would mess some things up).
That's what I expected. I even didn't like the idea of refreshing the field. :|
Hmm... maybe it's possible to refresh parts of the system memory on fly, like DLPB's Hext.dll does.  :?
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-26 14:43:50
Is it just me, or can the tool window not be maximized?
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-26 14:50:45
Is it just me, or can the tool window not be maximized?

You mean the window to set up which mods you're using for the wrapper, or actually playing the game? I haven't tried maximizing the window, but I think you can extend it. It doesn't seem too small at least. It's definitely bigger than bootloader which I cant extend, maximize, or even minimize lol. When troubleshooting and bootloader is in the way I always just close it.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-26 20:14:01
New release v0.16: SEE OP for latest download links

Changes:

-Fix 'also launch' to work on 2nd+later runs of the game
-Fix 'also launch' to set working directory, should fix FF7Music not working correctly
-Add additional variables (more key items, all character weapons)
-Improve variable monitor - only reports when variables are changed

That's what I expected. I even didn't like the idea of refreshing the field. :|
Hmm... maybe it's possible to refresh parts of the system memory on fly, like DLPB's Hext.dll does.  :?

I won't say it is definitely impossible, I suppose there could be a way to make it happen. But, I wouldn't expect this to work soon. For now, I think we will have to work with the models only changing, when you change/exit the field.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-26 20:25:03
Awesome work. I'll try out the Also Launch fixes and see if that corrects the issues I was having. Change/exit the field will work for now till the field refresh is functional, you actually do that more often than you think.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-27 18:30:41
Hey so I'm having some trouble. Not so much with the 7thwrapper but just being able to launch the game. I had fixed it so bootloader would mount to the D drive, but now for the life of me I can no longer get it to do that....after changing nothing. Not sure what changed but it refuses to use anything other than E now, and the wrapper only launches with D. So I was wondering if it had been said that making the wrapper auto mount to the correct drive was possible or not. Otherwise what are some work arounds that'll work? .vhd doesn't work like an iso so I cant simply mount it as such. I'm looking more into using .vhds, but is sounds like it's not a format Win7 uses much.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-27 18:43:34
The wrapper doesn't know anything about mounting drives ... I'm not sure how Bootleg does it really, I haven't really looked. The only option you have in the wrapper is the 'Also Launch' option which you could set to a script which mounted the drive ... but you would have to provide the script.

I thought that changing the drive letter FF7 looked at was quite a simple registry change though?
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-27 18:56:37
I'm not really sure to though, so I'd rather avoid registry changes. I decided to just manually change the mounted drive in disk manager. Didn't seem like a good idea but it did work. Problem is now it asks for disk 1,2, and 3. Shows the game mounted in D just like if I opened it with bootleg, but it's not passing the disk check.
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-27 19:01:03
You could use Daemon Tools Lite to add a Virtual Drive D: and mount an empty ISO named FF7DISC1 to it. I've done this because I didn't want to mess with registry edits or Disk Manager.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-28 00:06:51
That's a good idea thanks. Oddly enough my idea to use bootloader to mount the game works now. It maybe because I restarted my computer maybe(?). I'll try that next if it stops working again. The launch also feature works great now. I notice a slight lag in the change in music sometimes still but it's a massive improvement now.
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-28 00:24:36
Yes, whenever you restart your computer the virtual drive mount will be uninstalled.
Title: Re: 7thWrapper
Post by: PitBrat on 2013-07-28 00:49:56
The mount/unmount feature in Bootloader is slow on some systems. Occasionally the game will try to start before the drive is mounted. If this happens, just exit the game and restart. Another issue can occur when the virtual drive does not unmount. The virtual drive file is then locked and the system cannot delete it. This will cause a problem when running Bootleg. It's easily fixed by manually unmounting or rebooting the system.

I'm planning on adding a option in Bootleg to export mods to IRO files that will work with the mod wrapper. How should I break up to IRO files? My current idea is to have one IRO file for each LGP, the movies, the sounds, and the PNG textures. The user will have the option to generate all of the IRO's or just the ones they select. I don't want an overload of IRO files, but I also don't think one ginormous IRO file is good. What are your suggestions?
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-28 01:16:08
I think I just needed to restart after changing the mounted drive. No idea why, but it made all the difference lol. 

I actually mentioned something similar to Template about organizing .iro files. What you suggested sounds like a good idea to me. My main point was separating main characters and base model npcs, including supporting characters. Basically an .iro for characters who have names and another for those without. So you have the option of choosing what model you want for the turks and Dyne, while being able to choose which ever base model pack you want. Preset options could probably be put together too though for supporting characters for anyone who doesn't want to take the time, like those from bootleg, unshaded, and squallff8 rebuilded.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-28 02:16:03
So I was able to add my own animations by adding a new file to the wrapped folder (i called "extras") and making another named char.lgp and putting them in there. I tried doing the same with the world_us.lgp so I could add the same running animation for cloud but he's still using the one from the animation.iro.

~oops, I forgot to change the animation from aaga.a to bie.a.

     How do I save a profile of my mod settings? Like what files I used and what versions of Clouds weapons I selected. I'm re-selecting everything every time I restart 7thwrapper.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-28 02:24:29
Use save.

The weapon change mod is a bit harder to realize as I thought. I will make it as a single mod. It will only contain the textured weapon cmh175 sent me.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-28 09:21:06
I'm planning on adding a option in Bootleg to export mods to IRO files that will work with the mod wrapper. How should I break up to IRO files? My current idea is to have one IRO file for each LGP, the movies, the sounds, and the PNG textures. The user will have the option to generate all of the IRO's or just the ones they select. I don't want an overload of IRO files, but I also don't think one ginormous IRO file is good. What are your suggestions?

I thought some more about this ... one IRO file per option in Bootleg is probably a good way to go. There aren't 1000s of different configuration options in Bootleg to choose from after all. And then when you change an option in Bootleg, you are only dealing with the IRO file/s for that particular option - not having to regenerate archives containing 100s of other files.

If you want to be really sophisticated, you could (e.g.) have one IRO file for all the Avatars that contained every avatar file. Then use configuration options to swap the selected avatar files in as active. That's actually quite efficient since you have one IRO file and just activate/deactivate parts of it depending on the user configuration.

EDIT: New version released v0.20:  SEE OP for latest download links

-Fix for overriding PNG files included in IRO archives (thanks EQ2Alyza)
-Unpack option for archives
-Add .bat files to list of supported AlsoLaunch executables.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-28 15:07:06
What does the also launch with the .bat file do? Also don't forget you can update the first post with links to your most recent releases. That way they're easier to find if you're not checking this frequently.

I was able to use the extra folder I added to add my old files so I can now actually switch between my original models I used, Kaldarashas unshaded, and the PRP bootleg install I did. I can now change the whole appearance of the game by just changing a single option in 7thwrapper, pretty awesome.
Use save.

The weapon change mod is a bit harder to realize as I thought. I will make it as a single mod. It will only contain the textured weapon cmh175 sent me.


Do you mean the new textured buster sword, or also the other weapons? Last I heard the weapon swapping worked, it just didn't change when you left the menu. You'd have to enter a battle or another part of the field to change the screen.
Title: Re: 7thWrapper
Post by: Template on 2013-07-28 15:19:32
You could edit the Run-FFVII.bat file (whatever it is, I don't have bootleg on atm) so that it didn't run ff7 at the end. Then it would load the ff7disk for you and then launch the 7thwrapper :evil:
Title: Re: 7thWrapper
Post by: Iros on 2013-07-28 15:29:59
What does the also launch with the .bat file do?

Only change is that when you are selecting an 'also launch' file, it includes .bat files in the file selection window. So no real change to how things work, just a slight GUI improvement :) If you need a .bat file to mount drives, for example.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-28 17:50:27
The enter disk error has returned. The game is still mounted as D\ so no idea what the hell is wrong with it. Which .bat file may help with mounting? Maybe that could fix this. There's only three I know of, two of which look like they'd work. The run ff7-bootleg on in ff7 game instal file, and the mounteddisk 1 file in the mounted disk file. Neither work though.
You could use Daemon Tools Lite to add a Virtual Drive D: and mount an empty ISO named FF7DISC1 to it. I've done this because I didn't want to mess with registry edits or Disk Manager.

This sounds like a good work around. I have virtual clone drive, but I'm not sure how to make an empy iso to be honest.
Title: Re: 7thWrapper
Post by: PitBrat on 2013-07-28 18:11:00
Make sure that the data drive is set to the same drive letter as the the virtual drive.
You can change the data drive on the Bootloader configure screen or do it manually in the registry.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-28 18:14:00
Make sure that the data drive is set to the same drive letter as the the virtual drive.
You can change the data drive on the Bootloader configure screen or do it manually in the registry.

Thanks, yeah that was it. No matter what is goes to the D\, but I need it to actually say D in bootloader for it to work.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-29 10:15:38
I recently finished the weapon change mod, but I realized that I will need sub folders for a better overview.
This is what I use currently:
Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Kaldarasha/cmh175</Author>
  <Version>0,01</Version>
  <Description>Dynamic weapons...</Description>
  <Link>http://forums.qhimm.com/</Link>

<Conditional Folder="2 Hardedge 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="2" />
  </Conditional>
<Conditional Folder="3 Butterfly Edge 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="3" />
  </Conditional>
<Conditional Folder="5 Organics 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="5" />
  </Conditional>
<Conditional Folder="9 Murasame 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="9" />
  </Conditional>
<Conditional Folder="11 Yoshiyuki 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="11" />
  </Conditional>



 <Conditional Folder="1 Mythril 01" >
  <RuntimeVar Var="CloudWeapon" Values="1" />
  </Conditional>
<Conditional Folder="2 Hardedge 01" >
  <RuntimeVar Var="CloudWeapon" Values="2" />
  </Conditional>
<Conditional Folder="3 Butterfly Edge 01" >
  <RuntimeVar Var="CloudWeapon" Values="3" />
  </Conditional>
<Conditional Folder="4 Enhance Sword 01" >
  <RuntimeVar Var="CloudWeapon" Values="4" />
  </Conditional>
<Conditional Folder="5 Organics 01" >
  <RuntimeVar Var="CloudWeapon" Values="5" />
  </Conditional>
<Conditional Folder="6 Crystal Sword 01" >
  <RuntimeVar Var="CloudWeapon" Values="6" />
  </Conditional>
<Conditional Folder="7 Force Stealer 01" >
  <RuntimeVar Var="CloudWeapon" Values="7" />
  </Conditional>
<Conditional Folder="8 Rune Blade 01" >
  <RuntimeVar Var="CloudWeapon" Values="8" />
  </Conditional>
<Conditional Folder="9 Murasame 01" >
  <RuntimeVar Var="CloudWeapon" Values="9" />
  </Conditional>
<Conditional Folder="10 nailbat 01" >
  <RuntimeVar Var="CloudWeapon" Values="10" />
  </Conditional>
<Conditional Folder="11 Yoshiyuki 01" >
  <RuntimeVar Var="CloudWeapon" Values="11" />
  </Conditional>
<Conditional Folder="12 Apocalypse 01" >
  <RuntimeVar Var="CloudWeapon" Values="12" />
  </Conditional>
<Conditional Folder="13 Heaven's Cloud 01" >
  <RuntimeVar Var="CloudWeapon" Values="13" />
  </Conditional>
<Conditional Folder="14 Ragnarok 01" >
  <RuntimeVar Var="CloudWeapon" Values="14" />
  </Conditional>
<Conditional Folder="15 Ultima Weapon 01" >
  <RuntimeVar Var="CloudWeapon" Values="15" />
  </Conditional>



<ModFolder Folder="CloudWBoB 01" ActiveWhen="Cloud = 1" />
<ModFolder Folder="CloudWBoB 02" ActiveWhen="Cloud = 2" />


<ConfigOption>
    <Type>List</Type>
    <Default>0</Default>
    <ID>Cloud</ID>
    <Name>Cloud Model</Name>
    <Description>This lets you change the appearance of Cloud.</Description>
    <Option Value="0" Name="Without" PreviewFile="preview\CloudWithout.jpg"/>
    <Option Value="1" Name="With sword" PreviewFile="preview\CloudWith.jpg" />
<Option Value="2" Name="With sword twisted" PreviewFile="preview\CloudWithTwisted.jpg" />
  </ConfigOption>

</ModInfo>

And this is what I want to use:
Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Kaldarasha/cmh175</Author>
  <Version>0,01</Version>
  <Description>Dynamic weapons...</Description>
  <Link>http://forums.qhimm.com/</Link>

<Load SubFolder="Cloud" />

<ConfigOption>
    <Type>List</Type>
    <Default>0</Default>
    <ID>Cloud</ID>
    <Name>Cloud Model</Name>
    <Description>This lets you change the appearance of Cloud.</Description>
    <Option Value="0" Name="Without" PreviewFile="preview\CloudWithout.jpg"/>
    <Option Value="1" Name="With sword" PreviewFile="preview\CloudWith.jpg" />
<Option Value="2" Name="With sword twisted" PreviewFile="preview\CloudWithTwisted.jpg" />
  </ConfigOption>

</ModInfo>

In the subfolder 'Cloud' is a second xml, which pinpoints, which of its folder is to load:
Code: [Select]
<?xml version="1.0"?>
<ModInfo>
 
<Conditional Folder="2 Hardedge 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="2" />
  </Conditional>
<Conditional Folder="3 Butterfly Edge 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="3" />
  </Conditional>
<Conditional Folder="5 Organics 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="5" />
  </Conditional>
<Conditional Folder="9 Murasame 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="9" />
  </Conditional>
<Conditional Folder="11 Yoshiyuki 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="11" />
  </Conditional>



 <Conditional Folder="1 Mythril 01" >
  <RuntimeVar Var="CloudWeapon" Values="1" />
  </Conditional>
<Conditional Folder="2 Hardedge 01" >
  <RuntimeVar Var="CloudWeapon" Values="2" />
  </Conditional>
<Conditional Folder="3 Butterfly Edge 01" >
  <RuntimeVar Var="CloudWeapon" Values="3" />
  </Conditional>
<Conditional Folder="4 Enhance Sword 01" >
  <RuntimeVar Var="CloudWeapon" Values="4" />
  </Conditional>
<Conditional Folder="5 Organics 01" >
  <RuntimeVar Var="CloudWeapon" Values="5" />
  </Conditional>
<Conditional Folder="6 Crystal Sword 01" >
  <RuntimeVar Var="CloudWeapon" Values="6" />
  </Conditional>
<Conditional Folder="7 Force Stealer 01" >
  <RuntimeVar Var="CloudWeapon" Values="7" />
  </Conditional>
<Conditional Folder="8 Rune Blade 01" >
  <RuntimeVar Var="CloudWeapon" Values="8" />
  </Conditional>
<Conditional Folder="9 Murasame 01" >
  <RuntimeVar Var="CloudWeapon" Values="9" />
  </Conditional>
<Conditional Folder="10 nailbat 01" >
  <RuntimeVar Var="CloudWeapon" Values="10" />
  </Conditional>
<Conditional Folder="11 Yoshiyuki 01" >
  <RuntimeVar Var="CloudWeapon" Values="11" />
  </Conditional>
<Conditional Folder="12 Apocalypse 01" >
  <RuntimeVar Var="CloudWeapon" Values="12" />
  </Conditional>
<Conditional Folder="13 Heaven's Cloud 01" >
  <RuntimeVar Var="CloudWeapon" Values="13" />
  </Conditional>
<Conditional Folder="14 Ragnarok 01" >
  <RuntimeVar Var="CloudWeapon" Values="14" />
  </Conditional>
<Conditional Folder="15 Ultima Weapon 01" >
  <RuntimeVar Var="CloudWeapon" Values="15" />
  </Conditional>

<ModFolder Folder="CloudWBoB 01" ActiveWhen="Cloud = 1" />
<ModFolder Folder="CloudWBoB 02" ActiveWhen="Cloud = 2" />

</ModInfo>

More or less that's what I want. It's only for a better overview and easier maintenance.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-29 11:28:20
I'm not sure I want to separate the mod configuration into more than one XML file - it will be possible, but keeping it all in one file will make loading the wrapper faster.

However splitting off your files into subfolders might be possible already I think? You could put everything in a 'cloud' subfolder and change:

Code: [Select]
<Conditional Folder="15 Ultima Weapon 01" >
  <RuntimeVar Var="CloudWeapon" Values="15" />
  </Conditional>
<ModFolder Folder="CloudWBoB 01" ActiveWhen="Cloud = 1" />

to

Code: [Select]
<Conditional Folder="cloud\15 Ultima Weapon 01" >
  <RuntimeVar Var="CloudWeapon" Values="15" />
  </Conditional>



<ModFolder Folder="cloud\CloudWBoB 01" ActiveWhen="Cloud = 1" />

I think this should work although I haven't tested it... it will keep the file structure a bit more tidy anyway.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-07-29 11:40:53
If this works, then forget my request.  :-D
Title: Re: 7thWrapper
Post by: EQ2Alyza on 2013-07-29 17:03:54
This sounds like a good work around. I have virtual clone drive, but I'm not sure how to make an empy iso to be honest.

There is one for download in STEP 1 of Tifa's Bootleg.
Title: Re: 7thWrapper
Post by: Template on 2013-07-29 20:41:01
If this works, then forget my request.  :-D
well???? lol
Title: Re: 7thWrapper
Post by: kenshen on 2013-07-31 19:18:11
Hey so I have Bootleg installed and want to use this manager whenever i hei laumch i get
Code: [Select]
************** Exception Text **************
System.ArgumentException: STATUS_INVALID_PARAMETER: Unable to start process; please check the given parameters. (Code: 740)
   at EasyHook.NativeAPI.Force(Int32 InErrorCode)
   at EasyHook.NativeAPI.RtlCreateSuspendedProcess(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, Int32& OutProcessId, Int32& OutThreadId)
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs)
   at _7thWrapper.fConfig.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWrapper\fConfig.cs:line 179
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
7thWrapper
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapper.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.282 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
7thWrapperLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapperLib.DLL
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
qguyrish
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
EasyHook
    Assembly Version: 2.7.4761.0
    Win32 Version: 2.7.4761.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/EasyHook.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Title: Re: 7thWrapper
Post by: cmh175 on 2013-07-31 19:38:52
I'm not really sure and don't have the time to go through your debug code right now. Usually the wrapper failing is because you don't have the game mounted on the D\. I did a post about getting 7thwrapper to work earlier so try this and see if it helps.

I'll add to this since I had some trouble getting this to work.

I got errors if I launch the wrapper normally so you'll need to set it to run as administrator. Set up 7thwrapper as you see in Templates pictures. That parts pretty easy. Add FF7music.exe to Also Launch, it's in the ff7 music folder. Then just select what options you want. For this mod you'll need the first three options, the base models are optional and not necessary if you use bootleg. You can also add other mods by just adding an extra file in the wrapped folder, and putting in files with matching game file names. So like if you want to use different field animation files you'd put them in wrapper\extra folder\char.lgp. You'll do the same with Bloodshots new Motorball model, it's already set up this way so just drag in the file inside of the 7thwrapper folder. When you open 7thwrapper your extra folder will be listed, just check it too. 

The harder part can be making the game actually open when you hit launch. The game needs to mounted to the D\. So first go into the ff7 game file (games\final fantasy\ff7). Inside you'll see an ff7_cd.exe. Click that and you'll see a command prompt come up. This will allow you to tell bootloader where to mount the game. Type in D and hit enter. Now open bootloader and hit the mount button. If it says it went to the D\ then you're all set. If not you need to open windows Disk Manager. Hit start menu and type Disk Manager, you want the option that says create and edit hard drive partitions. When it opens see if anything else is listed as D. It may currently be your dvd drive. Right click it and select "change drive letter and paths". Hit "change" on the following window. In the drop down menu on the right it'll show the current drive letter. Change it to what ever you like. It'll show a warning when you hit ok. This is only important if you're changing a drive with drive path dependent programs installed. Hit ok and close it out. Now do the same for the games drive and change it to D. The game could work now, but restart your computer first. Now reopen bootloader and hit mount. Now reopen 7thwrapper and hit launch. It should work now, if not you may have something else set up incorrectly. You'll need to post your settings in bootloader, and the error 7thwrapper gives you. Always check the drive the game's mounted to first though, if that's incorrect nothing else will help.

Also, you can change the games settings in bootloader. The only options I've found that don't seem to work with 7thwrapper is turning off "disable popup" and turning on "direct" mode. Also if you plug in a thumb drive or external hard drive that uses the D you'll need to change that too. 

This is the Facepalmer background option in Bootleg. I've tried all of them and this is the one I'd recommend. If you haven't used Bootleg yet I'd start there, it automatically installs several mods for you and allows you to select other game changing options. http://forums.qhimm.com/index.php?topic=13212.0 (http://forums.qhimm.com/index.php?topic=13212.0) The Improved and Unshaded mod with 7thwrapper works outside of bootleg, so the models you select for the main characters in bootleg are irrelevant as they wont be used when you start the game.
Title: Re: 7thWrapper
Post by: Iros on 2013-07-31 21:52:13
Hey so I have Bootleg installed and want to use this manager whenever i hei laumch i get
Code: [Select]
************** Exception Text **************
System.ArgumentException: STATUS_INVALID_PARAMETER: Unable to start process; please check the given parameters. (Code: 740)
   at EasyHook.NativeAPI.Force(Int32 InErrorCode)
   at EasyHook.NativeAPI.RtlCreateSuspendedProcess(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, Int32& OutProcessId, Int32& OutThreadId)
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs)
   at _7thWrapper.fConfig.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWrapper\fConfig.cs:line 179
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
7thWrapper
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapper.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.282 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
7thWrapperLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapperLib.DLL
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
qguyrish
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
EasyHook
    Assembly Version: 2.7.4761.0
    Win32 Version: 2.7.4761.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/EasyHook.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Have you definitely pointed the wrapper at the FF7 exe and the wrapper library location correctly? It does look like it can't find one of the files.
Title: Re: 7thWrapper
Post by: kenshen on 2013-07-31 23:55:00
I'm not really sure and don't have the time to go through your debug code right now. Usually the wrapper failing is because you don't have the game mounted on the D\. I did a post about getting 7thwrapper to work earlier so try this and see if it helps.

So after adjusting accordingly re adding the daemon tools drive making sure it was D here is the new debug code
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'EasyHook, Version=2.7.4761.0, Culture=neutral, PublicKeyToken=4b580fca19d0b0c5' or one of its dependencies. The system cannot find the file specified.
File name: 'EasyHook, Version=2.7.4761.0, Culture=neutral, PublicKeyToken=4b580fca19d0b0c5'
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs)
   at _7thWrapper.fConfig.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWrapper\fConfig.cs:line 179
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
7thWrapper
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapper.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.282 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
7thWrapperLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapperLib.DLL
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
4vsljui2
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
EasyHook
    Assembly Version: 2.7.4761.0
    Win32 Version: 2.7.4761.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/EasyHook.DLL
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Web
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.272 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Web/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Web.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-08-01 00:14:11
Did you try hitting mount in bootloader? Set it to D and hit mount. Even if it says it went to the D drive if bootloader has it set to anything else it wont work. No idea why but as long as it works right?

I haven't tried the sudo iso yet. I personally don't want an extra drive mounted all the time anyway since I have other attached drives. Also check the pictures Template posted, it shows how to set up the wrapper. Click the quote I posted to go to the original post.
Title: Re: 7thWrapper
Post by: kenshen on 2013-08-01 00:29:17
So I set it to mount D it mounts G tried to launch 7th Wrapper same thing So I thought OK maybe it's just because D is daemon tools so I removed the daemon tools drive and then reopened bootloader D wasn't even on the list so I re added daemon tools D and remounted bootloader help?
Title: Re: 7thWrapper
Post by: cmh175 on 2013-08-01 00:32:30
If you added another device that takes the D drive you may need to reset the bootloader mounted drive to D. Restart my directions and try again. Make sure nothing is mounted on D\, and that you're also using ff7_cd.exe first. After if it doesn't work still you may not have the wrapper configured properly, check Templates picture and make sure you have it pointed to the right files.
Title: Re: 7thWrapper
Post by: kenshen on 2013-08-01 00:50:44
If you added another device that takes the D drive you may need to reset the bootloader mounted drive to D. Restart my directions and try again. Make sure nothing is mounted on D\, and that you're also using ff7_cd.exe first. After if it doesn't work still you may not have the wrapper configured properly, check Templates picture and make sure you have it pointed to the right files.
OK so Bootloader is mounted D I changed Daemon tools to G hit Launch same error so I thought hmm maybe if I mount the game disk to G It'll work? Nope. 
Title: Re: 7thWrapper
Post by: cmh175 on 2013-08-01 01:00:02
Why are you using Daemon tools? Bootloader will mount the game for you so you don't need Daemon tools or the empty iso. Unmount the empty iso and the game drive. You should have nothing but what you usually have listed in your drives. Try again and make sure you don't skip anything. I even changed it on mine to retry this process to ensure it works. It probably didn't work because you have one than one ff7 drive and it sounds like you may have missed a step. If it fails again please write to me everything you did, and take a screen shot of your 7thwrapper set up.
Title: Re: 7thWrapper
Post by: kenshen on 2013-08-01 04:02:30
Boot loader is the only thing mounted 7th Wrapper settings :(http://i.imgur.com/lJ90WHg.jpg?1)

Error code

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'EasyHook, Version=2.7.4761.0, Culture=neutral, PublicKeyToken=4b580fca19d0b0c5' or one of its dependencies. The system cannot find the file specified.
File name: 'EasyHook, Version=2.7.4761.0, Culture=neutral, PublicKeyToken=4b580fca19d0b0c5'
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs)
   at _7thWrapper.fConfig.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWrapper\fConfig.cs:line 179
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
7thWrapper
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapper.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.282 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
7thWrapperLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapperLib.DLL
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
z1x0b0cd
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
EasyHook
    Assembly Version: 2.7.4761.0
    Win32 Version: 2.7.4761.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/EasyHook.DLL
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Web
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.272 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Web/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Web.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Title: Re: 7thWrapper
Post by: Template on 2013-08-01 04:15:38
If this was a disc mounting issue, it would just ask you for a disc.

It isn't even getting that far.

The person to pay the most attention to when troubleshooting a program is probably the author.

Iros asked you if you were sure you had it pointed at FF7.exe and the lib.dll file correctly.

I see your screenshot. It looks right, but then the debug code doesn't match for those 2 files.

Quote
7thWrapper
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapper.exe
Quote
7thWrapperLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapperLib.DLL
Desktop? how?
I don't know what's going on there, did you save your profile after setting all those up? Have any idea why it would be looking for those files on your desktop?
I am guessing you have a copy of the actual 7thwrapper.exe file on the desktop instead of a shortcut and you tried to run it from there.



Title: Re: 7thWrapper
Post by: kenshen on 2013-08-01 04:45:18
Original copy was on desktop moved to Games folder Just re installed FFVII into Games folder will try again later after re installing mods
Title: Re: 7thWrapper
Post by: Iros on 2013-08-01 08:17:04

I see your screenshot. It looks right, but then the debug code doesn't match for those 2 files.
Desktop? how?
I don't know what's going on there, did you save your profile after setting all those up? Have any idea why it would be looking for those files on your desktop?
I am guessing you have a copy of the actual 7thwrapper.exe file on the desktop instead of a shortcut and you tried to run it from there.

Well noticed, this is probably the issue.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-08-01 13:07:31
Good catch, yeah you don't want to put anything other than shortcuts on the desktop. The mini tutorial for game mounting will cover how to troubleshoot and correct that issue as there will probably be more questions on that. The bigger issue will be figuring out if they have bootloader settings that aren't 7thwrapper compatible like direct mode and popup. With those two the game wont get far enough to ask about game disks too, and the debug output doesn't really point to why. If kenshen got the game mounted correctly and still got an error that was going to be my next guess.
Title: Re: 7thWrapper
Post by: Template on 2013-08-01 13:55:41
Good catch, yeah you don't want to put anything other than shortcuts on the desktop. The mini tutorial for game mounting will cover how to troubleshoot and correct that issue as there will probably be more questions on that. The bigger issue will be figuring out if they have bootloader settings that aren't 7thwrapper compatible like direct mode and popup. With those two the game wont get far enough to ask about game disks too, and the debug output doesn't really point to why. If kenshen got the game mounted correctly and still got an error that was going to be my next guess.

Those settings and all the others on that whole tab in bootloader are all controlled by aalis driver. They are totally and completely compatible with the wrapper. You can change them all by editing the ff7opengl.cfg file, as well.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-08-01 13:59:26
Weird. I wanted to see if debug and direct mode worked with 7thwrapper and it gave me a similar error and failed to open. I didn't change anything else either, and it works when switched back. It's makes little difference since you can add an extra folder to input models with the wrapper, and many users don't need the debug popups.
Title: Re: 7thWrapper
Post by: Template on 2013-08-01 14:17:39
Edit: Direct mode probably isn't compatible, if you actually try to put something in one of the folders. Popup works fine. I'm having trouble figuring out how to pack Motorball Revamp into an iro file, but it's not really necessary.
Suggestion for future version: Separate launch file so we can run launch from desktop without wrapper GUI
Title: Re: 7thWrapper
Post by: kenshen on 2013-08-01 15:20:21
So re installed FF VII PC completely int the C://Games/FFVII folder checked boot loader settings none of the no no's are set A completely different error happens.
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: STATUS_INVALID_PARAMETER: Unable to start process; please check the given parameters. (Code: 740)
   at EasyHook.NativeAPI.Force(Int32 InErrorCode)
   at EasyHook.NativeAPI.RtlCreateSuspendedProcess(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, Int32& OutProcessId, Int32& OutThreadId)
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs)
   at _7thWrapper.fConfig.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWrapper\fConfig.cs:line 179
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
7thWrapper
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Games/FFVII/7thWrapper/7thWrapper.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.282 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.296 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
7thWrapperLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Games/FFVII/7thWrapper/7thWrapperLib.DLL
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1009 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-08-01 15:25:58
Did you run 7thwrapper as admin? It gives me an error otherwise.
Title: Re: 7thWrapper
Post by: Iros on 2013-08-01 15:39:41
Failing that, post a screenshot of your settings again :/ The error does mean it can't start FF7.exe for some reason.
Title: Re: 7thWrapper
Post by: kenshen on 2013-08-01 15:48:51
That was so weird I explicitly right clicked compatibility settings run as admin then i copied it to its new Dir and and it didn't run as admin??? After re installing every thing into the new Dir Running as admin solved the problem :) So if you make another tutorial make sure to say in Caps to install FF VII into C:/Games/FFVII this is the only way it works
Title: Re: 7thWrapper
Post by: Template on 2013-08-01 17:22:46
So if you make another tutorial make sure to say in Caps to install FF VII into C:/Games/FFVII this is the only way it works
Turn UAC off or be careful about using run as admin all the time. Doesn't matter where you install FF7. Just don't install it to your Program Files area or your desktop.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-08-01 17:52:36
Yeah I keep mine in the ff7mods folder. What can happen running 7thwrapper as admin? It only seems to work that way so if it's an issue is there another way? What's UAC? I'm not looking at the wrapper now, is that a setting it has or is that something else?
Title: Re: 7thWrapper
Post by: Template on 2013-08-01 18:08:51
Sorry, I love TLAs (3-letter acronyms). UAC is the annoying but safe feature in win 7 and 8 that constantly asks for permission to do anything with your filesystem. You can completely disable it and live a happier life.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-08-02 13:24:04
OH, ok I know what you're talking about now. I'm not as familiar with Windows. I wouldn't recommend turning off UAC. It's helpful as it turns off notifications for things you do, but I'd set it to at least notify you if another application wants to make changes. That way if you download something and it's laced with something else that wants to make changes to your hard drive it'll still notify you. Whenever I deploy new machines at client offices I set it this way and lock it with an admin password so people cant screw up their computers.


     ~Wholey crap when did I get to 200 posts.

(http://i1172.photobucket.com/albums/r570/cmh175/1281017815_iyk3ep-2.gif)

(Oddly enough I hear Blurr's Song 2 in my head while watching this)
Title: Re: 7thWrapper
Post by: Template on 2013-08-02 13:46:59
That's what Microsoft Security Essentials is for. Nice free anti-virus kinda ended the debate about using paid AV, as far as I'm concerned--it changes its encryption every day (optionally)... I was looking for a ff7soundfont from somedude41 which is long gone and just a rumor other day and downloaded an ACTUAL malicious file. MSE quietly informed me and got rid of it without any fuss or bullsh*t. But I can't really disagree with you. I wouldn't recommend turning off UAC unless you pretty much know you can undo whatever you might do to your system.
Title: Re: 7thWrapper
Post by: cmh175 on 2013-08-02 13:52:06
MSE is great, I'm not a fan of Microsoft products but it's the best anti virus. Most of the others actually install as viruses too. Once they're on your computer you'll never completely get rid of them.

MSE notifies you of stuff like that but somethings get past it like addon software that changes your browser tool bar. I ended up with a Delta tool bar at one point I think, it was harder to remove than some Trojans.
Title: Re: 7thWrapper
Post by: Kaldarasha on 2013-08-02 14:47:09
... I ended up with a Delta tool bar at one point I think, it was harder to remove than some Trojans.
LOL. ;D
(http://img16.imageshack.us/img16/2158/cx6n.gif)

 I was a victim of MixiDj search.
Title: Re: 7thWrapper
Post by: Template on 2013-08-02 14:56:07
I was a victim of MixiDj search.
I think there is a support group forum somewhere.
"Hi, my name is Template. I can't get rid of the Bing search toolbar. I was arrested for public intoxication as a direct result of this malicious virus and the emotional distress it caused."
Title: Re: 7thWrapper
Post by: cmh175 on 2013-08-02 15:00:25
lol, Oh god I hated the bing tool bar. I couldn't figure out where it was coming from too. Found the damn thing in windows update. If you're not careful it just ninjas it's way onto your computer.
Title: Re: 7thWrapper
Post by: LeonhartGR on 2013-08-02 15:29:39
Never installed this update as well as uninstalled  KB2670838 after experiencing issues with sweetfx... In the meantime Microsoft insist to provide those 2 with their windows update utility... no comments on that...
Title: Re: 7thWrapper
Post by: Iros on 2013-08-03 13:11:40
OK, big update. Since now I added a lot of the features I was planning on, I think it is time for v1.00 and can be renamed '7th Heaven' :)

There are a lot of changes so I would recommend unzipping it to a new folder entirely and not putting it in the 7thWrapper folder. Also I would recommend using a new folder to store mods again (the program will create this for you when you run it for the first time). Don't worry, you can move your existing mods over once it is set up and running, and it will detect them and let you use them.

Since not much is happening with making workshop style (http://forums.qhimm.com/index.php?topic=14383.0) site, I thought maybe I would add something like this. So some images explaining how things work are probably good...

1) When you run 7thHeaven for the first time it will ask you to set up your paths etc. It will try and guess some settings from your FF7 install but please check it to make sure it is OK. I suggest you run as Administrator. It mostly works fine for me without this, but it seems some computers really need to run as Admin.

(http://s8.postimg.org/627esytxd/settings.jpg) (http://postimg.org/image/627esytxd/)

Subscription URL will be explained below :) The options I hope make sense, probably you want them all in except perhaps 'auto download'.

2) The new interface separates things into three tabs. First, 'Active Mods' which are the mods you have turned on to use in the game. You can see there is also a 'Activate all' button to turn everything on if you want :)  Deactivate of course turns a mod off, Config configures any options for a mod, and the arrows move a mod up/down the priority list.

(http://s8.postimg.org/f122jqo75/active.jpg) (http://postimg.org/image/f122jqo75/)

Second is 'Library' which is all the mods installed on your computer. You can activate/deactivate the mod to put it in your list of active mods, or right click to uninstall (delete) it. Also there is a search bar at the top - although unless you have hundreds of mods I suppose you might not need to use this :)

(http://s8.postimg.org/vz135kxkx/lib2.jpg) (http://postimg.org/image/vz135kxkx/)

Last is 'Catalog' which is where the subscription setting is used. You can tell the program to monitor catalog files which lists mods, then from the catalog tab, search for mods and click to download/install them:

(http://s8.postimg.org/4tjj7c1z5/cat.jpg) (http://postimg.org/image/4tjj7c1z5/)

If you click to download a mod, the program will download it...

(http://s8.postimg.org/67b62n18h/image.jpg) (http://postimg.org/image/67b62n18h/)

...and afterwards it will show up in your library as Installed and ready to run:

(http://s8.postimg.org/pzdc1xcsh/lib.jpg) (http://postimg.org/image/pzdc1xcsh/)

The program will check the catalog files every day and if they update with a new version for a mod you have installed, the program will offer to download and update your installed mod.

I have set up a (very!) small catalog to test with, the subscription URL to put into the settings screen is:

iros://MegaSharedFolder/#F!DYQWTZ7B!FWil2nif2HQF_Dr7RxvOLA,,catalog.xml

or if that doesn't work:

iros://Url/http$pastebin.com/raw.php?i=Rct9XwiQ

It just has a few mods in it that I picked from the big list of FF7 mods, in order to test things. I don't plan to maintain a catalog myself but I hope somebody else who has time will do so! :)  I don't know what is best - to maintain a big list of every mod, or maybe there will be a few lists for different authors or types of mod ... I think that is best for people on the forum to work out what is good :)  So if anybody wants to maintain a catalog please say and I will explain how to set one up. There is a screen in the program that will help generate the catalog files so you don't have to type in all the XML manually.

Because there is a lot of new code I am sure there will be some bugs in this so if things don't work please give details :)

Download link for v1.00 is https://mega.co.nz/#!HZB1EBgQ!SgJGImGGvBgc_D6hcFbhcAQ07JQzF8uuFhu9gkB6MYs

Also this has basic support for the 2012 release. It should work to point it at your FF7_Launcher.exe and run the game from there. The launcher will probably crash after you have started the game, so probably cloud saves etc. will break, but the game will at least start I think!
Title: Re: 7thHeaven
Post by: Template on 2013-08-03 13:26:59
(http://i647.photobucket.com/albums/uu193/electrotoyou/200_zps007dd3ff.gif)

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

Edit: Of course it wasn't likely it was totally poof, but I did go ahead and panic a little. You can't blame me. So I found all my stuff in a new folder within a folder "7thHeaven" in the FF7 directory itself. The folder everything was in had a randomized-seeming name: "8eb262c4-b088-4c71-baf5-867d29f34ba6_FF7Mods". Cruel trick my friend! OK, so on with the testing, after backing up the rest of my stuff online haha. Should have done that a while ago, now my SSD will die before upload completes because Murphy's Law.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2013-08-03 14:05:15
I can't configure my mods or start the game with them:
Code: [Select]
System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs.
   bei _7thWrapperLib.RuntimeVar.MakeRuntimeVar(String spec, String value) in C:\Iros\7thWrapperLib\RuntimeVar.cs:Zeile 0.
   bei _7thWrapperLib.CRuntimeVar.Init(XmlNode source, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 396.
   bei _7thWrapperLib.Conditional.Load(XmlNode source, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 378.
   bei _7thWrapperLib.ConditionalFolder..ctor(XmlNode node, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 355.
   bei _7thWrapperLib.ModInfo.Load(XmlDocument doc, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 250.
   bei _7thWrapperLib.ModInfo..ctor(String filePath, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 240.
   bei Iros._7th.Workshop.ProfileItem.GetRuntime(LoaderContext context) in C:\Iros\7thWorkshop\Profile.cs:Zeile 69.
   bei Iros._7th.Workshop.fLibrary.<bLaunch_Click>b__62(ProfileItem i) in C:\Iros\7thWorkshop\fLibrary.cs:Zeile 598.
   bei System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
   bei System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
   bei System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
   bei System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
   bei Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWorkshop\fLibrary.cs:Zeile 593.
   bei System.Windows.Forms.Control.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
   bei System.Windows.Forms.Button.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Title: Re: 7thHeaven
Post by: Iros on 2013-08-03 14:10:59
(http://i647.photobucket.com/albums/uu193/electrotoyou/200_zps007dd3ff.gif) (http://s647.photobucket.com/user/electrotoyou/media/200_zps007dd3ff.gif.html)

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

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

Ah - I see how that happened ... the normal download procedure deletes the downloaded zip/7z/whatever after it installs it into the 7th Heaven folder (of course). Obviously the manual install shouldn't do that, will change it ;)  But yes, it does copy them into the library folder, so not completely lost.

However you also made me think - I expect your import hasn't worked properly, because it is expecting you to import one mod at a time. If you point it at a folder full of mods, that isn't likely to work. I should probably make sure that works too!

I can't configure my mods or start the game with them:
Code: [Select]
System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs.
   bei _7thWrapperLib.RuntimeVar.MakeRuntimeVar(String spec, String value) in C:\Iros\7thWrapperLib\RuntimeVar.cs:Zeile 0.
   bei _7thWrapperLib.CRuntimeVar.Init(XmlNode source, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 396.
   bei _7thWrapperLib.Conditional.Load(XmlNode source, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 378.
   bei _7thWrapperLib.ConditionalFolder..ctor(XmlNode node, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 355.
   bei _7thWrapperLib.ModInfo.Load(XmlDocument doc, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 250.
   bei _7thWrapperLib.ModInfo..ctor(String filePath, LoaderContext ctx) in C:\Iros\7thWrapperLib\Profile.cs:Zeile 240.
   bei Iros._7th.Workshop.ProfileItem.GetRuntime(LoaderContext context) in C:\Iros\7thWorkshop\Profile.cs:Zeile 69.
   bei Iros._7th.Workshop.fLibrary.<bLaunch_Click>b__62(ProfileItem i) in C:\Iros\7thWorkshop\fLibrary.cs:Zeile 598.
   bei System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
   bei System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
   bei System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
   bei System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
   bei Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in C:\Iros\7thWorkshop\fLibrary.cs:Zeile 593.
   bei System.Windows.Forms.Control.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
   bei System.Windows.Forms.Button.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Ah, I know what that is - I forgot to include the .var file which lists conditional variables.

Again, next version will fix that (probably later today since you have found issues already!). For now, if you copy the .var file from your 7thWrapper install into the 7thHeaven folder, and rename it 7thHeaven.var I hope that will fix it?

(EDIT: It may not fix it. New version coming soon...)
Title: Re: 7thHeaven
Post by: Template on 2013-08-03 14:28:29
I'm really liking this, Iros! I mean... it's really slick. I have been able to get the game to run fine with mods included. I also got the pastebin subscription to load up. Here's how it turned out:
(http://i647.photobucket.com/albums/uu193/electrotoyou/new3_zps7a135793.png)
Title: Re: 7thHeaven
Post by: Iros on 2013-08-03 14:35:22
Glad to hear it works! It should be able to download files from Mega directly, but ... I did wonder if that part would work reliably. I can connect fine, but it is complicated, so I did think a pastebin link might be necessary just in case.

Version 1.01:  https://mega.co.nz/#!aUQWULDK!S22_vk_mCQaJC9VRKuplpE2LgyhAKCMnwVOKtVRT0yM

-Import mod copies instead of moving files
-Added .var file back in and load it into mods that use runtime vars correctly

I have remembered, if you have the 'auto import mods' option ticked, then just putting a mod folder into the 7thHeaven is enough to make it show up, so you don't need to import manually then. But an import option is still needed to do it manually.
Title: Re: 7thHeaven
Post by: Template on 2013-08-03 14:40:03
If you are having any difficulty with Iros's host, use Internet Explorer instead.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-03 14:47:10
That looks awesome. I wont be able to try it just yet so I'll probably end up just using the next version you mentioned. The catalog feature is a great idea. I don't think I'd use it for the avatars and stuff like that, but I get that was just for a demonstration. I think it would be great for stuff like keeping mods up to date, like 7thheaven notifies you that Kaldarasha updated his mod pack and offers to install it.

So how does it work with moving the mod folder? I mostly only plan to use the wrapper for game models, otherwise I already have everything installed from bootleg and I add everything else like Bloodshots and EQ2Alyza into the ff7\mod folder. I assume it still works with just the wrapped folder with my selected mods, but Templates post kind of concerned me. My final fantasy\ff7mods folder has stuff in it I don't load with the wrapper, and it also has a copy of my fmv pack so it's pretty big with everything else, so I don't want anything to just be automatically moved. Can it still just be set up as final fantasy\ff7 mods\7thheaven and final fantasy\ff7 mods\wrapped, with the .iro files?
Title: Re: 7thHeaven
Post by: Iros on 2013-08-03 14:53:01
I posted the updated version above :)

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

Basically you would have ff7\7thHeaven that contained all your mods (that work with the wrapper). The only reason to keep the old 'wrapped' folder would be so you could go back to that if there was a problem with the new version.
Title: Re: 7thHeaven
Post by: Template on 2013-08-03 14:56:51
I posted the updated version above :)

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

Basically you would have ff7\7thHeaven that contained all your mods (that work with the wrapper). The only reason to keep the old 'wrapped' folder would be so you could go back to that if there was a problem with the new version.
First time opened 1.01 I got a fatal exception, was looking for 7thHeaven folder inside game directory, which I had deleted (not sure why I did that, OCD). Made a new folder there named 7thHeaven and app opened without error. I wanna say it's getting to that point where it's making registry entries that version changes will affect? If installer assistance is needed I would ask DLPB, but I cannot imagine you needing help doing an installer.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-03 15:00:20
Oh ok cool. That I like. Down the line I was wondering if it was possible to have a gui for configuring .iro's. It's understandable right now, but there's a bit of a learning curve, so those who don't have much scripting experience aren't as likely to use it as much, or to it's full potential. I'll admit this includes myself lol.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-03 15:05:27
First time opened 1.01 I got a fatal exception, was looking for 7thHeaven folder inside game directory, which I had deleted (not sure why I did that, OCD). Made a new folder there named 7thHeaven and app opened without error. I wanna say it's getting to that point where it's making registry entries that version changes will affect? If installer assistance is needed I would ask DLPB, but I cannot imagine you needing help doing an installer.

Ah, that is a good point, people might want to move their mod folder ... the settings window can cope with it fine, obviously the main window can't. Will fix in a next release.
Title: Re: 7thHeaven
Post by: Template on 2013-08-03 15:13:18
I still really like the idea of having a way to hit launch from a desktop icon without having to enter the GUI, once you have this all dialed in. I am having a blast testing this over coffee this morning... I bet it's getting late over there, though. I guess Auckland (just based on your host) and its 3:00AM lol
Title: Re: 7thHeaven
Post by: Kaldarasha on 2013-08-03 16:08:49
The previous pic feature for the mod settings doesn't work anymore. I also could need a explanation of the Mod Generator Assistant.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-03 20:57:32
The previous pic feature for the mod settings doesn't work anymore. I also could need a explanation of the Mod Generator Assistant.

Yes :(  because the new version expects preview images to live at an URL it doesn't work to load them in from an archive. I will correct this in the next version.

Mod Generator: First, see the catalog.xml I created as an example at http://pastebin.com/Rct9XwiQ

The mod generator screen just helps generate the XML for a mod so you can create a catalog file easily. The meaning of the fields is...

1) Mod fields:

ID: A unique GUID, the mod generator will create this for you.
Author: Author's name
Link: Link to a webpage about the mod
Name: Name of mod. Keep it short to fit on screen.
Description: Longer description of mod.
Tags: List of tags to help users search for mods. Haven't set any specific values that you can put in here yet...
LatestVersion: Details of current version available for download see below.

2) LatestVersion fields:

Version: Version number. When looking to see if a newer version is ready, the program looks to see if the number in the catalog file, is higher than the version number installed. So number must go up each time an update is released :)
ReleaseDate: Date version was released. Format should be like my example file...
CompatibleGameVersions: Original, Rerelease, Steam or All. My idea is for the program to work out what FF7 release you have installed so you know what mods will work with it ... but, the field is not used yet :)
PreviewImage: URL for a preview image (http/https) for this mod.
ReleaseNotes: Information about what has changed in this update. Not used yet :)
Link: Location of mod file. See below.
ExtractSubFolder: See below.
ExtractInto: See below.

3) File downloads.

Link for downloads (and for catalog files) can be in 3 different formats:

a) HTTP/HTTPS link. Format:

iros://Url/<link>

<link> is the http link, but with the "://" part replaced with "$". The pastebin catalog link I posted is an example :)

b) Google Drive link. Format like:

iros://GDrive/<fileID>

Most of the downloads in the sample catalog file are like this.

c) Mega shared folder link. Format:

iros://MegaSharedFolder/<folderID>,<fileID>,<fileName>

FolderID is the shared folder ID string. Then specify EITHER the fileID OR the fileName. I recommend just using fileName because finding out the FileID is difficult. The Mega catalog link I posted before is an good example :)

The program expects that the file that is downloaded will be either:

a) an IRO file. Simple, it is installed directly.
b) a ZIP/RAR/7Z file containing a SINGLE .iro file. The file is extracted and installed.
c) a ZIP/RAR/7Z file containing many other files (PNGs, TEXs, .....). So like a mod folder just zipped up. For this:
   - if "ExtractSubFolder" is set, it extracts only files from inside that particular folder inside the zip
   - if "ExtractInto" is set, it extracts the files into this particular subfolder inside the mod directory.

ExtractSubFolder is useful if your ZIP contains files that are not useful for the mod and you only need some of the files from the ZIP.

ExtractInto is useful if your ZIP has not got the right folder structure for 7thHeaven. Like if your avatar files are just inside the ZIP with no folder names, you need to extract them into a folder called "menu_us.lgp" for the wrapper to work.

Hope that explains it! Please say if any questions.
Title: Re: 7thHeaven
Post by: Template on 2013-08-03 22:46:23
All Qhimm activity stops while everyone learns 7thHeaven. :-D
Title: Re: 7thHeaven
Post by: KnifeTheSky77 on 2013-08-04 00:56:10
Wow! This tool takes nearly all of the frustration out of modding ff7. I see all of these cool mods but have not been influenced enough to relearn to unpack lgps, deal with transferring files and all of the other headaches that modding this game brings.

A couple of things that I noticed while testing out v1.01
--URL links to mods do nothing when I click them
--I think it would be less confusing at first glance and require less clicking if all of the tags were checked by default in Library and Catalog
--After I enter a Subscription link in settings and choose to Check Subscriptions Now, I have to click somewhere inside the downloads window to initiate the update, I found that somewhat confusing
--The app crashes when I try to use the subscription link: iros://MegaSharedFolder/#F!DYQWTZ7B!FWil2nif2HQF_Dr7RxvOLA,,catalog.xml
Title: Re: 7thHeaven
Post by: Iros on 2013-08-04 10:24:04

A couple of things that I noticed while testing out v1.01
--URL links to mods do nothing when I click them
--I think it would be less confusing at first glance and require less clicking if all of the tags were checked by default in Library and Catalog
--After I enter a Subscription link in settings and choose to Check Subscriptions Now, I have to click somewhere inside the downloads window to initiate the update, I found that somewhat confusing
--The app crashes when I try to use the subscription link: iros://MegaSharedFolder/#F!DYQWTZ7B!FWil2nif2HQF_Dr7RxvOLA,,catalog.xml

Thanks for bug reports. I can't reproduce the crash using the Mega subscription link, does this happen to anyone else? Same with having to click in the downloads window, the subscription update runs fine for me without clicking into downloads :/

New version released, v1.021:  https://mega.co.nz/#!XVgHDTAK!JyzbrnXfvsDT3Gqh-QgPfktlWIIsU9Mr5zACoaKrs3A

-Import author/image from existing mods
-Fix download error with two mods sharing same image
-Fix .iro import (again)
-Update tags list after downloading new catalog
-Add select all option to tag list
-Fix crash on load if library folder missing
-Add command line parameters
-Add crash dialog so errors can be reported...

I still really like the idea of having a way to hit launch from a desktop icon without having to enter the GUI, once you have this all dialed in. I am having a blast testing this over coffee this morning... I bet it's getting late over there, though. I guess Auckland (just based on your host) and its 3:00AM lol

The command line parameters in the newversion should do this. If you create a shortcut to 7thHeaven.exe with a parameter of /LAUNCH it will run the game automatically. If you run it with /LAUNCH /QUIT it will launch the game then exit so the program is not still around.

(EDIT: Updated download again, image display problem :/ )
Title: Re: 7thHeaven
Post by: Template on 2013-08-04 12:00:38
I don't know if this is related to the mega subscription crash but I have issues with this host in firefox. The very first time I downloaded 7thwrapper it worked fine, every time after I get weird flashes on my screen as it downloads the file, then it wont let me have it because:
(http://i647.photobucket.com/albums/uu193/electrotoyou/Capture_zpsde01fd73.png)
There is no icon to allow anything anymore...
Internet explorer grabs stuff from your host without problems, however.
Here's the crash report from the mega subscription:
Code: [Select]
System.DllNotFoundException: Unable to load DLL 'mega.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
   at Iros.Mega.MegaIros.IrosInit(IntPtr callbacks, String email, String pass)
   at Iros.Mega.MegaIros.ThreadSpin(Object o) in C:\Iros\IrosMega\MegaIros.cs:line 506
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart(Object obj)
Can't get back into the application at all after that. Copying new files over I still get same crash on instant.
It's a surprise when it has all the filepaths filled out for you already and it's pointing at my Steam install instead of my regular modded install :P But it's pretty unusual to have 2 versions of the game installed I suppose.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-04 12:46:46
Ah, the Mega subscription thing I may have an idea about ... there was a DLL (cryptopp.dll) I included in the first v1.00 download but forgot to put into v1.01 / v1.02 :( So copying that over may help. Will try and remember to put it in the next version download.

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

I think I am about done with Firefox. Maybe.

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

Title: Re: 7thHeaven
Post by: Iros on 2013-08-04 13:20:28
It was? Huh. Serves me right for not checking properly.

I am puzzled then  ???  It's complaining about mega.dll being missing - that is in the download already, so I thought maybe it was missing cryptopp.dll (which mega.dll needs to work), but I guess not.

To reset the settings for the program if you go into C:\Users\<YOURUSERNAME\AppData\Roaming\7thWorkshop then there will be a number of files ... deleting settings.xml will reset the configuration so you can start the progam again. (Path may be slightly different depending on Windows version I think.)
Title: Re: 7thHeaven
Post by: Template on 2013-08-04 13:30:56
Hehe, It's even in a hidden folder! ...and I was looking through the registry. So I guess it doesn't change or make any registry keys at all? I wonder if version swapping has been my issue and if I delete all those files in the 7thWorkshop and have the program make new ones it'll work? I'll just delete settings.xml and stop worrying about subscriptions for now.
Works fine but... delay got a bit longer. I think there's probably a big advantage to creating iro files out of our foldered mods huh, like the way motorball revamp is by default? Would turning the mods folder into an .iro file make it load faster? Is that a crazy idea?

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

Title: Re: 7thHeaven
Post by: Iros on 2013-08-04 14:36:31
Packing a folder into an .iro file will help speed up loading if the mods alters lots of files. The motorball mod isn't very many files, I think? so probably not so important.

How slow is it to load things, and which mods are you using?

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

Point the setting at FF7_Launcher.exe and run it :)  Obviously will only work with LGP type mods, since there is no Aali driver, PNGs etc. won't load.
Title: Re: 7thHeaven
Post by: Template on 2013-08-04 14:56:34
Packing a folder into an .iro file will help speed up loading if the mods alters lots of files. The motorball mod isn't very many files, I think? so probably not so important.
Surprising amount of data here. I noticed an increased delay adding this new mod to Kaldarasha's(which had very little at all) on your old layout.
Now the delay is quite a bit larger 3-5 seconds, and I am using the same mods as on the previous layout, when it was a fraction of a second. No biggie.
(http://i647.photobucket.com/albums/uu193/electrotoyou/sdf2_zps81ea278e.png)(http://i647.photobucket.com/albums/uu193/electrotoyou/sdf3_zps7c009983.png)


Quote
Point the setting at FF7_Launcher.exe and run it :)  Obviously will only work with LGP type mods, since there is no Aali driver, PNGs etc. won't load.
Darn, guess it doesn't work for STEAM. I don't have a 2012 install on my machine at the moment to test this. For STEAM it just opens the launcher and sits there.
Edit: Deactivating the imported from folder Motorball Revamp cut the delay at startup to nil.
Edit2: The second photo is as far as I've got with the generator, which I think has awesome written all over it, as far as a collector type person is concerned. I am interested in learning more about hosting a subscription and maintaining these xml files easily with the generator. I was looking for the utility to create .iro files. Is it tucked into the generator? I may have missed it.
Title: Re: 7thHeaven
Post by: sithlord48 on 2013-08-04 16:42:40
Iros i really like this but unfortunately i have been unable to get it to function correctly via wine.  further explaining can be seen here (http://forums.qhimm.com/index.php?topic=8908.msg116200#msg116200)
Title: Re: 7thHeaven
Post by: Iros on 2013-08-04 16:48:49
Were you able to get 7thWrapper to work? Because am I not sure whether the code injection will work under Wine - if that doesn't work, then there is not a good reason to fix anything else. No code injection means the program has no point...

If you did get 7thwrapper working, though, then I suppose the injection works, and it is just the 7thHeaven GUI that there are problems with. Might be able to tweak that.
Title: Re: 7thHeaven
Post by: Template on 2013-08-04 17:05:55
I really want to get a handle on packing the .iro files themselves. If I understood it and felt confident that was going to be the standard in the future, I would be busy packing mods into iros. I was almost anticipating a wizard of some sort for that, because everything about this is so slick and easy for the user, but a little more difficult for adapting new mods to .iro form as Kaldarasha did... Let's face it... we're not all on you guys' level.
Title: Re: 7thHeaven
Post by: sithlord48 on 2013-08-04 17:10:59
i would think injection would work fine . do you have some kind of folder w/ a mod i can test so i don't have to dl one avatars would be good since its quite easy to spot. if you can provide me one i will test launching.

two quesions.
1. is it normal for the DL box to not close after downloading.
2. any chance of maybe opening up develpment? An open codebase  is a happy codebase.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-04 20:34:04
I really want to get a handle on packing the .iro files themselves. If I understood it and felt confident that was going to be the standard in the future, I would be busy packing mods into iros. I was almost anticipating a wizard of some sort for that, because everything about this is so slick and easy for the user, but a little more difficult for adapting new mods to .iro form as Kaldarasha did... Let's face it... we're not all on you guys' level.

If you have a mod that runs fine out of a folder, then all you need to do is select that folder as the source in the pack window  ???  That's all that you need to pack a mod. Although it doesn't make any difference other than maybe speeding things up slightly (and I suppose a bit easier to distribute?).

Although I should put that window back into 7thHeaven...  :-[


i would think injection would work fine . do you have some kind of folder w/ a mod i can test so i don't have to dl one avatars would be good since its quite easy to spot. if you can provide me one i will test launching.

You can just download one manually, name the folder correctly and import it ... all the mods I put in the test catalog, I just picked some downloads from the big list of mods in the FAQ that were hosted on Google Drive, none of them were specially set up...


two quesions.
1. is it normal for the DL box to not close after downloading.
2. any chance of maybe opening up develpment? An open codebase  is a happy codebase.

1. Yes
2. Every time you anthropomorphize source code, a puppy dies
Title: Re: 7thHeaven
Post by: KnifeTheSky77 on 2013-08-05 00:29:10
From my experience, Sith lords tend not to care much for puppies.

Flipping through the lengthy list of mods in my library, its probably around 25 now, will make the 7thHeaven UI slow down to the point where it becomes unresponsive and crash :( If I ignore that and just start the game however, then I have no issues
Title: Re: 7thHeaven
Post by: Template on 2013-08-05 04:05:29
Sorry, completely missed the post where you explain the generator in further detail. Everything definitely coming together for this, thanks for explaining how to do the /launch /exit thing, too, that really makes it sesmless to play from the desktop. I'm kicking myself for deleting all the versions of 7thWrapper I had because I can't test .iro packing at the moment.

I'm just announcing my plans to run a subscription service (qhimm.com approved mods only) off google drive if I can work it all out. I am planning to host mods in .iro format only, though. Anyone have any thoughts about packing mods into .iro files without permission? I know I brought this up before but no one really said much about it and it's a little sticky maybe because any readmes and things will pretty much get left behind. 
Title: Re: 7thHeaven
Post by: PitBrat on 2013-08-05 04:55:25
Repackaging mods is a great idea.
Asking permission is usually best. Check with Team Avalanche and the individual mod authors. Stay within the copyright boundaries.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-05 08:36:41
From my experience, Sith lords tend not to care much for puppies.

Flipping through the lengthy list of mods in my library, its probably around 25 now, will make the 7thHeaven UI slow down to the point where it becomes unresponsive and crash :( If I ignore that and just start the game however, then I have no issues

Hmm, OK, I'll take a look at this. Probably something silly.

Sorry, completely missed the post where you explain the generator in further detail. Everything definitely coming together for this, thanks for explaining how to do the /launch /exit thing, too, that really makes it sesmless to play from the desktop. I'm kicking myself for deleting all the versions of 7thWrapper I had because I can't test .iro packing at the moment.

It'll be in the next version. Hopefully in the next day or so.

EDIT: v1.03 - https://mega.co.nz/#!XQ4GyQqD!A4nQFD90Y6eNtEX9tkudfzYMpuxKYIMSiBWjUaJE4DM

Adds pack/unpack iro functions back.


From my experience, Sith lords tend not to care much for puppies.

Flipping through the lengthy list of mods in my library, its probably around 25 now, will make the 7thHeaven UI slow down to the point where it becomes unresponsive and crash :( If I ignore that and just start the game however, then I have no issues

Tried with 25 mods in my library and it seems OK - exactly what is slow? Activating/deactivating mods? Scrolling the list? Can you take a screenshot? Thank you.
Title: Re: 7thHeaven
Post by: Template on 2013-08-05 14:50:16
K, now I know I wasn't imagining things. I made an .iro file out of Motorball Revamp and with it activated new version won't load.
Edit: Nope, can't figure out how to make a working iro file out of that mod. It contains a folder specifically labeled wrapped, and a packed iro file out of it makes a file 23.5Kb but it won't load when trying to use it. It actually hangs on black screen with mouse cursor sitting on top, no debug.

I'm guessing it's because the MR(Motorball Revamp) wrapped folders do not include xml files? Every time an artist has to learn xml a baby koala dies.  :-P
(http://i647.photobucket.com/albums/uu193/electrotoyou/h0BB5B791_zpsf6425b36.gif)

Tested EQ2Alyza's LGP Battle Scenes as .iro added to Kaldarasha's and load time on game open is nil.
Now I will write an xml for Bloodshot's mod and test to see if it'l load as an iro.
The one for the battle scene mod is super simple so you really couldn't say you learned xml for having filled that out.

Also: Can't figure out how to remove installed mods from my library. Can deactivate them, but even deleting the imported mod from the FF7folder/7thHeaven/ directory won't get rid of them. All I can do is delete library.xml from users area.

Edit: This mod.xml in the Motorball Revamp folder for packing to iro did not help, still hangs on blackscreen trying to launch with the MR iro activated.
Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Bloodshot</Author>
  <Version>1.0</Version>
  <Description>High-Polycount Motorball Boss Model and Battle Scene Revamp</Description>
  <Link>http://forums.qhimm.com/index.php?topic=14510.msg203819</Link>
</ModInfo>
I can see how there maybe needs to be an argument in the xml file for each folder, too? Take a look at the xml files included in Kaldarasha's mod... This really is just a teensy complex for a hippie/tracer/artsy (stereotype joke) person. But I will persevere!
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-05 17:31:23
I do know they need the xml files that are filled in with what you want to do. I understand how it works, just having trouble utilizing it. The only time I get any lag time is if I have anything that's not in an iro being loaded, granted I"m still using the last version of 7thwrapper before 7thheaven was released. I haven't gotten a chance to try the latest version yet. A google search for XML Editors has tons of results, I'm just not positive what I'm looking at. Is there any chance someone can make an editor specifically for xml's for .iro files? So things like the variable model swapping and option menus with previews would be easier to configure. I'll keep looking around and see if I can find a freeware option otherwise that may do the job.

     ~ Hey Template I tried my hand at an xml for the Bloodshot model. This is my first attempt at this but I think I followed the guild lines Iros made out on his example post. It maybe pretty close if it still doesn't work. I cant test this till later so if you have the time let me know how it goes.

Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Bloodshot</Author>
  <Version>1.00</Version>
  <Description>High-Polycount Motorball Boss Model and Battle Scene Revamp</Description>
  <Link>http://forums.qhimm.com/index.php?topic=14510.msg203819</Link>
  <PreviewFile>http://i3.minus.com/ibtOygBD22iydJ.jpg</PreviewFile>
 
  <Conditional Folder="Motorball Revamp" ActiveWhen="battlem = 1">
    <RuntimeVar Var="CounterAdv:Motorball Revamp" Values="1" ApplyTo="battle.lgp\ctaa" />
    <RuntimeVar Var="Counter:Motorball Revamp" Values="1" /> ApplyTo="battle.lgp\paaa" />
    <RuntimeVar Var="Counter:Motorball Revamp" Values="1" /> ApplyTo="highway-us.lgp\zcaa.hrc" />
  </Conditional>

    <ConfigOption>
    <Type>Bool</Type>
    <Default>0</Default>
    <ID>battlem</ID>
    <Name> Motorball Boss Model and Battle Scene Revamp</Name>
Title: Re: 7thHeaven
Post by: Template on 2013-08-05 18:06:54
You can edit xml with wordpad. That's not the issue, either, I don't think you're really meant to need an xml file for a simple iro mod. Something is going wrong with Motorball Revamp tho. I'll do some more testing.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-05 18:09:37
You were missing the parts that actually tell it what to do when you activate the mod. Otherwise 7thheaven wont know what to do with the .iro you added.
Title: Re: 7thHeaven
Post by: Template on 2013-08-05 18:18:57
Cool! That looks more like it. Why does EQ2Alyza's mod packed as iro work without all that other stuff in her mod.xml?
Title: Re: 7thHeaven
Post by: Iros on 2013-08-05 18:19:30
You can edit xml with wordpad. That's not the issue, either, I don't think you're really meant to need an xml file for a simple iro mod. Something is going wrong with Motorball Revamp tho. I'll do some more testing.

Correct, you don't need an XML file for an iro file to load.

Whether or not you have a mod.xml file is separate from whether it is packed into a .iro. You can have a mod.xml file when the mod is just set up in folders on disk, or you can have a .iro file that doesn't contain a mod.xml.

You need mod.xml to:

-Provide author/description/picture details to show in the program
-Activate certain folders in the mod on a condition (e.g. when user selects an option, or based on a game variable like PPV, FieldID, weapon equipped, etc.)

So the Motorball mod shouldn't need a mod.xml at all. You could put one in just to provide more details, but it isn't required.

Quote
Edit: Nope, can't figure out how to make a working iro file out of that mod. It contains a folder specifically labeled wrapped, and a packed iro file out of it makes a file 23.5Kb but it won't load when trying to use it. It actually hangs on black screen with mouse cursor sitting on top, no debug.

If it's only 23.5KB something has gone wrong  ???  The .iro file isn't compressed at all, so it will be roughly the same size as the folder you pack. (Maybe a few KB bigger).
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-05 18:24:32
Because I clearly have no idea what I'm doing lol. That's good news at least because the code I did would be a pain for multiple models.
Title: Re: 7thHeaven
Post by: Template on 2013-08-05 18:27:31
No, you were clearly on your way to learning how to do complex variables in this, and I was impressed.
Anyway. I think I nailed the issue and it's something stupid and easy to do. The "battle.lgp" folder in his wrapped version was named "Battle.lgp"
I'm getting deja vu.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-05 18:31:37
Did that really make a difference? :(  It's obviously not meant to...
Title: Re: 7thHeaven
Post by: Template on 2013-08-05 18:36:01
Yeah, that fixed it. :D We do make a good team though, eh? You build it I mess it up.  :evil:
I have to go through all these steps to make everything look clean in the GUI again:
Delete all the 3485-1348751random.iro files and folders I've created somehow that end up in my game directory's 7thHeaven folder.
Delete everything from Users\*.*\7thWorkshop\
Reenter new info.
Oh and the issue about just being able to remove mods you've deleted from your library. That would pretty much stabilize everything I have messed with so far.
The next frontier is the subscription I want to host... Should be fun! 8-)

Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-05 18:36:35
Thanks. It was mostly a guess though. I can see how it works, it's just figuring out how to get it to do exactly what I want. I haven't written a single script since high school, and I wasn't horribly good at it then either.

I hope that's all it was though. Simply renaming it to match the file name so everything is lower case is pretty simple.

      ~ Ok cool, that simplifies things, and just have to remember not to capitalize.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-05 18:52:42
Oh and the issue about just being able to remove mods you've deleted from your library. That would pretty much stabilize everything I have messed with so far.
The next frontier is the subscription I want to host... Should be fun! 8-)

If you right click on a mod in the Library screen, there is an 'uninstall' option that removes it (and deletes the files - if you haven't already)
Title: Re: 7thHeaven
Post by: Template on 2013-08-05 18:59:49
To be clear about the MR mod: I thought it was bigger than it was and it was slow to initialize even in folder format because I put in the WHOLE folder Bloodshot packed. It includes folders that have duplicate files in them, one is set up for 7thHeaven just fine (but with an uppercase B on the battle.lgp folder) and the other is set up for just basic lgp file insertion. This was really what we needed to debug this so I am grateful he did it that way. He knew he didn't need a mod.xml file for his mod.

Now that we know this modmanager is not going away (and I think Iros is probably making it so it isn't case sensitive, though he doesn't need to) we won't need to pack mods that way anymore, and the uploads will be half the size. You can pack the mod just like you normally would for lgp insertion, add the .lgp on the end of the folder names, and people still doing lgp insert can bloody well figure it out--that way it will automatically work for 7thHeaven. Alternately it would be best to just include the iro files pre compiled with mod.xmls already imbedded in them for complex mods that do model swaps and variant based changes.

Honestly I've been packing my HQmods for STEAM folders with .lgp on the end of their names even before Iros hopped along and decided to build this amazing thing.

If you right click on a mod in the Library screen, there is an 'uninstall' option that removes it (and deletes the files - if you haven't already)
That is very sexy. Didn't see that... right clicks... just awesome. It has settings for automatic updates, even. :-o Can you add support for mouse wheels? j/k

Edit: OK So I decided next to test Iros's pastepin download/install mod feature. It ran without a hitch on my very own (fixed by cmh175) alternate unshaded Cloud battle stance animation. The download speed was 15kbps (not a surprise) and didn't take long because it's a very small mod. The install portion took quite a while. Surprisingly long. Around 1-2minutes. Of course since that mod is in simple folder format (Iros fixed it, set up the folder name correctly), it installs as a folder mod in your library. No surprise there. Still, I'm going with my gut and exclusively hosting .iro mods on subscription because they load so much faster. Just adding that simple battle animation mod of mine in folder form increased the initial game load considerably. Like, you start wondering if it crashed. So far, no matter how many iros I add, there is no increased load time. If I add more folder mods will the load time of ... 5 seconds or whatever just stay the same? Or will it get worse? If it stays the same, then it's not an issue.

Also: I have begun to see some scroll slowdown and jitter as I add more mods. It appears to be straining visually somehow. Closing the 15 other windows I had open seemed to help without closing 7thHeaven itself. Then I decided to restart my computer for August. The scroll bar is a little funny about moving your mouse off of it quickly. Otherwise if you stay steady with the scroll bar it works fine.

And then: I decided to throw the kitchen sink at 7thHeaven. I fed it Omzy's field pack as an .iro. It made the iro fairly quickly. I am realizing now I did it wrong or it would have worked. You need to specify mods that are meant for aali's modpath with folder names like "battle" or "field" not "battle.lgp" or "flevel.lgp" (I tried doing the Omzy's field pack iro with flevel.lgp folder). So then I did an iro of EQ2Alyza's PNG battle scenes mod and it works fine. She was crafty and did the "battle" folder for the PNG version, and a "battle.lgp" folder for the lgp version.

And after a retest with facepalmer.iro it works without a hitch. I removed my field folder from my aali modpath to be sure the backgrounds were coming from the loaded .iro file.

Title: Re: 7thHeaven
Post by: ajthedj747 on 2013-08-05 21:20:20
Thank you everyone for your hard work. I can not wait to try this for myself.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-05 21:25:18
(and I think Iros is probably making it so it isn't case sensitive, though he doesn't need to)

Yes, will be fixed in next version.

Quote
Edit: OK So I decided next to test Iros's pastepin download/install mod feature. It ran without a hitch on my very own (fixed by cmh175) alternate unshaded Cloud battle stance animation. The download speed was 15kbps (not a surprise) and didn't take long because it's a very small mod. The install portion took quite a while. Surprisingly long. Around 1-2minutes.

Extracting compressed downloads is definitely slower than it should be. Not sure why; I hope I can fix it somehow.

Quote
Also: I have begun to see some scroll slowdown and jitter as I add more mods. It appears to be straining visually somehow. Closing the 15 other windows I had open seemed to help without closing 7thHeaven itself. Then I decided to restart my computer for August. The scroll bar is a little funny about moving your mouse off of it quickly. Otherwise if you stay steady with the scroll bar it works fine.

Hm, I will continue to look at it. Do your mods have preview images? I wonder if it is to do with the images ... some of them in my sample catalog are (much!) larger than they need to be, because I didn't resize/upload new preview images, I linked to whatever images were already posted on the forum. So the image files are sometimes very big. If you make your own catalog file, it would be good to make the preview images thumbnails.

Quote

And then: I decided to throw the kitchen sink at 7thHeaven. I fed it Omzy's field pack as an .iro. It made the iro fairly quickly. I am realizing now I did it wrong or it would have worked. You need to specify mods that are meant for aali's modpath with folder names like "battle" or "field" not "battle.lgp" or "flevel.lgp" (I tried doing the Omzy's field pack iro with flevel.lgp folder).

Yes, that is right. If you are replacing a file in an LGP (TEX, RSD, HRC, ...) then the folder should be called <whatever>.lgp -  but if you are trying to set up PNG files for Aali's driver, then the folder name needs to be whatever Aali's driver wants. Same with other non-LGP files: if you want to use new kernel bin files, put them in a folder called "kernel", because that's the name the folder has in a normal game install.
Title: Re: 7thHeaven
Post by: Template on 2013-08-05 21:31:12
The only other thing I can think of to add at the moment is that when I did the import of the corrected 3.2GB Facepalmer.iro file into my library it appeared to hang (briefly, about 5-10 seconds) after windows flagged it as "Not responding". This was of course not the case, and it imported just fine. I am happy to report that after adding all of these large iro files the initial startup on the launch is still nil.

My next test is to switch to a whole bunch of foldered mods instead of the .iro files I made and see how bad the launch delay is. I am even gonna do facepalmer :evil: no mercy

1st step... attempt to crash 7thHeaven's batch import to Library feature. Setup:
(http://i647.photobucket.com/albums/uu193/electrotoyou/sdf4_zpsaf11273e.png)(http://i647.photobucket.com/albums/uu193/electrotoyou/sdf5_zpsf0ef1389.png)
After that, as anticipated, Windows told me 7thHeaven was "not responding". I waited, and waited, and went to the bathroom. When I came back my mods were ready to go. (Suggest that after successful import, Library be auto refreshed {search button}.) So, First attempt at crashing 7thHeaven failed. ;D
Here I used this magical button to move over all these foldered mods from my library to my Active Mods tab, pre-activated.
(http://i647.photobucket.com/albums/uu193/electrotoyou/sdf6_zps151dace7.png)
I then hit Launch.
It literally took 1 minute before the game opened. But it still works 8-) So, second attempt to crash 7thHeaven total failure also, but it does show the superiority of iro files. Next I have to load up as many iro files as I can possibly gather and see how that goes. I expect it will be fine and the subscription service will be up and running in as little as a few days.

Q: Can I separate mods in a subscription by type? Have bunches of avatars, bunches of models, etc. For now, if I can get up and running, I'll use simple tags.
Q: Can 7thHeaven do movie mod installs? That seems like it would be weird in an iro file. Can't think of any other weird mod types like that I want to include. Let's get really crazy and allow
       users to stream-preview music mods! ...That's really not necessary.

.iro package conversion requests are going out to everyone and anyone with a working mod link I could possibly include. If people don't get back to me pretty quick I'll have their mods up unless they are requested to be removed. I admit this is pretty presumptive... but I'm not planning on including anything old that isn't already on bootleg, and nothing new that isn't already expressly designed with 7thHeaven in mind, so I really don't feel like I'm being pushy.

Sorry if I double PMd you... sending out carbon copy PMs on here is a pain. Somehow one of them went through twice. I'm also sorry the letters ask permission but don't include reference to the specific mod or mods I plan on using for the 7thHeaven subscription. This was really only done because I was sending carbon copy PMs out 10 at a time (which is the limit...) and I was too lazy to write personalized requests. Well, I'm learning a little about communication here, too, so that's good. If you sent me a response that wasn't a question or a concern I probably didn't respond, but really my only excuse is that I don't actually have enough time to do everything I need to do right now.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-06 12:11:46
The only other thing I can think of to add at the moment is that when I did the import of the corrected 3.2GB Facepalmer.iro file into my library it appeared to hang (briefly, about 5-10 seconds) after windows flagged it as "Not responding". This was of course not the case, and it imported just fine. I am happy to report that after adding all of these large iro files the initial startup on the launch is still nil.

To be honest - I am surprised a 3.2GB archive worked (!). I wouldn't be surprised if it actually did have some problems, so testing would definitely be required.

Quote
Q: Can I separate mods in a subscription by type? Have bunches of avatars, bunches of models, etc. For now, if I can get up and running, I'll use simple tags.

That's what I thought tags would be useful for. Not sure how else you could usefully do it.

Quote
Q: Can 7thHeaven do movie mod installs? That seems like it would be weird in an iro file. Can't think of any other weird mod types like that I want to include. Let's get really crazy and allow
       users to stream-preview music mods! ...That's really not necessary.

Technically, movie mod installs could work. Although since this isn't tested, it might need some tweaking. However there would probably be no advantage to packing them into a iro file - because the movies are a few very large files, and not inside a LGP file anyway. Packing into a iro file works well if there are a lot of files, especially when replacing files inside a LGP.

Stream preview music ... possible, I suppose :) but music mods would probably be hard to do with the mod manage anyway. Often you would need FF7Music installed? and you don't always know what filenames / folders FF7Music is looking in, because it depends how you have set it up...

I have found the problem with the speed extracting compressed archives, so I hope to have a new version today or tomorrow.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-06 13:23:50
Technically, movie mod installs could work. Although since this isn't tested, it might need some tweaking. However there would probably be no advantage to packing them into a iro file - because the movies are a few very large files, and not inside a LGP file anyway. Packing into a iro file works well if there are a lot of files, especially when replacing files inside a LGP.

I actually wanted to ask about this. I'm going to put together an .iro for all of my fmvs. It'll have all of the 2012 remastered videos, and give you the option of choosing either full screen or original for the ending videos. I also want to add a third option that has priority over the others if selected, so you can also select the HD ending3 video I did with either of the other two options selected too. So it'll use either version, and over write the ending3 video either way if you've selected the HD one. I think I know how to do most of this and I'm about to put together the script. I'm not sure how to set up the HD ending3 video though. I'll post what I come up with in a bit so you guys can take a look and let me know what you think.

I figured this option would simplify changing your fmvs and would put them all in one mod package.


     ~Ok so actually could already use some help lol. So I use the bool setting for the regular videos and the list for the configurable ones. How do I set up the directories for this? Do I have a wrapped\movies folder with folders for movies, full screen, original, and hd? Or do I have the movie folder and have a single folder inside it with the configurable videos? The problem with a single folder is that'll change the names of the videos.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-06 14:37:06
First: I've looked at the code, and replacing movies on the 1998 version may not work in the current version, because the wrapper only intercepts reads to files in the ff7\data\ folder. Since the movies are not usually in here the wrapper won't affect them. I'll fix this for the next version.

(The 2012 version DOES put the movies inside the data\ folder so it probably will work better for that.)

Basically, if you can't get your movie mod to work, it might not be a mistake by you :)

I suggest for your folder layout, you would have:

YourModFolder\mod.xml
YourModFolder\fullscreen\movies\  <-- containing all full screen movies
YourModFolder\original\movies\ <-- containing all original movies
YourModFolder\hd\movies\  <-- containing hd movie(s)

Then in the mod.xml file you would have ModFolder entries for 'fullscreen', 'original' and 'hd' saying when each of those folders got enabled. Each of those has to have a 'movies' folder inside it, because that's what the folder the game is looking inside would normally be called.

(Since you can't test this properly until I make the next version, don't worry too much about trying to get it working...!)
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-06 14:54:22
That's awesome, thanks. I think the majority of members are either using the 98 version or used bootleg to convert to it, so that would be a great feature to add. Otherwise if needed I think you can change where the games movie directory is. It would be cool if we could skip that step though and just use ff7\movies since having to change it would result in plenty of troubleshooting questions. In the mean time I'll get this put together and have it tested on versions that do use data\movies.
Title: Re: 7thHeaven
Post by: Rundas on 2013-08-06 15:33:26
There is a small tool by Dan that changes the movie directory by editing the registry value.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-06 15:47:06
Ok cool so if need be that's always a possibility. Having that as a necessary step though will probably cause a lot of questions with new members so it'll be cool if the new 7thheaven release can make this work as is. Ok so I have a first draft ready. I'll package it into an .iro so it's ready for testing, but it'll also post it here so you guys can check it out and offer any input. I'm also unsure about the HD ending3 option since I need it to have the highest priority, so it'll be used over the full screen and original versions. At the moment I don't think that's how it'll work.

~Made a few changes and trying to at least import .iro to 7thheaven so I can test the configuration options. I keep getting this error. What does it not like about line 10? It's the <ModFolder Folder="hd" ActiveWhen="hd = 1"> line. 44 is the last one.

    ~Ok, even tried removing line 10 so it's blank, same error.

Code: [Select]
System.Xml.XmlException: The 'ModFolder' start tag on line 10 position 4 does not match the end tag of 'ModInfo'. Line 44, position 3.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
   at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag)
   at System.Xml.XmlTextReaderImpl.ParseEndElement()
   at System.Xml.XmlTextReaderImpl.ParseElementContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace)
   at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc)
   at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
   at System.Xml.XmlDocument.Load(XmlReader reader)
   at System.Xml.XmlDocument.Load(Stream inStream)
   at Iros._7th.Workshop.fImportMod.ImportMod(String source, String name, Boolean iroMode) in C:\Iros\7thWorkshop\fImportMod.cs:line 75
   at Iros._7th.Workshop.fImportMod.bOK_Click(Object sender, EventArgs e) in C:\Iros\7thWorkshop\fImportMod.cs:line 109
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Current mod.xml:
Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>cmh175</Author>
  <Version>1.00</Version>
  <Description>cmh175 HQ FMV Pack</Description>
  <Link>http://forums.qhimm.com/index.php?topic=14249.0</Link>
  <PreviewFile></PreviewFile>
 
  <ModFolder Folder="fmvs" ActiveWhen="vid = 1">
  <ModFolder Folder="hd" ActiveWhen="hd = 1">

  <ModFolder Folder="fullscreen" ActiveWhen="res = 0" />
  <ModFolder Folder="original" ActiveWhen="res = 1" />     

    <ConfigOption>
    <Type>Bool</Type>
    <Default>0</Default>
    <ID>vid</ID>
    <Name>cmh175 Remaster FMVs</Name>
    <Option Value="0" Name="" PreviewFile="" />
    <Option Value="1" Name="" PreviewFile="" />
  </ConfigOption>
 
  <ConfigOption>
    <Type>Bool</Type>
    <Default>0</Default>
    <ID>hd</ID>
    <Name>HD Ending3 Video</Name>
    <Option Value="0" Name="" PreviewFile="preview\ending3.png" />
    <Option Value="1" Name="" PreviewFile="preview\hd_ending3.png" />
  </ConfigOption>

  <ConfigOption>
    <Type>List</Type>
    <Default>0</Default>
    <ID>res</ID>
    <Name>Ending Video Resolution</Name>
    <Description>This lets you change between full screen or original ending videos.</Description>
    <Option Value="0" Name="fullscreen" PreviewFile="preview\fullscreen.png"/>
    <Option Value="1" Name="original" PreviewFile="preview\originalsize.png"/>
  </ConfigOption>


</ModInfo>


By the way, I use Xpontus. It's free and so much easier to use than notepad.
Title: Re: 7thHeaven
Post by: Template on 2013-08-06 19:18:21
I haven't looked at Xpontus OR the advanced variables yet. I'm really just running around like trying to keep up with the laundry and still keep an eye on my inbox since I just sent out like 70 some odd PMs in 1 day.
I use Notepad++. I like how it makes everything different colors! :P

One thing:
I was thinking about requesting a place to add a text file from the author (if available) to the preview and/or installs.
7thHeaven (http://), as it is turning out, will allow you to:
Preview mods, download them, install them, UNinstall them, swap them, configure them, rearrange their active order to avoid conflicts should they arrise, not to mention it allows special events to modify mod interactions with the game... For instance, if you wanted to alter a particular scene you could easily change entire groups of models without changing any game files.   

Ideally the authors of the more complex mods would get involved in the process so they have total control over what options are configurable in the modManager via the xml files. I think I may ask Iros if a readme or text file can be included in the preview or at least the installed .iro mods. To me, the readme file is the ultimate form of ownership on a mod. If a designer chooses not to include one, it's fine, but I would like to be able to totally legitimize the subscription by including the authors' notes where possible.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-06 19:22:03
OK, new version release v1.05:  https://mega.co.nz/#!TZAzQZDb!JDv1dlQdu4XVa3vShFG5e2O1wypxiKxwqDeR0LM4Go8

You have anticipated my denouement.

-Improve decompression speed for downloaded mods
-Add 'readme' option for mods installed in library
-Add movie path to settings & capture accesses in wrapper
-Fix case sensitivity when overriding LGPs

To put a readme file in a mod, just include a file called 'readme.txt' in the top level of the mod folder (i.e. same place as mod.xml). Should still work when packed into a iro file.

Quote
~Made a few changes and trying to at least import .iro to 7thheaven so I can test the configuration options. I keep getting this error. What does it not like about line 10? It's the <ModFolder Folder="hd" ActiveWhen="hd = 1"> line. 44 is the last one.

You haven't closed the tag correctly. Whenever you open (start) a tag in an XML file, you need to close it when you have finished writing the data for that tag. Either it needs to be:

<ModFolder Folder="hd" ActiveWhen="hd = 1"></ModFolder>

...which closes it without putting any text or other tags in between, because ModFolder doesn't need any extra information; or,

<ModFolder Folder="hd" ActiveWhen="hd = 1" />

...which is basically shorthand for the same thing.

Some tags (like 'Author') have to have text inside them; some of them (like 'ConfigOption') have to have other tags inside them. in that case you always put the other text/tags, then close it like '</Author>' or '</ConfigOption>' to indicate "I'm done with this section". Even though ModFolder never has anything else inside it, you still need to tell the program that you're finished with that tag and it doesn't contain anything else.

Most web browsers will open XML files and format them for display - just so you can check 'is this a valid XML file?'. Obviously they can't tell you if it contains the right data for 7thHeaven to work - but they will pick up formatting errors like that which make the file invalid. Just a quick way to check.

One last thing ... I have added the movie path into the settings, but the way I had to write it means the paths I gave you before are wrong. Probably they should look like this:

YourModFolder\mod.xml
YourModFolder\fullscreen\  <-- containing all full screen movies
YourModFolder\original\ <-- containing all original movies
YourModFolder\hd\  <-- containing hd movie(s)
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-06 19:58:51
Thanks Iros, getting closer I think. I fixed the directory so it matches your example, and the xml now does open in IE. Progress I guess since it didn't do that earlier. So a new error, even more confusing becuase I don't have a negative number anywhere.

Code: [Select]
System.ArgumentOutOfRangeException: Non-negative number required.
Parameter name: value
   at System.IO.FileStream.set_Position(Int64 value)
   at _7thWrapperLib.IrosArc.GetBytes(String name) in C:\Iros\7thWrapperLib\IrosArc.cs:line 165
   at Iros._7th.Workshop.fImportMod.<>c__DisplayClassa.<ImportMod>b__6(String s) in C:\Iros\7thWorkshop\fImportMod.cs:line 77
   at Iros._7th.Workshop.fImportMod.ImportMod(String source, String name, Boolean iroMode) in C:\Iros\7thWorkshop\fImportMod.cs:line 85
   at Iros._7th.Workshop.fImportMod.bOK_Click(Object sender, EventArgs e) in C:\Iros\7thWorkshop\fImportMod.cs:line 109
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

New xml:
Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>cmh175</Author>
  <Version>1.00</Version>
  <Description>cmh175 HQ FMV Pack</Description>
  <Link>http://forums.qhimm.com/index.php?topic=14249.0</Link>
 <PreviewFile>preview\menu.png</PreviewFile>
 
  <ModFolder Folder="fmvs" ActiveWhen="vid = 1"/>
 
  <ModFolder Folder="hd" ActiveWhen="hd = 1"/>

  <ModFolder Folder="fullscreen" ActiveWhen="res = 0"/>

  <ModFolder Folder="original" ActiveWhen="res = 1"/>     

    <ConfigOption>
    <Type>Bool</Type>
    <Default>0</Default>
    <ID>vid</ID>
    <Name>cmh175 Remaster FMVs</Name>
    <Option Value="0" Name="" PreviewFile="" />
    <Option Value="1" Name="" PreviewFile="" />
  </ConfigOption>
 
  <ConfigOption>
    <Type>Bool</Type>
    <Default>0</Default>
    <ID>hd</ID>
    <Name>HD Ending3 Video</Name>
    <Option Value="0" Name="" PreviewFile="preview\ending3.png" />
    <Option Value="1" Name="" PreviewFile="preview\hd_ending3.png" />
  </ConfigOption>

  <ConfigOption>
    <Type>List</Type>
    <Default>0</Default>
    <ID>res</ID>
    <Name>Ending Video Resolution</Name>
    <Description>This lets you change between full screen or original ending videos.</Description>
    <Option Value="0" Name="fullscreen" PreviewFile="preview\fullscreen.png"/>
    <Option Value="1" Name="original" PreviewFile="preview\originalsize.png"/>
  </ConfigOption>


</ModInfo>

Not familiar with notepad ++, cool feature though. Main reason I like Xpontus is because of how it organizes everything. It has a menu list on the side so it shows how I have everything configured, and it numbers each line.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-06 20:22:19
How big is the .iro file you have created? You may have found a bug in the code.

Also, you don't need to pack the folder into a iro file to test it in 7thWrapper - importing the folder directly should work too. (And if this is a bug, let you work around it for now!)
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-06 20:26:56
Well it's pretty big. It's every single video I've made for the game, so it's 3.4 gb. Template was stress testing 7thheaven so this shouldn't be an issue should it? I'll try it with the regular folder to see if that corrects it.

Damn you're right, it imports as a regular folder. The only preview picture that works is the main one, but otherwise it lets me configure all the options I set. I cant test it to see if this works yet...games not actually installed on this computer. I just wanted to see if it even opened in 7thheaven.

I'm also noticing the "release" info isn't accurate. For mine in the pic it is, but I added Kaldarashas and it says today's date too.

(http://i1172.photobucket.com/albums/r570/cmh175/Untitled-8.png)

Title: Re: 7thHeaven
Post by: Template on 2013-08-06 20:53:14
Batch import from .iro with all same files as previous stress test was much faster than import from folders. It did still say it was not responding, but it was done pretty quick after. I'll do a little savegame scavenger hunt with Ensala's savepack to test the .iro Facepalmer install.

This seems almost unreasonable to ask about, but what do you think about drag and drop ordering in the active Mods tab, Iros?

Edit: cool, I'll get rid of the facepalmer.iro, thanks for saving me the trouble. Is that a limitation we're gonna have to learn to live with? No problem at all if so, just getting an idea for what's gonna fit and what wont.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-06 20:55:42
The Facepalmer iro is unlikely to (completely) work. The problem is with creating iro files >2GB in size. So some of the files in it will load, some won't.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-06 21:00:51
Oh crap, than mines way too big. That maybe the issue right there. Is it possible to fix that? Mods that big aren't common, but mine may not be the only one. Otherwise I'll divide it into two and make a base video file with the 105 regular videos. The five variantions of the ending videos are the biggest ones anyway. Hopefully that'll bring me down enough.
Title: Re: 7thHeaven
Post by: Covarr on 2013-08-06 21:02:47
Idea: multi-part IROs. Specify the number of parts within the xml, which is in the first part, and the others can be .ir2 and .ir3 or something like that. Anything past 2GB can automatically be split.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-06 21:03:34
It's not difficult to fix. Next version will support it.
Title: Re: 7thHeaven
Post by: Covarr on 2013-08-06 21:04:53
It's not difficult to fix. Next version will support it.
Awesome.

It might be a good idea to split at 4GB anyway. I doubt too many people are still using FAT32 filesystems these days, since near everything defaults to NTFS these days, but those that are may run into a hard limit of 4GB. On the other hand, this group is small enough that I don't know if it's worth supporting.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-06 21:17:42
Ok cool that's good. I could figure out the multi-part IROs, which is a good idea too, but this is already proving difficult for me so far. Next I need to figure out why my preview pictures don't work. I think they're too big resolution or file wise. I'll make them smaller and use .jpg's like Kaldarasha did. Of course that's after seeing how these work in the game too. Right now I actually have two files being selected for ending3 (if you select HD ending3 option) I'm hoping it'll go with the HD video the way it's set now. If not can I add a priority argument to it or something? I'm sure there's a way to sudo this or something lol.
Title: Re: 7thHeaven
Post by: Template on 2013-08-06 21:20:40
Unable to launch in 1.05 blackscreens with oops something bad happens. Only 1 small mod activated.

Sorry  :oops: I don't think it's on this end.

Perhaps a lead.. it's crashing the exact same way it did when battle.lgp folder was capitalized.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-06 21:26:28
Ok cool that's good. I could figure out the multi-part IROs, which is a good idea too, but this is already proving difficult for me so far. Next I need to figure out why my preview pictures don't work. I think they're too big resolution or file wise. I'll make them smaller and use .jpg's like Kaldarasha did. Of course that's after seeing how these work in the game too. .

If the images for your options aren't loading, that may be another bug :/  Looks like they are only loading reliably from iro files. Again, will fix for next version :)

Quote
Right now I actually have two files being selected for ending3 (if you select HD ending3 option) I'm hoping it'll go with the HD video the way it's set now. If not can I add a priority argument to it or something? I'm sure there's a way to sudo this or something lol

If you have multiple ModFolder tags in your mod.xml file, and more than one is active (and the same filename is in more than one of the folders), then the folder that appears first in the mod.xml file takes priority.

Basically the wrapper goes down the list of folders in the order they are listed in the mod.xml file, and the first one that matches is used.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-06 22:12:19
Oh well that's awesome than. I thought that may work but it seemed too easy lol. So I'll test the unwrapped folder just to be thorough and I'll look into the preview pictures later when 7thheaven can use large .iro files. It sounds like everything should be good otherwise.
Title: Re: 7thHeaven
Post by: PitBrat on 2013-08-07 04:57:04
Possibly irrelevant, but magic.lgp contains some structural anomalies.
Great promise. Model swapping intrigues me.
Title: Re: 7thHeaven
Post by: Template on 2013-08-07 05:05:59
Boy, yah, I really didn't get why the mod magic folder out of bootleg40 looked the way it does... but the magic.lgp file itself has folders in it... uLGP .7 can handle it, though. Hadn't actually got that far yet, but I hadn't planned on adding any magic mods outside of aali's modpath. People will have to get the Team Avalanche stuff from the installers, I think, which is fine.

Good news, following Iros's instructions and the examples he has left I was first able to mimic his small catalog, and then I got my own catalog running by posting the xml on pastebin. I don't suppose you know some magical html>xml trick to get my catalog.xml to run off gdrive itself? This really isn't important. Anyway the download for HQBarretRedux took about 1 second and installed in 2, from a 7zip file with extract to set for battle.lgp. This frikkin program is amazing...
Title: Re: 7thHeaven
Post by: Iros on 2013-08-07 07:29:21
Unable to launch in 1.05 blackscreens with oops something bad happens. Only 1 small mod activated.

Sorry  :oops: I don't think it's on this end.

Perhaps a lead.. it's crashing the exact same way it did when battle.lgp folder was capitalized.

Can you zip up and send me the mod you are using?
Title: Re: 7thHeaven
Post by: Template on 2013-08-07 07:46:00
To make 1.05 crash? I went back to 1.03 for now.
It seems to crash off anything I feed it. Was using Kaldarashas #3 part. I'll go back to 1.05 and test. I thought it would be something simple and pop out right away. Maybe I did something wrong.
K I loaded up that foldered BarretHQ mod on 1.05 no problem so I probably screwed up something. I was using iros before. Let me set them up and check.
No, I'm sorry Iros, it's only crashing on this original 3Unshaded Models mod. All the other stuff is fine. It works ok on 1.03 tho
Title: Re: 7thHeaven
Post by: Iros on 2013-08-07 08:00:51
Boy, yah, I really didn't get why the mod magic folder out of bootleg40 looked the way it does... but the magic.lgp file itself has folders in it... uLGP .7 can handle it, though. Hadn't actually got that far yet, but I hadn't planned on adding any magic mods outside of aali's modpath. People will have to get the Team Avalanche stuff from the installers, I think, which is fine.

The wrapper does have code which should handle the path names in magic.lgp - however it hasn't been tested very well, so although it should work, it is very possible there is a bug somewhere.

Quote
Good news, following Iros's instructions and the examples he has left I was first able to mimic his small catalog, and then I got my own catalog running by posting the xml on pastebin. I don't suppose you know some magical html>xml trick to get my catalog.xml to run off gdrive itself? This really isn't important. Anyway the download for HQBarretRedux took about 1 second and installed in 2, from a 7zip file with extract to set for battle.lgp. This frikkin program is amazing...

Running a catalog off pastebin is not really a good idea, because you can't edit the text when you want to update the catalog - you have to upload a new file, but it has a new URL, so nobody will see it... it's fine for testing purposes of course :)

Does GDrive let you edit a file (and keep the file ID on gdrive the same?). If it does, you may be able to host the catalog on gdrive using the same url format as for mod downloads;  iros://GDrive/<fileID> - provided it lets you upload an XML file in the first place I suppose.
Title: Re: 7thHeaven
Post by: Template on 2013-08-07 08:16:50
OK, yeah, I think we can do the Gdrive xmls if we decide, but I did go ahead and make a free account with pastebin which allowed me to edit the code as much as I wanted. It's actually probably a lot more convenient the way pastebin has it set up than doing it with Gdrive. It took some squinting to get the pathing correct on all that when I tried to paste code from Notepad++ to pastebin, however. The thing is, the mod generator does almost all of the xml monkey work for you. For me, now it's just a question of learning the complex tricks about config which Kaldarasha's mod offers a small taste of. There must be something that 1.05 doesn't like about that particular package he made, though. It won't load with it active period. I'm just gonna verify rq that it does work on 1.03.

Yeah that same 3Unshaded Models .iro Kaldarasha packed works fine on 1.03 but crash to blackscreen on 1.05. I'm afraid my usefulness ends right about there.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-07 08:33:01
No problem, that's enough information for me to find the bug (I hope!) - thanks.

Quote
OK, yeah, I think we can do the Gdrive xmls if we decide, but I did go ahead and make a free account with pastebin which allowed me to edit the code as much as I wanted.

Oh, if Pastebin lets you edit the contents and the URL stays the same, then that's fine.


EDIT: New version v1.06 - https://mega.co.nz/#!mUQkDC7K!ep6jciPcuGXHfO9Vb_DAOgo3OkZOENuv0tS4vWSBBms

-Fixes crash loading certain iro files
-Fixes crash loading large iro files

The problem with the unshaded models iro was that now I fixed the case sensitivity issue, it's actually using the overrides for chocobo.lgp - it triggered another bug to do with certain file sizes. The bug was in the older versions, but it never happened because it never used the chocobo.lgp files anyway...

Large iro files should be fine now. I would recreate any iro files >2GB you've made with older versions to be sure they'll work properly. Smaller iro files should be fine.

(Although there is still not much point packing movies into iro files. The speed gains mostly come when you are overriding LGP files. Standalone files like movies, kernel bins, etc. aren't so slow. You still can do it, of course, if you want to pack it into a single file for easier distribution.)
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-07 13:21:48
I'll do some testing on the magic.lgp. It may not work with everything in the lgp, but the summon models at least should work fine. Also I was wondering if 7thheaven can use the pngs in the mod folder, like the ones EQ2Alyza did, or do I need to use the lgp versions? If I add something like ff7\mods\battle and pack it into an .iro would that work?
Title: Re: 7thHeaven
Post by: Iros on 2013-08-07 13:50:12
It will use PNGs fine if you use the correct folder names - the folder names need to match the folders Aali's driver looks in when loading PNGs - e.g. "menu" instead of "menu_us.lgp".

Also Aali's driver needs to be set up to use a mod folder, and 7thHeaven needs to be pointing at that folder in the settings, of course.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-07 14:14:32
Isn't Aali's driver already set that way? I install everything like that through bootleg so maybe that way it is I guess. Ok cool that's great. When I configure this does it need to have a mods folder like: MYMODFOLDER\mods\battle and MYMODFOLDER\mods\menu, or can I just use MYMODFOLDER\menu? I haven't done much with 7thheaven yet, so can it already be set to point at the mods folder in settings, or would that need to be added to another release?
Title: Re: 7thHeaven
Post by: Iros on 2013-08-07 14:22:54
Isn't Aali's driver already set that way? I install everything like that through bootleg so maybe that way it is I guess. Ok cool that's great. When I configure this does it need to have a mods folder like: MYMODFOLDER\mods\battle and MYMODFOLDER\mods\menu, or can I just use MYMODFOLDER\menu?

MYMODFOLDER\menu

Quote
I haven't done much with 7thheaven yet, so can it already be set to point at the mods folder in settings, or would that need to be added to another release?

That's already there. It will probably be set up correctly already - it fills in automatically if it's blank - and your mod folder in Aali's driver might also be set up correctly. Just worth mentioning as something to check if it doesn't work.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-07 14:26:00
Awesome thanks, I'll do some testing on that too than. I know the png versions of those mods are better than the lgps so it'll be cool to be able to use them in 7thheaven.

So I rewrapped my fmv iro using 10.6 and tried adding it again and got the same message. I also tried just putting it into the 7thheaven library file and it doesn't automatically add it either. Does that feature still work? I cant get it to do that with Kaldarashas mods either. Importing seems to work fine, except with mine, but than I have two copies of the .iro's.

Code: [Select]
ystem.ArgumentOutOfRangeException: Non-negative number required.
Parameter name: value
   at System.IO.FileStream.set_Position(Int64 value)
   at _7thWrapperLib.IrosArc.GetBytes(String name) in C:\Iros\7thWrapperLib\IrosArc.cs:line 172
   at Iros._7th.Workshop.fImportMod.<>c__DisplayClassa.<ImportMod>b__6(String s) in C:\Iros\7thWorkshop\fImportMod.cs:line 77
   at Iros._7th.Workshop.fImportMod.ImportMod(String source, String name, Boolean iroMode) in C:\Iros\7thWorkshop\fImportMod.cs:line 85
   at Iros._7th.Workshop.fImportMod.bOK_Click(Object sender, EventArgs e) in C:\Iros\7thWorkshop\fImportMod.cs:line 109
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: 7thHeaven
Post by: Template on 2013-08-07 15:21:15
MYMODFOLDER\menu

That's already there. It will probably be set up correctly already - it fills in automatically if it's blank - and your mod folder in Aali's driver might also be set up correctly. Just worth mentioning as something to check if it doesn't work.
All that stuff already worked as far as a glance test, the kinks that were left have now been addressed, but I'm sure we will find a couple more. 1.06 looks like a winner. I'm going to start creating the iro files out of the 100 or so mods I have for hosting (does not include movie mods, I have not tested 7thHeaven with a movie iro yet, nor a foldered one) because the packaging system seems finished. I cannot thank you enough for all your hard work Iros. It is really a pleasure testing your program. Even if you suddenly stopped working on it I think it is pretty much a living breathing thing now. How's that for anthropomorphizing code??  :evil: :evil:

Honestly what we need now is a good playthrough test that uses a lot of mods in every part of the game through 7thHeaven. Try to make sure the program really is doing all the different (many) lgps and other system file injections correctly. I'm eager to see if it can do an .iro install of something super sophisticated like Ultima Espio's Aeris Revival without being adjusted. The structure is there, we just need to test it and get back to Iros. I cannot run all the tests I could think of and still get done what I need to do to build the catalog. 

If anyone following the thread and wanting to make iro packages is wondering about ff7 file structure: this is the best resource for that I know of (https://spreadsheets.google.com/spreadsheet/pub?key=0AniNoDVsrYhVdG0zZERUT0tsOF91eHE2WHo4ZWRseWc&gid=2).
Title: Re: 7thHeaven
Post by: Iros on 2013-08-07 15:29:29
So I rewrapped my fmv iro using 10.6 and tried adding it again and got the same message. I also tried just putting it into the 7thheaven library file and it doesn't automatically add it either. Does that feature still work? I cant get it to do that with Kaldarashas mods either. Importing seems to work fine, except with mine, but than I have two copies of the .iro's.

Silly question, but ... are you sure you tried importing the new iro file (created with v1.06) not the older one?

If so, then I guess the iro code is still broken :/
Title: Re: 7thHeaven
Post by: Template on 2013-08-07 15:36:39
I'll do a fmv test with his files.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-07 15:38:05
No I understand, user error is always the first thing to check before digging into other possibilities. I actually deleted 1.05 first so I'm pretty sure. Although...I have been overwriting the iro, not making it from scratch each time. Could that be a factor?

I'm uploading the fmv pack and I'll send it to both of you so you guys can check this out too. May help troublehsooting the code of you have the mod causing the problem.


      ~Nope, erasing old iro and making a new one from scratch makes no difference. The pack is nearly uploaded, I'll pm it to you guys in a minute.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-07 15:43:28
No, it's OK - I've had another look at the code, and I've screwed up the IRO creation code. You still can't create iro files >2GB correctly.

(The wrapper will read them fine now. Not much use when you still can't create them, though...)
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-07 15:46:18
Oh, damn. Than the iro I just uploaded isn't any good lol.
Title: Re: 7thHeaven
Post by: Template on 2013-08-07 15:47:16
OK, no problem at all, I'm still working on smaller .iro files and there seems to be no issues with packaging <2GB.
Man, I wish I could upload files that fast. 3.2GB would take me many hours. I'm unlikely to be packing movie mods into iros and hosting them.
This whole >2GB thing is purely theoretical, though I can understand wanting to fix it just for completion sake. For the most part, we have no mods that need to be installed that are that large. It would allow for entire packages of mods to be installed from one .iro (like a Tifa's Bootleg lite option) that included every kind of mod(even movies) and was completely configurable, however. That was the far off plan I had. The xml file will be a nightmare... Like a real program almost.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-07 15:53:20
OK, no problem at all, I'm still working on smaller .iro files and there seems to be no issues with packaging <2GB.
Man, I wish I could upload files that fast. 3.2GB would take me many hours. I'm unlikely to be packing movie mods into iros and hosting them.

Well for one I'm at work with a 1gbps connection lol. I'm also using google drive which has pretty fast download speeds so getting your copy wont take too long. I'm also archiving the file with 7zip and dividing the file into smaller ones, so downloading will go even faster.

I'll upload the unwrapped version so Template can test 7thheaven with fmvs and you can test wrapping larger iro's.
Title: Re: 7thHeaven
Post by: Template on 2013-08-07 16:11:00
Ah, good call, I can download fast, just upload is really sluggish. I'll make the .iro myself and test it once 1.07 is up.

I'd say if Iros fixes that today he deserves a Kiwi Parade!
(http://i647.photobucket.com/albums/uu193/electrotoyou/hD77A9353_zpsf95a9a1d.gif)
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-07 17:02:14
OK, no problem at all, I'm still working on smaller .iro files and there seems to be no issues with packaging <2GB.
Man, I wish I could upload files that fast. 3.2GB would take me many hours. I'm unlikely to be packing movie mods into iros and hosting them.
This whole >2GB thing is purely theoretical, though I can understand wanting to fix it just for completion sake. For the most part, we have no mods that need to be installed that are that large. It would allow for entire packages of mods to be installed from one .iro (like a Tifa's Bootleg lite option) that included every kind of mod(even movies) and was completely configurable, however. That was the far off plan I had. The xml file will be a nightmare... Like a real program almost.

With that idea in mind for down the line what's the limit we maybe looking at for iro's?
Title: Re: 7thHeaven
Post by: Iros on 2013-08-07 18:21:15
v1.07:  https://mega.co.nz/#!mE5zVDiS!KwW0LyY3yCcsCugek8vKUDEv7xwSXAFYQ-9v5vZNMso

-Fixed iro size limit ... again
-Fixed auto-import option

I really hope iro files >2GB work this time...

The auto import wasn't working (and even was it was working, it didn't bring in details like author/preview picture etc.) That should be fixed now - if you just drop a folder (or a iro file) into your library, next time you start 7thHeaven, it will automatically add them to the list.

You should remember that if you do use the 'uninstall' right click option that DOES delete the mod from the disk, though. 
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-07 19:50:45
Works great so far. I cant test if it'll actually play the fmvs from the .iro till later, but it can pack and import large files just fine.


~Ok finally got to test 1.07 with Kaldarashas mod and my fmv iro and it works great. To ensure it really worked I deleted all of the videos in the movies folder. There is a bit of a lag when I launch the game, but it's probably only about 5 seconds. I'm not sure what that'll be like when paired with other large mods like Ozmys backgrounds though. Template mentioned more stress tests I think. Otherwise it's working great though.
Title: Re: 7thHeaven
Post by: Template on 2013-08-08 07:05:07
Well, I can't find anything that doesn't work like it is supposed to on this program anymore--so I'm going off to Washington now with a suit and tie. Wish me luck! 
Title: Re: 7thHeaven
Post by: manuchan on 2013-08-08 13:53:42
when i try to run the game through 7th heaven, it tell's me to insert disc 1 :(
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2013-08-08 14:13:12
(http://img32.imageshack.us/img32/4876/suo.png) (http://img32.imageshack.us/img32/4876/suo.png)

I entered the first subscription posted on page 3, but it immediately closes and gives me this error every time now. I deleted the entire folder and extracted a new one, but I still get the same error, so somehow I'm stuck in this endless loop and unable to open the program to change the setting. I haven't tried rebooting yet, but I need to run out the door now.

Any ideas Iros?
Title: Re: 7thHeaven
Post by: Iros on 2013-08-08 14:33:12
Clearly something isn't working right with the Mega code :/  Not quite sure exactly what the problem is yet, the error message doesn't seem to be exactly correct.

To reset your settings, if you go to C:\Users\<YOURUSERNAME>\AppData\Roaming\7thWorkshop then delete the 'settings.xml' file that will remove any subscriptions so you can at least run the program properly.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-08 16:13:31
when i try to run the game through 7th heaven, it tell's me to insert disc 1 :(

I wrote a quick tutorial on how to fix that.


I'll add to this since I had some trouble getting this to work.

I got errors if I launch the wrapper normally so you'll need to set it to run as administrator. Set up 7thwrapper as you see in Templates pictures. That parts pretty easy. Add FF7music.exe to Also Launch, it's in the ff7 music folder. Then just select what options you want. For this mod you'll need the first three options, the base models are optional and not necessary if you use bootleg. You can also add other mods by just adding an extra file in the wrapped folder, and putting in files with matching game file names. So like if you want to use different field animation files you'd put them in wrapper\extra folder\char.lgp. You'll do the same with Bloodshots new Motorball model, it's already set up this way so just drag in the file inside of the 7thwrapper folder. When you open 7thwrapper your extra folder will be listed, just check it too. 

The harder part can be making the game actually open when you hit launch. The game needs to mounted to the D\. So first go into the ff7 game file (games\final fantasy\ff7). Inside you'll see an ff7_cd.exe. Click that and you'll see a command prompt come up. This will allow you to tell bootloader where to mount the game. Type in D and hit enter. Now open bootloader and hit the mount button. If it says it went to the D\ then you're all set. If not you need to open windows Disk Manager. Hit start menu and type Disk Manager, you want the option that says create and edit hard drive partitions. When it opens see if anything else is listed as D. It may currently be your dvd drive. Right click it and select "change drive letter and paths". Hit "change" on the following window. In the drop down menu on the right it'll show the current drive letter. Change it to what ever you like. It'll show a warning when you hit ok. This is only important if you're changing a drive with drive path dependent programs installed. Hit ok and close it out. Now do the same for the games drive and change it to D. The game could work now, but restart your computer first. Now reopen bootloader. Set the drive so it says D. If it's not available hit mount, and check again. Sometimes it'll only show D as an option after it's mounted. Reset it to D and hit mount again. Now reopen 7thwrapper and hit launch. It should work now, if not you may have something else set up incorrectly. You'll need to post your settings in bootloader, and the error 7thwrapper gives you. Always check the drive the game's mounted to first though, if that's incorrect nothing else will help.

Also, you can change the games settings in bootloader. The only options I've found that don't seem to work with 7thwrapper is turning off "disable popup" and turning on "direct" mode. Also if you plug in a thumb drive or external hard drive that uses the D you'll need to change that too. 

This is the Facepalmer background option in Bootleg. I've tried all of them and this is the one I'd recommend. If you haven't used Bootleg yet I'd start there, it automatically installs several mods for you and allows you to select other game changing options. http://forums.qhimm.com/index.php?topic=13212.0 (http://forums.qhimm.com/index.php?topic=13212.0) The Improved and Unshaded mod with 7thwrapper works outside of bootleg, so the models you select for the main characters in bootleg are irrelevant as they wont be used when you start the game.
Title: Re: 7thHeaven
Post by: Template on 2013-08-08 17:46:20
Edit: When you have a lot of active mods, organizing their priority order can be difficult. I'm not sure how to go about making that more user-friendly. Perhaps some way to change a mod's number in the list? Maybe cut/paste? Maybe we live with it and the big configurable iros I'm ripping out of bootleg installs will take care of having so many different mods. I'm going to put up simple versions of individual mods that will work fine whether you have bootleg installed or not up first. The configurable packages will come later. 

I actually did the first install without bootleg I've done in a long time last night. There's something fixed about the sound I can't quite put my finger on. 
Title: Re: 7thHeaven
Post by: Kaldarasha on 2013-08-09 09:46:24
I have problems with my mods  packed to an iro.
(http://imageshack.us/a/img14/9555/7nuj.jpg)
Sorry, I couldn't resist...  :-P

My problem, is that the configurations I do aren't used in game. I have tried to use subfolders, I believe this is not compatible with an iro.  :?
Also my base mod isn't set correctly, the default value is normally '1', but it seems so, that it is '0' when it is first use as a packed iro.

For the next release, could you please make an expand and minimize mod info. It will getting hard to sort the mods to a correct load order, if there are used more then seven mods.
Title: Re: 7thHeaven
Post by: Template on 2013-08-09 09:51:50
He looks like maybe he's contemplating the Meaning of Life.

I have just tested your #3 Unshaded mod, I can change clouds sword style without issue. Which mod is not working correctly for you?

Edit: I was not precise. The changes to clouds field sword model work from your Unshaded Models. The battle change from the UM batlle Add-on config did not work.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-09 09:56:59

My problem, is that the configurations I do aren't used in game. I have tried to use subfolders, I believe this is not compatible with an iro.  :?

Do you mean, subfolders like in magic.lgp?

That is meant to work, but ... not very well tested. So could easily have a bug.

If you mean, conditional folders ... that should work, if you're using the latest version.

Quote
Also my base mod isn't set correctly, the default value is normally '1', but it seems so, that it is '0' when it is first use as a packed iro.

Ah, OK, maybe I missed implementing the default values in the new screens. Will check.

Quote
For the next release, could you please make an expand and minimize mod info. It will getting hard to sort the mods to a correct load order, if there are used more then seven mods.

That's a good idea, I will look at that. Thanks.
Title: Re: 7thHeaven
Post by: Template on 2013-08-09 10:07:00
 >:(
Shot in the dark on your mod.xml from Battle Add on there's this variable for Young Cloud:
Code: [Select]
Conditional Folder="YoungCloud">
              <RuntimeVar Values="347..383" Var="PPV"/>
Maybe there's a problem there? I didn't see anything that looked different from the Battle Add-On and the #3Unshaded Models code for sword options.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-09 10:20:54
Edit: I was not precise. The changes to clouds field sword model work from your Unshaded Models. The battle change from the UM batlle Add-on config did not work.

Hmm, OK, that looks useful. Do you mean, no matter what option you select, it never changes in the game?
Title: Re: 7thHeaven
Post by: Template on 2013-08-09 10:32:09
Yes, precisely, the config options do appear in game for the field, but his battle folder and xml is set up the same way as far as I can tell but the changes do not appear in game. I did try them all.

Looking through the menu structure of Kaldy's mod you can see why the case sensitivity was maybe important to fix after all. There are a couple times he uses Char.lgp instead of char.lgp, but I really cant see any problems with the code on the sword switch from the BattleAddon. It's cool because the complicated one is the one that works. But it's probably not cool for Iros lol.
Title: Re: 7thHeaven
Post by: Template on 2013-08-09 11:42:11
when i try to run the game through 7th heaven, it tell's me to insert disc 1 :(

Quote
➣ I try to launch the game, but it says "...MountFF7DISC1.bat is missing."

Rename a Hard Drive or Flash Drive to "FF7DISC1" and assign it's drive letter as the Data Drive within Bootloader Configure.

➣ I try to launch the game, but it says "Please insert FF7 Game Disc 1, 2, or 3 and try again."

You need to pass the CD Check at the game's launch. Any one may be used:

    Open FF7 Bootloader Configure and assure that Auto Mount is checked before starting the game.
    Open FF7 Bootloader Configure and click the "Mount" button.
    A cmd prompt will appear and assign a new virtual drive labeled FF7DISC1.
    In Bootloader Configure, assign that virtual drive letter as the Data Drive.
    To get rid of this virtual drive, click "Unmount" or restart your computer.
    Rename an HDD or Flash Drive to "FF7DISC1" and assign it as the Data Drive.

(http://i647.photobucket.com/albums/uu193/electrotoyou/instruc2_zpsd2b1179f.png)

Well, I don't have time to make a tutorial or whatever to fix this, and even if I did people wouldn't read it and ask anyway. All you have to do is Name an iso FF7Disc1, there are several blank isos floating around the forum in fairly logical places (the FAQ, for example) that are titled properly and will pass the disc check for the old exe. How do you make them work? Google it! I use UltraISO lots of people use DaemonTools. Mount the FF7DISC1 iso wherever you want, and then make sure the data path in the Bootleg or FFVII registry is set to the drive where you mount that ISO or VirtualHardDisc or USBstick or Floppy disc, or whatever.

THIS:
(http://i647.photobucket.com/albums/uu193/electrotoyou/03c00c76-7d2b-4d45-8b23-420040956de5_zps8cc7c44a.jpg)
Is what this does:
(http://i647.photobucket.com/albums/uu193/electrotoyou/a20cc2ff-191e-4ec1-9e8c-c2dfc62a5696_zps4d08fcaf.jpg)
If you have bootleg installed you can set the path from bootloader.
If you don't have bootleg installed, you can edit the registry like in the first picture with regedit. Google it!
Title: Re: 7thHeaven
Post by: Iros on 2013-08-09 11:44:47
Yes, precisely, the config options do appear in game for the field, but his battle folder and xml is set up the same way as far as I can tell but the changes do not appear in game. I did try them all.

Looking through the menu structure of Kaldy's mod you can see why the case sensitivity was maybe important to fix after all. There are a couple times he uses Char.lgp instead of char.lgp, but I really cant see any problems with the code on the sword switch from the BattleAddon. It's cool because the complicated one is the one that works. But it's probably not cool for Iros lol.

It seems to work for me :/

Although, were you trying with a savegame where Cloud actually had the buster equipped? I'm not sure if the mod alters every weapon file, or just that one...?
Title: Re: 7thHeaven
Post by: Template on 2013-08-09 12:06:23
No, you are right... it is working I think there is an issue with the options appearing clicked on but not being included as Kaldarasha pointed out. But this issue was caused by the CloudAnimationbeta3, it includes the model for the normal buster sword, and I had it in the top spot, so it used that sword over the config from Kaldarasha's mod. When I took my animation out (which isn't as good as his final version) the sword changes began to work in battle as well. Wild goose chase...

But I did notice his base mod effects did not come on until I removed that mod and reactivated it. Even though the boxes were all checked the original texture was being used for the save point model. Once I reactivated Kaldarasha's #4base PRP mod with all boxes checked again the texture he put in that package from FFX appeared for the save point.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-09 12:12:43
There is a problem - which Kaldarasha noticed - that it was ignoring the 'Default' setting in mod.xml, so optional folders might not activate until you'd been into the config screen, set an option, and said OK. That will be fixed in the next version. Not sure about any other problems...
Title: Re: 7thHeaven
Post by: Kaldarasha on 2013-08-09 12:25:18
This is what I mean by subfolder:
Code: [Select]
<Conditional Folder="Cloud/2 Hardedge 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="2" />
  </Conditional>
It normally works, but when I pack it and use it as a iro-file it doesn't.
Title: Re: 7thHeaven
Post by: Template on 2013-08-09 12:27:06
There aren't any other problems :-D
I just didn't pack my animation with this application in mind. It has a sword included with it that overrode Kaldarasha's config option.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-09 12:30:56
This is what I mean by subfolder:
Code: [Select]
<Conditional Folder="Cloud/2 Hardedge 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="2" />
  </Conditional>
It normally works, but when I pack it and use it as a iro-file it doesn't.

Ah - could you try using backslash instead of forward slash, i.e.


Code: [Select]
<Conditional Folder="Cloud\2 Hardedge 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="2" />
</Conditional>

Windows will actually accept either in a lot of cases which is why it runs from folders OK, the archive code does not...
Title: Re: 7thHeaven
Post by: Kaldarasha on 2013-08-09 12:53:13
Ah - could you try using backslash instead of forward slash, i.e.


Code: [Select]
<Conditional Folder="Cloud\2 Hardedge 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="2" />
</Conditional>

Windows will actually accept either in a lot of cases which is why it runs from folders OK, the archive code does not...

Yes, that was it. Thanks.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-09 19:27:06
v1.08:  https://mega.co.nz/#!GAJHlAAK!XuGlOSHuZ5toy5-t-ezCVlYis1Yii5OsTUpd6sPvhfQ

-Add 'compact' display option to profile. Might add this for other tabs later...
-Fix error updating thumbnails against catalog entries
-Fix config options not picking up default values correctly some times
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-09 20:40:50
I was wondering if 7thheaven could load changes to the flevel like the Vincent ballet fix. Is it possible to add things like that or do they need to go directly into the flevel?
Title: Re: 7thHeaven
Post by: Iros on 2013-08-09 20:50:09
flevel.lgp just contains field files. So there's nothing stopping you providing new field files.

But, they will be quite large - if you're just fixing one script command or something, you'd still have to include the entire field file (backgrounds, dialogue, scripts, etc...) - and then it's not possible for two mods to change the same field file, because it is just one file, and so only one copy of the file gets loaded - either the copy from mod 1, or the copy from mod 2.

It might be possible to do something about that, but that's the limit right now.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-09 20:55:28
I didn't really follow that sorry. So like for the Vincent fix I'd add the files ancnt1 and ancnt4 to the flevel and he no longer dances ballet at Aeris's funeral. So if for example I do a library\extra\flevel.lgp file in 7thheaven with those files in it, would that work?
Title: Re: 7thHeaven
Post by: Template on 2013-08-09 20:58:22
flevel changes in 7thHeaven work the same as any other lgp. You put the files you want to change in a folder called "flevel.lgp".
Title: Re: 7thHeaven
Post by: Iros on 2013-08-09 20:59:58
 
I didn't really follow that sorry. So like for the Vincent fix I'd add the files ancnt1 and ancnt4 to the flevel and he no longer dances ballet at Aeris's funeral. So if for example I do a library\extra\flevel.lgp file in 7thheaven with those files in it, would that work?

Yes, that would work fine.

What I mean is that, if you put file ancnt1 in your mod (in a folder called flevel.lgp), that will get used by the game and it's fine. If you have another mod that also wants to change ancnt1 (e.g. a translation mod) ... then of course both mods won't work at the same time, they each want to change the same file, only one of them will get to work.

This is true for all game files - the field files are just a little different because you have one file containing lots of different kinds of data (script, dialogue, backgrounds, ...), so it's maybe more likely that two different mods both want to change the same file.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-09 21:01:51
That's what I thought, but I tried that before with a bunch of lgps and the game crashed. So I'm reverse engineering it to see what works and what doesn't.

Ok cool, I'm also testing the magic.lgp too. It should work fine since the mini games work. Not sure how I crashed it last time. It was an older version of 7thwrapper as well though.
Title: Re: 7thHeaven
Post by: Template on 2013-08-09 21:17:18
That's what I thought, but I tried that before with a bunch of lgps and the game crashed. So I'm reverse engineering it to see what works and what doesn't.

Ok cool, I'm also testing the magic.lgp too. It should work fine since the mini games work. Not sure how I crashed it last time. It was an older version of 7thwrapper as well though.

Can pretty much guarantee if you weren't using the latest version and you had a bunch of lgp files being called on with upper case lower case letter inconsistancies: chocobo.lgp Battle.lgp, there's your crash.

Use the current version :p He's fixed lots of things and it's easy to switch versions, doesn't affect catalog or settings, because Iros kept them separate.

Edit: Iros, I wondered if you might look a little at the crash loop that me and EQ2Alyza ran into with the subscription. There will be plenty of people that enter in the catalog code wrong and get a crash, no? Is it possible to make an automatic reset of the catalog.xml file in the Users\*.*\7thWorkshop folder if the application fails to load because of a subscription, and then auto-reload the app to avoid this crash?
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-10 00:54:02
So I pulled a bunch of mods out of my lgps and set it up in 7thheaven so I have the flevel files I mentioned and models in the field, battle, magic, mini games, and world lgps. I complied it into an iro so itll run smoother but the game crashes right away. It doesn't like one of them. I've checked it out and I'm positive I configured everything correctly. I don't get a 7thheaven error and the app log is pretty empty.

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 660 Ti/PCIe/SSE2 4.3.0
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 3840x2160
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
INFO: Loading external library Multi.dll
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
Title: Re: 7thHeaven
Post by: Template on 2013-08-10 01:08:11
I tested the BallerinaFix already and had no problems. I made the folder structure, as below, but made the mod into an .iro for testing. I'm compiling an flevel .iro with known fixes based on bootleg40 output. There will be configuration options for Hardcore mode and Aeris Revival. If you are having issues with your custom iro it is probably not coming from the flevel changes:
(http://i647.photobucket.com/albums/uu193/electrotoyou/instruc3_zps5551ba25.png)
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-10 01:20:37
Have you tried the magic.lgp yet? I have just the Phoenix summoning model in there. That's the only other new thing I've tried. 

Yup I just confirmed, it's the magic.lgp. I have it set library\extra\magic.lgp, so it's set up right. I've tried it with several summoning models from the magic.lgp, and even just one at a time. If it loads anything to the magic.lgp the game crashes. Boots fine with everything else though.
Title: Re: 7thHeaven
Post by: Template on 2013-08-10 03:05:11
There must be a problem with the code for the magic.lgp file structure. I can load an iro with Grimmy's upscaled magic and get into the game, but the changes don't take effect. This iro was set up to work through the modpath. Messing with the magic.lgp itself is tricky I think. Thus the TA hi-res installer.
(http://i647.photobucket.com/albums/uu193/electrotoyou/grimmymagic_zps65e4fee4.png)(http://i647.photobucket.com/albums/uu193/electrotoyou/instruc4_zps0a76462e.png)

Edit: Struck incorrect information. I had my modpath set in aali's ff7opengl.cfg file set to none... I retested this iro and it works fine. Also have to be careful about compress textures when testing stuff like this. :P
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-10 04:18:31
That's set up so it goes through the ff7\mods file right? I've been able to load world and battle png textures that way so it works pretty well. At this point the only thing I've come across is the magic.lgp. I've pretty much emptied whole lgps into 7thheaven and every other one has worked. There are quite a few magic mods that go into the lgp, and three or four versions of the Phoenix summoning so it'll be cool if we can get that working.
Title: Re: 7thHeaven
Post by: Template on 2013-08-10 04:31:32
Yes, the same .iro I made of Grimmy's upscaled magic works fine when the folder is "magic" and runs through the modpath.
When I make an iro of this same mod with the folder name "magic.lgp" it hangs at blackscreen the same way it did when it had problems with case-sensitivity.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-10 04:37:56
I don't think that's a fix for this though. Everything in the mod folders are textures. I could try it, but I'd guess it either wouldn't have any effect or the game would get hung again.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-10 07:49:19
Yes, the same .iro I made of Grimmy's upscaled magic works fine when the folder is "magic" and runs through the modpath.
When I make an iro of this same mod with the folder name "magic.lgp" it hangs at blackscreen the same way it did when it had problems with case-sensitivity.

Are they TEX files or PNGs?

PNG files don't go inside LGPs, the basic game doesn't know anything about them. They're loaded by Aali's driver, which is why you have to put them in a folder named however the driver wants them - e.g. 'magic' for the magic textures, 'menu' for menu textures, etc.

I don't think that's a fix for this though. Everything in the mod folders are textures. I could try it, but I'd guess it either wouldn't have any effect or the game would get hung again.

If you just put the textures in folders, does the game run, and does it pick up the new textures?

Basically what I am trying to work out is whether it's a problem replacing stuff in magic.lgp generally, or whether it's specifically only when you pack it into a iro file. I think probably the first, but need to find out.
Title: Re: 7thHeaven
Post by: Template on 2013-08-10 08:12:12
Oh... I see. :roll: I knew that somewhere but I just spaced out. My instinct was of course to run them through the modpath because they are PNGs.

There's this whole other file structure I'm looking at now:
(http://i647.photobucket.com/albums/uu193/electrotoyou/instruc5_zps3818b0c4.png)
Stuff that ends up in a textures folder after bootleg, but you obviously already set this up. They are also PNGs tho, so maybe not related to cmh's issue with magic.lgp mods--I'm not sure I even have any TEX mods for the magic.lgp to test with.
I guess what I'll do is decode a vanilla magic.lgp into an iro and see if I can make it override the modpath upscaled ones that I have working at the moment.

Edit: Fail. vanilla magic.lgp into an iro made the .iro file the right size it seems but failed to black screen on launch first try, but I'm going to try the test again to make sure I didn't pack the iro wrong... used uLGP .7 to decode magic.lgp. it has tons of p files tex files, rsd files, all kinds of crap. I know the decode is right, though, that's what bootleg uses to decode lgps.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-10 08:36:09
OK, but if you put those same files into a folder and run it through 7thHeaven, does that crash too? Any error messages different?
Title: Re: 7thHeaven
Post by: Template on 2013-08-10 08:49:32
K, I'll do that next, just want to report rq tha when I packed the .iro without a Title folder, it did not crash with that iro loaded.
So on my first attempt I made the .iro from a Folder structure that went: VanillaMagicTextures\magic.lgp\*.* this iro compiled but crashed on launch
Second attempt: I made an .iro from a Folder that was simply titled "magic.lgp" and contained the rest of the files and folders. That iro did not crash on launch. It is difficult to tell if it worked properly. It did not (at first glance) appear to replace any of the hi-res textures that were set up in my modpath. There is some relationship between magic textures and the textures folder in the main game directory.
I'll go do that other test you wanted rq.
Edit: That test went exactly the same way. If I imported from folder the "magic.lgp" folder directly:
(http://i647.photobucket.com/albums/uu193/electrotoyou/instruc6_zps60346a13.png)
That works (I guess?) It boots the game fine anyway.

If I try to import from folder a title folder that contains the actual "magic.lgp" folder in it (like VanillaMagicTextures\magic.lgp\*.*) then I get blackscreen launch.
 
Title: Re: 7thHeaven
Post by: PitBrat on 2013-08-10 09:02:53
Magic.lgp is a special case. It's not like the other LGP files. The LGP tool often stumbles when extracting the file "sky_b.tex" from magic.lgp. It sometimes places this file in the root of the drive rather than in the destination folder.

Placement of the magic texture PNG's in the mods folder is also anomalous. Some of the textures go directly in the mods folder (e.g., ".\mods\Bootleg\") while the rest reside in ".\mods\Bootleg\Magic\" and it's subfolders.
Title: Re: 7thHeaven
Post by: Template on 2013-08-10 09:10:44
I always found it puzzling the original upscaled Limit Break texture is found in FF7\textures\limit\limit and must be copied to the mods\bootleg\magic folder and overwrite jo_o3etc.png to get it to work. Whats with all the stuff in textures after bootleg? Some Summon textures are there... but only the ones that seem like magic type files lol.

Anyway, bootleg is frikkin brilliant... and my life is complete now that I understand why sky_b.tex always ends up in my C drive after bootleg. Was a puzzle I was afraid to ask about. PB, do you have any explanation for the weird sound output after bootleg? It seems unrelated to the New SFX. I'm getting sfx out of only one side with certain midi setups. Even if you set it up totally normal there's hardly any center channel being used it's almost always one side or the other. No bootleg, I think this problem goes away... baffling.
Maybe it's something about using the old files somewhere.
Title: Re: 7thHeaven
Post by: PitBrat on 2013-08-10 10:01:31
The sfx are playing from the wrong speakers? I've never had that issue.
Is the midi playing correctly?
Bootleg does modify the FF7MUSIC.ini file. A mistake in that file could affect the midi, but would likely have no effect on the sfx.


Title: Re: 7thHeaven
Post by: Template on 2013-08-10 10:13:40
I swear, it must have something a little to do with Timidity and the huge_pats, too. I never really noticed this issue too much, either, but Kaldarasha was the one that pointed it out. If you start looking into the recent Timidity thread and the whats up with the sound thread, you'll maybe see what we're talking about, but it's a bit shadowy at the moment. With latest Timidity I linked to working right with MIDI Yoke (very important), and sound levels adjusted in windows mixer... the sound effects start to do weird things... until you just to a base install no bootleg, then it sounds great. What did you do to the INI file? never woulda thought to look there. I'm all over it, next week.

Anyway, the MIDI files play fine but they restart after every battle, which isn't right, and theres a funny error in the APP.log at the MIDI initialization about volume changing not being supported. THAT has nothing to do with bootleg, I just want you to fix it for me lol

Edit: OK, it's nothing to do with bootleg at all; Timidity synth can't be running while you use ff7Music.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2013-08-10 11:51:40
Yeah, there is defiantly something wrong with the sound system. Installing Timidity and Midi Yoke fixes at last some problems where the sound channels effect each other and it fixes the problem where the sound gets louder and louder when he actually should be stay on a middle volume level. The first reactor is a good place to test this. Start the game without FF7Music, play to a scene, where you can here the sound of the reactor (first scene after the elevator). If you now move the cursor in the menu, the sound of the cursor will effect the background sound which is now a bit quieter (I guess it is then around 60%). After a while the sound will getting louder and louder to the max volume. However after installing Timidity and Midi Yoke these issues are gone. Tough I do not use Timidity after all, but I guess using Midi Yoke as Midi player in the config has fixed the sound.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-10 14:02:03
I don't notice a sound issue and I play with a surround sound system so I'm sure I would. I'm not even sure I know what Timidity is. I load Anxious Heart original through bootleg and it works great, basically just remastered version of the original music.

As for the magic file with the textures, maybe using a bootleg file (mine goes mods\bootleg) with the files and subfolders you want may work. I'm trying to actually load lgp files though using a magic.lgp folder. I did an .iro and an unwrapped folder, with a few summoning models and then just one, and it always crashes right away. I post the app log earlier, it doesn't say much, and 7thheaven doesn't give me an error. So I know it's the magic.lgp, I just cant say why.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-10 19:24:33
v1.09:  https://mega.co.nz/#!OQRg2AZS!bgWqI2mc7EVylp2CQHUtRSBLq0skaklaD7EHbxTs180

-Add CounterRnd variable to allow setting counter to a random number
-Fix crash when download from Mega URL fails
-Fix crash calculating paths for magic.lgp folders

As expected the code for magic.lgp was completely broken ... not sure why nobody got error messages, because I did, but anyway - it should now be fixed.

Certainly the game runs now if I try to override magic.lgp - but please test it to make sure all your mod files actually get applied.
Title: Re: 7thHeaven
Post by: Template on 2013-08-10 19:39:02
Thanks Iros :) I feel a bit guilty reporting stuff on 7thHeaven and you have a fix the next day or same day EVERY time... But I try to make myself feel better by imagining you are doing this at work and getting paid for it lol  ::)
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-10 19:41:00
Thanks Iros, looks good now. Loads the Phoenix and anything else I put into the magic.lgp.

I notice though that when I open 7theaven and go to the library tab the mods in the library folder don't show up right away. So far the only way I've gotten them to return is to hit Import and then cancel. Not sure why but they're all suddenly there. Before that I was actually reimporting things each time, which resulted in multiple entries. I hit cancel the last time and found everything reappears.
Title: Re: 7thHeaven
Post by: Template on 2013-08-11 04:09:46
Edit: nvm figured out what I was doing wrong. If you reinstall FF7 your imported mods will be gone :D
Perhaps behavior of library is related to the files in the Users\*.*\7thWorkshop folder.
I usually delete them when I put a new version of 7thHeaven on.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-11 04:38:10
I'm not horribly sure all of what you said lol, feel I've missed something. Not sure, but hitting import and cancel always fixes it, so it's nothing to really worry about. The version and release date info doesn't seem to actually come from the xml though. I have one that says version 1.05 and a release date of three days ago, but it always says version 1.00 and what ever date the mod was added to the library. Again, not a big deal, but it would help differentiate mod files during testing if that shows in 7thheaven.

Has anyone tried the random battle model feature yet? I'm doing some testing and it's not working as I expected. Has anyone had any results with this yet? I'm wondering if my file structure isn't correct. Although I'm using similar directories as I have before, just using the conditional folder and run time var commands instead.
Title: Re: 7thHeaven
Post by: Template on 2013-08-11 04:56:37
I'm not horribly sure all of what you said lol, feel I've missed something. Not sure, but hitting import and cancel always fixes it, so it's nothing to really worry about. The version and release date info doesn't seem to actually come from the xml though. I have one that says version 1.05 and a release date of three days ago, but it always says version 1.00 and what ever date the mod was added to the library. Again, not a big deal, but it would help differentiate mod files during testing if that shows in 7thheaven.
(http://i647.photobucket.com/albums/uu193/electrotoyou/instruc7_zps9d55438c.png)
If you delete these, I think your weird library issue will go away after it sets them back up for you. All you should have to do to refresh your Library is hit the Search button. The release date and version info is kept in the catalog.xml tags but I did notice there was an entry for version on the mod.xml as well, it doesn't seem to transfer over, but I haven't messed with it a lot. The catalog tags for release date and version work great and do transfer over when you import and activate them.
Title: Re: 7thHeaven
Post by: manuchan on 2013-08-11 06:57:11
why isn't the music playing? :(
Title: Re: 7thHeaven
Post by: Rundas on 2013-08-11 07:17:00
You gotta be more specific. No one can help you without information
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-11 07:20:31
Under launch also you need to list ff7music.exe. You probably dont have it running when the game starts. Although agreed, more information is necessary.
Title: Re: 7thHeaven
Post by: Template on 2013-08-12 09:35:12
Iros--7thHeaven got boring with no bugs in it. Can you add some broken features for me to test? :roll:
The xml is mind-numbing, but it works on everything I try. The only people I know of working on the complex vars are Kaldarasha and cmh175, is there a listing of all the possible variables somewhere? I'm too tired to look through the whole thread, and now I wish I hadn't made so many posts in it. :|

Working slowly on subscription catalog xml... it's getting very very long and hard to edit, I'm concerned about how inconvenient it will be to have 150 different mods pop up in the catalog window. The individual mod.xmls I have in mind are kinda nightmarish in scope. I basically want to write xmls that will allow you to configure a whole bootleg40 clone setup off 1 iro. I don't mean a package that has all the PRP models and this and that--I mean you can actually configure the iro to switch from the PRP package to Kaldarasha's unshaded to Squallff8 to Chibis from 1 installed iro.

***Iros, is it already possible to pack a single iro with multiple copies of the same file that have different data in them? Like, char.lgp1 char.lgp2 char.lgp3 for a config option that will change out a whole lgp file? I want to pack an iro with like 15 different char.lgps and 15 different battle.lgps.

I really don't want to put it up until I am pretty much done with it so I can take a break when I am ready instead of testing and changing it after it's been posted. So the 2 days thing was obviously a pipe dream. DLPB has set October for a tentative release of Menu Overhaul. I plan to have a live subscription catalog running sometime in September, and when Retranslation is released, the flevel (mode changer) mods will start to get put up.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-12 10:27:05
he only people I know of working on the complex vars are Kaldarasha and cmh175, is there a listing of all the possible variables somewhere? I'm too tired to look through the whole thread, and now I wish I hadn't made so many posts in it. :|

If you open the 7thHeaven.var file (Notepad or whatever will work, it is a text file) it lists all the variables I have tested. More can be added easily, just haven't done any others yet because nobody have asked for any other variables.

Quote
Working slowly on subscription catalog xml... it's getting very very long and hard to edit, I'm concerned about how inconvenient it will be to have 150 different mods pop up in the catalog window.

That's what tags are for. Really if there actually are 150 mods that all work with 7thHeaven then there really could be 150 results in the catalog screen and you can't do much to hide that; at least if there are sensible tags against them it's easy to only view one type of mod, or whatever.

Quote
***Iros, is it already possible to pack a single iro with multiple copies of the same file that have different data in them? Like, char.lgp1 char.lgp2 char.lgp3 for a config option that will change out a whole lgp file? I want to pack an iro with like 15 different char.lgps and 15 different battle.lgps.

Sure, that's what config options are for. They let you turn folders in the mod on/off. The wrapper doesn't really care whether the folder you turned on has char.lgp with 10 files in it, or with 1000 files in it, it works just the same.
Title: Re: 7thHeaven
Post by: Template on 2013-08-12 10:39:28
Sure, that's what config options are for. They let you turn folders in the mod on/off. The wrapper doesn't really care whether the folder you turned on has char.lgp with 10 files in it, or with 1000 files in it, it works just the same.
I get it. So much for 150 mods in the catalog. There will be like 15 and those will spread out into hundreds of options. :evil:
Title: Re: 7thHeaven
Post by: Iros on 2013-08-12 10:50:00
The real issue with that is that you have to download the whole iro file before configuring which one you want - if you have 10 separate mods, at least you're only downloading the one(s) you're interested in. If you pack all 10 into a 1GB iro file, then you end up downloading them entire thing even if you really only wanted one particular set of models.

I don't know what other people prefer, but I'd rather have lots of smaller mods, than 15 huge ones that each take a lot longer to download. It makes it a lot easier to just try things out.
Title: Re: 7thHeaven
Post by: Template on 2013-08-12 11:49:56
The real issue with that is that you have to download the whole iro file before configuring which one you want - if you have 10 separate mods, at least you're only downloading the one(s) you're interested in. If you pack all 10 into a 1GB iro file, then you end up downloading them entire thing even if you really only wanted one particular set of models.

I don't know what other people prefer, but I'd rather have lots of smaller mods, than 15 huge ones that each take a lot longer to download. It makes it a lot easier to just try things out.

One of the reasons I want to do it this way is to avoid bugs. Many times when you change a model, it affects a group of other models that also use some of the same files. If I have known sets of models that have been fixed specifically so they don't conflict with each other, I would rather use those then have people constantly running into little bugs they've created for themselves by using 2 incompatible small mods which they then have to try to figure out which one needs to be swapped etc.

This is part of the reason more and more people started using bootleg. PitBrat and the rest of his team of shadowy figures (VGR) fixed a list of bugs a km long. But the files had to be put together in a certain way if you want to use the chibis... and a certain way if you want to use this particular difficulty mod with this particular model... and it just goes on and on.

Most of the people you see coming through Qhimm are trying to figure out how to use EQ2Alyza's 17GB torrent. It's a monoblock, you can't break it apart. 10 1GB mods in a catalog people can look through and then choose 2 to actually download, which will cover every type of mod, plus Omzy's field pack doesn't seem so bad. The more advanced or obsessive folks are downloading individual mods... only one of them is really big (Omzy's) the rest are almost all small groups of files that may or may not do more than they are designed to do. Bootleg works one way... installing those groups of small mods in the proper order and making changes to them during the install process so that you don't have to know the tricks.

This will work similarly, but the compromise for the instant uninstall/swap features you've created will be slightly larger mod size for the "bootleg subscription", which will give people the stability and versatility that bootleg offers. I'm just going to start calling it that because what I'm trying with this catalog is to emulate the "meat" of bootleg. Another factor is that there will always be the ability to create alternate subscriptions if people would prefer: a Tifa's torrent style catalog with every possible bootleg mod (there's the 100-150 mods in the catalog at once), a plain old movie catalog. Then perhaps in the future something will come along to do all of the external things like convert the game, configure and run the TA installer/s, ff7music, set up 7thHeaven and your preferred subscription, organize a VHD.     

I guess I'll put up a test catalog in the next few days and see what you think.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-12 13:28:35
As far as a single .iro with different mod packages you can select, this is very doable. Actually not very hard either. What's better is that you can package it into a rar file and compress it to a third of it's size. I put together a 3.2 gb iro for testing and when I uploaded it to email myself (didn't have a thumb drive) it was about 632mb, so download speeds wont be a problem. For an example you could configure it so you can select a base model pack, and have Kaldarasha's unshaded models load over top of them, and then still be able to load other models over top of them like APZ Cloud. If you set them up like that, going from the bottom up, each pack just loads over top of each other.

~I was referring to the xml by the way. Everything you add goes up in priority from the bottom up.
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2013-08-12 13:41:03
The real issue with that is that you have to download the whole iro file before configuring which one you want - if you have 10 separate mods, at least you're only downloading the one(s) you're interested in. If you pack all 10 into a 1GB iro file, then you end up downloading them entire thing even if you really only wanted one particular set of models.

I don't know what other people prefer, but I'd rather have lots of smaller mods, than 15 huge ones that each take a lot longer to download. It makes it a lot easier to just try things out.

Catalogs can be created in bulks (e.g. EQ2Alyza's Mod Pack, containing over 9000! mods personally selected), or one that mirrors The Big List of Mods, where every individual is packed into IRO form. In my eyes, the options are endless, and anyone can create whatever catalog they'd like  :)
Title: Re: 7thHeaven
Post by: Iros on 2013-08-12 17:47:40
Good point, if Template's creating large contain-everything mods, somebody else can always create a catalog of smaller install-everything-individually mods. Look forward to seeing the first catalog(s) posted...
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-12 22:33:17
Hey so I'm still testing the random battle model feature and it doesn't seem to be working. This is my latest script:

Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>cmh175</Author>
  <Version>1.07</Version>
  <Description>Random Battle Model Generator Test</Description>
   
  <Conditional Folder="Sweeper1">
    <RuntimeVar Var="CounterRnd:IrosTestChangeModel:10" Values="0" ApplyTo="battle.lgp\cvaa" />
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="0,1,5" />
  </Conditional>

<Conditional Folder="Sweeper2">
     <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="2,4,6,8" ApplyTo="battle.lgp\cvaa" />
  </Conditional>

<Conditional Folder="OriginalSweeper">
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="3,7,9" ApplyTo="battle.lgp\cvaa" />
  </Conditional>
  </ModInfo>

My directories are Random Battle Model Generator\Sweeper1\battle.lgp, so I'm sure everything is correct. I also tried CounterAdv instead but it still failed.

~In case I was battling the wrong enemy (Sweeper is in the first bombing mission yes?) I just tried another using two Cloud models (rtaa) and now it just crashes the second the battle begins. I'm not sure why the first one doesn't work and just loads from the lgp (if it's even the right enemy I'm fighting) while the Cloud one just crashes the game, but either way it seems like something isn't working right.
Title: Re: 7thHeaven
Post by: Rundas on 2013-08-13 00:54:38
I think I heard somewhere there are two different Sweeper models (?).
Title: Re: 7thHeaven
Post by: PitBrat on 2013-08-13 01:10:57
There are two sweeper models. Team Avalanche only released one model. Bootleg uses that model to generate a second model with a different texture.
Because it's a Team Avalanche asset, make sure to clear it with SL1982 before redistributing the sweeper model.

EDIT:
The first sweeper that you encounter in battle is model CVAA.
AV** is the sweeper.
CV** is the custom sweeper.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-13 01:22:29
Thanks PitBrat. This is mostly just for a proof of concept since no one's really tested this I think. I went with the Sweeper since it's one of the first enemies you face and you can get three versions of it if you keep back ups of the original lgps. I'll probably just upload the working script once it's ready so others can see how to configure their own, but I can request permission to upload an example iro if anyone really wants to see it in action.
Title: Re: 7thHeaven
Post by: Template on 2013-08-13 01:51:18
Because it's a Team Avalanche asset, make sure to clear it with SL1982 before redistributing the sweeper model.
I've attempted to get permissions for redistribution of TA files in iro format. SL1982 asked me to wait until he's had a chance to look at 7thHeaven. It's perfectly understandable and that's why I sent out a form letter for that, and it's part of my excuse for not having a subscription ready. It doesn't really matter for me though, the "bootleg subscription" will be meant to be compatible with actual bootleg40, so if you have the Sweepers from a TA hi-res/bootleg40 install the sweeper being in the iro is not necessary, and indeed, it wont be there unless I do get permission. Neither will the world map overhaul or anything else that comes from an official Team Avalanche mod. The exception being Timu&Millenia's Barret, which I have received special permission for.

On this same subject I have made some progress with the rescaling of TA menus and I am hopeful that I will get the go ahead to distribute them. If not, oh well, I have them, haha. They have not been altered in any way other than various attempts to alleviate artifacts at high internal resolutions without creating new ones, and they are not complete.   

I suspect if SL has any misgivings about 7thHeaven it will be the potential for unofficial subscriptions full of contraband mods.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-13 08:30:16
Hey so I'm still testing the random battle model feature and it doesn't seem to be working. This is my latest script:

Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>cmh175</Author>
  <Version>1.07</Version>
  <Description>Random Battle Model Generator Test</Description>
   
  <Conditional Folder="Sweeper1">
    <RuntimeVar Var="CounterRnd:IrosTestChangeModel:10" Values="0" ApplyTo="battle.lgp\cvaa" />
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="0,1,5" />
  </Conditional>

<Conditional Folder="Sweeper2">
     <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="2,4,6,8" ApplyTo="battle.lgp\cvaa" />
  </Conditional>

<Conditional Folder="OriginalSweeper">
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="3,7,9" ApplyTo="battle.lgp\cvaa" />
  </Conditional>
  </ModInfo>

My directories are Random Battle Model Generator\Sweeper1\battle.lgp, so I'm sure everything is correct. I also tried CounterAdv instead but it still failed.

~In case I was battling the wrong enemy (Sweeper is in the first bombing mission yes?) I just tried another using two Cloud models (rtaa) and now it just crashes the second the battle begins. I'm not sure why the first one doesn't work and just loads from the lgp (if it's even the right enemy I'm fighting) while the Cloud one just crashes the game, but either way it seems like something isn't working right.

What debug output do you get when running the game?

Also, you may well not need an 'OriginalSweeper' folder. If that just contains the original unmodified game files - then it shouldn't be necessary. If none of the mod folders activate, then the wrapper will automatically fall back to letting the game read from the actual LGP files like normal.

Oh, and these lines:

Quote
<Conditional Folder="Sweeper2">
     <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="2,4,6,8" ApplyTo="battle.lgp\cvaa" />
  </Conditional>

Look wrong. What that's saying is that, in the 'Sweeper2' folder, activate file 'battle.lgp\cvaa' when the counter is one of these values. But none of the other files in that folder will ever get activated!

You probably want to use 'ApplyTo' only on the very first variable that applies CounterRnd - basically just as a trigger to say 'if it's accessing this file, then it's time to update the counters'. For the other folders, you don't really care what file the game is accessing - just check the counter to see if it's allowed or not.

Also, on your first folder:

Code: [Select]
  <Conditional Folder="Sweeper1">
    <RuntimeVar Var="CounterRnd:IrosTestChangeModel:10" Values="0" ApplyTo="battle.lgp\cvaa" />
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="0,1,5" />
  </Conditional>

The first RuntimeVar line applies to battle.lgp\cvaa, the second line applies to all the other files. What if the random counter ends up set to 5? All the other files will activate, but the game won't read from battle.lgp\cvaa in the Sweeper1 folder, because you've said that's only activate when the counter = 0...

So, try something like this:

Code: [Select]
  <Conditional Folder="Sweeper1">
    <RuntimeVar Var="CounterRnd:IrosTestChangeModel:10" Values="0,1,5" ApplyTo="battle.lgp\cvaa" /> <!-- When game tries to access this file, set the counter to a random value < 10. If it's 0/1/5, then use the file from this folder.
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="0,1,5" /> <!-- For all other files, just check the counter, against the same values of 0/1/5 -->
  </Conditional>

<Conditional Folder="Sweeper2">
     <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="2,4,6,8" /> <!-- No ApplyTo tag: rule applies to ALL files in this folder -->
  </Conditional>

<Conditional Folder="OriginalSweeper">
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="3,7,9" /> <!-- No ApplyTo tag: rule applies to ALL files in this folder. Although you may not need this folder at all. -->
  </Conditional>
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-13 13:22:23
Oh ok, I think I have an idea of how to fix this. I forgot to run it with debug, if it still fails after correcting the script I'll be sure to do that. I thought about the best way to put this together and decided it was better to include all models involved. Otherwise it's dependent on what's in your lgp, and I cant be sure of that. For example with the Sweeper, if you use bootleg you probably have the TA model, but if you install everything manually yourself you may not and still have the original. This would require me to make two different versions with each or require that you install a particular model into your lgp. To simplify activation of the mod I just set everything up myself so you just have to enable it in 7thHeaven. It doesn't make the iro all that much bigger, and I can just compress it if needed to make it a faster download.

Thanks for the help Iros, I'll do some more testing this evening and update you when I get this working. Also, I was going to try the variable dump feature but I don't see how to enable it or anything. It's not in the settings menu. How do I do that and collect the information?
Title: Re: 7thHeaven
Post by: Iros on 2013-08-13 14:29:21
Also, I was going to try the variable dump feature but I don't see how to enable it or anything. It's not in the settings menu. How do I do that and collect the information?

Oops. Got left out of the new interface; it'll be back in the next version.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-13 14:47:19
lol oh ok, that's cool. I'll be playing with the Random Battle Model Generator.iro for awhile anyway and put together a template to take it on a larger scale, and look forward to trying out the more technical features with the next release.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-14 00:21:39
Ok so I got the code to work with the two Cloud models I was using, so it's definitely working. The test with the Sweeper isn't working though. It has the same exact code though and the directories are correct. Is it possible I'm just running into another variant of the Sweeper that isn't CVAA? I've been running around the first bombing mission and battling the same looking one. I enabled popups in bootloader and only got one "unknown zero count", nothing else.

~ Damn it, CVAA is the Custom Sweeper, it's found around Midgar on the world map. Ok script works.
Title: Re: 7thHeaven
Post by: Template on 2013-08-14 11:58:14
Doing some testing with the catalog, Iros. I'm starting to get my motivation back on this. :) There is a problem with recent version on catalog refresh, you have to physically delete the local users\*.*\7thWorkshop\catalog.xml file I think to actually update your catalog if versions change or anything is added etc. Starting to do the preview images... major time sink. But it's one of the bling features of 7thHeaven so it would be lame to ignore it.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-14 12:26:44
Doing some testing with the catalog, Iros. I'm starting to get my motivation back on this. :) There is a problem with recent version on catalog refresh, you have to physically delete the local users\*.*\7thWorkshop\catalog.xml file I think to actually update your catalog if versions change or anything is added etc.

Really?  ???  It won't pick up any changes to a mod unless the version number goes up (that's how it detects that there is updated info available), but if the version number changes, it should automatically put the new information in.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-14 13:01:08
I actually cant get the version number to change. Through testing my random battle model pack went up to 1.08. Either way the info in 7H always says 1.00 and the date it was added to the library, not when the mod was released.
Title: Re: 7thHeaven
Post by: Template on 2013-08-14 13:01:14
Oh, cool. I'll keep that in mind. I guess then maybe it's just an issue with changing subscriptions completely? Like if I try to go back and forth between different subs I've made they won't change unless I delete that file?
I actually cant get the version number to change. Through testing my random battle model pack went up to 1.08. Either way the info in 7H always says 1.00 and the date it was added to the library, not when the mod was released.
Even in the mod.xml you are setting the version number and it's not showing for an imported mod either? 
Title: Re: 7thHeaven
Post by: Iros on 2013-08-14 13:08:05
I actually cant get the version number to change. Through testing my random battle model pack went up to 1.08. Either way the info in 7H always says 1.00 and the date it was added to the library, not when the mod was released.

Mm, this is really a bug in the import routine. Next version will fix it. Right now it only picks up the version numbers from subscription URLs.

Quote
Oh, cool. I'll keep that in mind. I guess then maybe it's just an issue with changing subscriptions completely? Like if I try to go back and forth between different subs I've made they won't change unless I delete that file?

Not sure I understand.

When the program checks a subscription it looks at the IDs of the mods in the file it downloads. Any IDs that aren't already in the local catalog, just get added. If the ID number is already in the local catalog, it will update the entry *if* the subscription file has a more recent version number.

At least that's how it should work...
Title: Re: 7thHeaven
Post by: Template on 2013-08-14 13:16:33
Hmm yes. Thank you for the clarification. This is working as you describe.

I think it may be preferable to make it so it replaces the catalog.xml to avoid conflicting mod versions. But I see that it may not be necessary, If you change subscriptions in the settings, it won't automatically update mods from the old subscription, but it will if you change the settings back to the old sub and then update it. Which is perfectly logical. I wonder if it's possible to have multiple subscriptions, but it's maybe best not to do that either. I almost wish you could kind of lock it to where only certain subscriptions could be used, but that sorta defeats the purpose, in a way. I just know that's what SE would prefer.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-14 13:21:07
Oh, cool. I'll keep that in mind. I guess then maybe it's just an issue with changing subscriptions completely? Like if I try to go back and forth between different subs I've made they won't change unless I delete that file?Even in the mod.xml you are setting the version number and it's not showing for an imported mod either?

Yup either through import or drag and drop into the 7H library. Ok cool, it's not as imperative as some of the other features but it'll really help with organizing and differentiating mod packs.   
Title: Re: 7thHeaven
Post by: Iros on 2013-08-14 13:29:32
I wonder if it's possible to have multiple subscriptions, but it's maybe best not to do that either.

Yes, the program supports this. Although I only realized when I actually tried to set it up, that it's not so easy to enter the URLs ... because 'enter' closes the settings window. I think shift-Enter? or control-Enter? lets you enter a second line of text in the subscriptions box; you can have as many subscriptions as you want.

Anyway, that's why it doesn't just replace the catalog completely based on the subscription file - you could be subscribed to other sources, too.
Title: Re: 7thHeaven
Post by: Template on 2013-08-14 13:35:47
Well that solves that... I'll have to work from some other angle to get you to update this. :evil:

You can copy/paste from a text editor like Notepad++ multiple lines of catalog subs:

Code: [Select]
iros://Url/http$pastebin.com/raw.php?i=Rct9XwiQ
iros://Url/http$pastebin.com/raw.php?i=dYPnEQHP

I did receive approval to use Team Avalanche assets for a Qhimm.com mod catalog so the work is continuing as planned on a full bootleg+ uninstaller.
Title: Re: 7thHeaven
Post by: Template on 2013-08-15 11:36:27
Hey Iros, is it possible to add support for the "textures" folder? it acts like the mods folder... I don't fully understand it. But there's some important mod parts that get installed there.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-15 12:31:33
Really  ???  How does that work? The small mention they get in the config file makes it sound like it was an older feature that modpath replaced - and if you're repackaging them anyway, perhaps they could get updated to use modpath anyway?

I'd have to see how it actually worked, in order to be sure exactly how to support it (if it's needed).
Title: Re: 7thHeaven
Post by: Template on 2013-08-15 12:43:22
No, I'm not really sure it's needed. But some older mods do make use of it seems. I'm working with TA builds and I think the Hi-Res installs things there instead of the mods folder... wish I had 2 more computers. Bootleg copies a lot of things over from the textures folder to the mods folder... which is redundant but the uninstaller is all about redundancy anyways lol.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-15 12:46:30
If you can point me at a mod which 

-uses the textures folder,
-doesn't work when copied into the modpath folder
-is reasonably easy to test

...then I can download it and add support in, I guess. But if they all work when copied into modpath, I'd stick with that.
Title: Re: 7thHeaven
Post by: Grimmy on 2013-08-15 12:47:46
The textures method was replaced by mod path  We used to have to modify the .tex in an lgp to point to an external texture to use and put it in that folder. Now mod path does it automatically. No support for this should be added as it was a complicated mess back then and anything new will use mod path.  The original World Map project used this method.
Title: Re: 7thHeaven
Post by: Template on 2013-08-15 12:57:28
It's not necessary unless we want to be able to replicate old mods in iro form. But I don't know where else to put the files from the Hi-Res menus like the "Field Text" folder and have them work. They don't go into the mods/menu folder like newer fonts.

TA Hi-Res (http://adf.ly/Fk2ZY)

I think you could literally just install the menus to test it, the textures\Field Text\ folder will contain the fonts responsible for the lettering on the start/continue screen and in order to make them work you just need to disable your menu portion of the modpath (or delete the font files installed in the mod folder by TA GUI v2.0.8 ) This test would probably not be compatible with Menu Overhaul, but maybe...

I think for testing 7thHeaven purposes we should basically always keep MenuOverhaul a separate issue. Luckily, it has it's very own uninstaller...

There is a slight incompatibility between the Team Avalanche GUI and Menu Overhaul that bootleg does not address that I would like to isolate. I suspect it comes from the textures folder somewhere. The mod folder files take precedence over the ones in the textures folder... even if they aren't named the same thing apparently. Like the fonts. The modfolder versions don't have the same name, but they will load instead of the ones in textures folder unless removed. Really interesting.

I like MenuOverhaul very much, and I even paid for my copy, but I wanted to be able to offer alternative options for those menus through 7thHeaven. Particularly since MO has a couple of big impacts on battle behavior (specifically-the critical hit screen flashes and the end of battle black out wont work properly with MO installed). Imo, the best of the non-MO menus--MO's menus are beyond compare visually--comes from the original TA Hi-Res. They scale almost perfectly even at extreme internal resolutions and hardware Anti-Aliasing. I'm editing them to get rid of the few remaining artifacts. The TA GUI menus are much better suited for plain resolutions, but they are a bit cleaner than the earlier version when set up at the proper res.

Since bootleg requires you to install the GUI you don't normally get the option for the original Hi-Res menu fonts, which are hiding in the textures folder.

I'm guessing the only file in the entire structure 7thHeaven can't wrap would be the exe itself?

I guess anything in the Textures folder can be renamed properly and work from the mods folder, but i don't know which is easier to do.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-15 20:48:48
New version v1.10:  https://mega.co.nz/#!yRRikTxI!OWbvaheEnJjlWJizBqN2XXtG1a94lp0_8vLpXhQIl3w

-Fixed crash on certain locales
-Fix version number not being set against manually imported mod
-Right click on Launch button to run game with variable dump option active
-Add MetaVersion tag to catalog mod info

The MetaVersion tag can be set against a mod in a catalog file so you can mark a mod as updated without changing the version number of the download. I realized changing the version number of the download wouldn't really be accurate if you were just updating the download URLs etc. It's optional so doesn't need to be set, just available if necessary.
Title: Re: 7thHeaven
Post by: Template on 2013-08-15 21:57:11
Cool! OK, so that's a no on the textures folder right? I think I can just figure out what to rename the stuff but it's a bit of a chore.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-16 07:58:29
No support for the textures folder at the moment. I haven't really investigated it yet, although mod path would still be my preferred option if that can work.
Title: Re: 7thHeaven
Post by: Template on 2013-08-16 09:23:54
Yeah, I got the namechanges from the textures folder worked out, there's only a short list of files. Would have been stupid to make you add texture folder support.  Anyway, if you just do an iro that has the files missing from the modpath, it will use the textures folder instead, but I want all this switching to work theoretically with or without bootleg.I'm just going a lot slower than I thought I could. Lots of work to do. I think as I get a little farther along I'll make a new thread for the Bootleg Catalog Subscription and quit spamming your thread with my project.

I was thinking you might jazz up the top post a little, but it isn't necessary. Maybe just steal screenshots from the rest of the thread?
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-17 17:06:43
I've started putting together the Zack flashback mod but I cant find how to enable variable dump to get the PPV's. It's not in the settings or anything.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2013-08-17 18:20:17
Use Otyugh to get the PPV value.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-17 18:53:18
Oh ok cool thanks Kaldarasha I'll check that out. So I know you can add files from the mod file to load png textures with 7H, but I was wonder about the pngs actually in the mod file. So I was wondering if I could just cheat and copy the entire mod file. If I did mods\bootleg - with all the other files inside it, and loaded that file into 7H would this work or would it not know what to do with the file since it loads files into this folder?
Title: Re: 7thHeaven
Post by: Iros on 2013-08-18 07:10:57
I've started putting together the Zack flashback mod but I cant find how to enable variable dump to get the PPV's. It's not in the settings or anything.

New version v1.10:  https://mega.co.nz/#!yRRikTxI!OWbvaheEnJjlWJizBqN2XXtG1a94lp0_8vLpXhQIl3w

-Fixed crash on certain locales
-Fix version number not being set against manually imported mod
-Right click on Launch button to run game with variable dump option active
-Add MetaVersion tag to catalog mod info


Oh ok cool thanks Kaldarasha I'll check that out. So I know you can add files from the mod file to load png textures with 7H, but I was wonder about the pngs actually in the mod file. So I was wondering if I could just cheat and copy the entire mod file. If I did mods\bootleg - with all the other files inside it, and loaded that file into 7H would this work or would it not know what to do with the file since it loads files into this folder?

Should work fine. A mod basically is just meant to be a copy of either files that would go into a LGP; or files that would go into mods\bootleg - so if you take something that has installed itself into mods\bootleg then all those files pretty much are ready to just put in a folder and tell 7H to import/use it.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-18 07:32:18
That's what I thought, I made a copy of the whole mod file but it crashed the game. I tried just the magic folder as well and the other pngs inside the bootleg folder. Magic was missing, casted thunder without the texture and it gets hung after the enemies disappear. Maybe the folders need to be all lower case or something? I saw a few are upper case. I'll double check my files and try it again.
Title: Re: 7thHeaven
Post by: Template on 2013-08-18 13:50:47
My Grimmy's Magic iro works fine. I guess I'll test a full mod folder but I'm suspicious about the files that bootleg puts in the mods directory with no folder to put them in.

Mods folder test did not work, immediately you could see the fonts and field files weren't running. This was in iro format. I'll try just folders.

Omzy's Field Pack in iro format works fine. Having multiple instances of 7thHeaven open isn't a good idea, maybe.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-18 21:10:04
So far a full mod file hasn't worked yet. I could probably get the upscaled magic to work. I haven't had a lot of testing time, but I haven't gotten it to work yet. As of now I know for sure the field, battle, and world work fine with 7H. I've noticed that much larger iro's cause a minor delay with ff7music, it's slightly behind the game. I think this is solved simply by dividing iro's into smaller mods like backgrounds and character mods. Otherwise layering multiple mods over top of each other to that point may present a problem.

On the first page it's mentioned that there can be a delay with 7H and that the code could be optimized to correct this for larger mods, is this still a possibility?
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-19 17:28:05
I tried Otyugh which has a ton of great features, but I don't see where the PPV's are displayed anywhere. I tried using 7H variable dump, the game runs the same as usual so I assume the info is stored some where so I can see it later, but it's not in the 7thHeaven folder or in the iro library folder. Where does variable dump store everything?
Title: Re: 7thHeaven
Post by: Iros on 2013-08-19 21:13:55
It outputs it to debug info. So either use dbgview, or ff7music. Since the variables often change, the idea is that you do something in the game that changes it, and then see what the new value is, and then maybe change it again and check the value again.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-19 21:56:28
There's not much I can do with the variables from 7H. The file is massive and too difficult to decipher. All I really need are the Plot Progression Values for when the game loads different characters so I can swap them at particular points in time in the game with 7thHeaven. I'm looking to make an iro that'll replace Cloud with a younger looking model and different clothes for the flashbacks. I'm also going to swap models so only one character has the buster sword at a time. I played through the Zack flashback with variable dump on but cant find the information I need to do this. Is there an easier way to do this or figure it out, or is there another tool that does this much easier?   
Title: Re: 7thHeaven
Post by: Kaldarasha on 2013-08-19 23:29:16
PPV is the game moment progress value in Otyugh.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-20 03:27:56
I've been doing some testing and taking note of the ppv and the actual progression of the game, and unfortunately swapping models with 7H based on the ppv isn't very effective. At least depending on what part of the game you're doing this. For example I was going to swap a younger Cloud with different clothes for the Kalm flashback, but the ppv doesn't change based on the scene. When the flash back starts and everyone's in the truck it goes up to 347, but after the fight with the dragon and it goes back to the present and Cloud talks about Sepheroth it goes to 350, but stays there after the flashback continues. I didn't see by how much, but enough that you're swapped models will over lap each other between the past and present. This may work in other parts of the game, but probably only if you're planning to use your conditional model for that whole particular scene. Otherwise this will need to be done with Makou Reactor.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-20 08:51:28
You would probably then need to make the folder conditional on both PPV and FieldID. That should be good enough. That's also why checking the variables using the debug output is probably the way to go: it will tell you every time one of the variables changes, so you can see what the PPV and FieldID values become as you progress through the scenes just by playing them.

If I haven't explained how to do that (which is probably true), then let me know, it is possible.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-20 13:21:36
I'll have to check so I maybe talking out of my ass, but doesn't Cloud tend to have the same field ID of either 0 or 1? I forget which, he's at least listed first. If I'm wrong than that would definitely work, but either way for that to work either the ppv or the id needs to change. I'll look into this more and check out the possibilities.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2013-08-20 13:39:46
Iros means the ID of the field, not the ID of the model in the field. :wink:
It would be better to have a Not Active When function.
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-20 13:48:55
Oh, that I hadn't thought of. Ok cool, how would something like that be configured? I was thinking combining this with MR may still be a good idea depending on the scene. Like in the Life Stream when there's more than one Cloud on screen in the Nibelheim memories, that way both young and present day Cloud can be used. Unless they already have separate field ID's, than just a 7H script would do the job.
Title: Re: 7thHeaven
Post by: Iros on 2013-08-20 21:46:12
Iros means the ID of the field, not the ID of the model in the field. :wink:

Correct!

Quote
It would be better to have a Not Active When function.

This is also possible. I should really write some documentation.

However, as a short term fix/explanation:

Code: [Select]
  <Conditional Folder="sewer2">
    <RuntimeVar Var="PPV" Values="300..400" />
  </Conditional>

...is a 'normal' conditional folder. It activates the folder when the variable PPV is between 300-400.

Code: [Select]
  <Conditional Folder="sewer2">
    <Not><RuntimeVar Var="PPV" Values="300..400" /></Not>
  </Conditional>

...reverses the check, so now it's active only when the variable PPV is not between 300-400.

Code: [Select]
  <Conditional Folder="sewer2">
    <And>
      <RuntimeVar Var="PPV" Values="300..400" />
      <RuntimeVar Var="FieldID" Values="213" />
    </And>
  </Conditional>

...combines two checks so the folder is only active when PPV is between 300-400 and FieldID equals 213.

There is also an 'Or' tag, which does what you'd expect. And you can combine them, if you really need to, so,

Code: [Select]
  <Conditional Folder="sewer2">
    <And>
      <Not><RuntimeVar Var="PPV" Values="300..400" /></Not>
      <RuntimeVar Var="FieldID" Values="213" />
    </And>
  </Conditional>

...activates a folder only when PPV is not between 300-400, and the FieldID equals 213.

Oh, that I hadn't thought of. Ok cool, how would something like that be configured? I was thinking combining this with MR may still be a good idea depending on the scene. Like in the Life Stream when there's more than one Cloud on screen in the Nibelheim memories, that way both young and present day Cloud can be used. Unless they already have separate field ID's, than just a 7H script would do the job.

As Kaldarasha said, I don't think you understand what FieldID is. It's the ID of the field location that's currently displayed, so separate models on the same screen can't have 'separate' FieldIDs. The ID doesn't belong to the model in the first place.

What you could do is use counters, as I described for alternating battle models so you got a different battle model each time a particular enemy was loaded. It would work with field models, too.

But which scenes were you thinking of replacing models in, where the same model is used on screen twice, and you want to replace it with two different ones?
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-20 23:09:05
Wow ok, very cool. Yeah sorry I think I meant the model ID on the field. The highlighted part in the picture:
(http://i1172.photobucket.com/albums/r570/cmh175/Untitled-13.png)

The part with two models on screen at the same time is like in the Life Stream in the nibelheim memory. Clouds memory of himself walks up, and he like joined with it or something. I'd like to make them different to show them more as past and present. That part I may need MR. I'll try out a few things with the suggestions you mentioned.
Title: Re: 7thHeaven
Post by: Template on 2013-08-22 11:26:23
My subscription plans are suspended indefinitely. I'm keeping up with PMs, and no one that has a mod you can find on the board has withheld permission for use with .iro format, but that doesn't mean they won't in the future. Sorry I didn't turn out the nice shiny catalog I had in mind, but it never got too much farther along than concept anyway.   
Title: Re: 7thHeaven
Post by: cmh175 on 2013-08-28 23:53:59
I'm getting an error again for the magic.lgp. I haven't tested anything that used magic or anything recently so it hasn't been a problem. I know it was fixed in 1.09, is it possible something changed in 1.10 that effects the magic.lgp? I haven't changed anything in the iro since it worked with 1.09.

Code: [Select]
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# 280
[BATTLE] Exitting FRAME_INITIALIZE
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/JO_P01.RSD (LGP) (path: FF7/DATA/BATTLE/MAGIC/LIMIT)
ERROR: offset error: JO_P01.RSD
ERROR: could not open file JO_P01.RSD
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/JO_P02.RSD (LGP) (path: FF7/DATA/BATTLE/MAGIC/LIMIT)
ERROR: offset error: JO_P02.RSD
ERROR: could not open file JO_P02.RSD
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/JO_C01.S (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: JO_C01.S
ERROR: could not open file JO_C01.S
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/JO_C02.S (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: JO_C02.S
ERROR: could not open file JO_C02.S
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/JO_C03.S (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: JO_C03.S
ERROR: could not open file JO_C03.S
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/JO_C04.S (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: JO_C04.S
ERROR: could not open file JO_C04.S
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/JO_C05.S (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: JO_C05.S
ERROR: could not open file JO_C05.S
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: failed to find file battle/RZAJ (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T07 RZAJ
ERROR: could not open file CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T07
ERROR: failed to find file battle/RZAL (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)
ERROR: offset error: CID1.T09 RZAL
ERROR: could not open file CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
ERROR: COULD NOT LOAD TEXTURE DATA FILE CID1.T09
[BATTLE] Begin main battle loop
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/STONE.TEX (LGP) (path: FF7/DATA/BATTLE/magic/queir)
ERROR: offset error: STONE.TEX
ERROR: could not open file STONE.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE STONE.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE STONE.TIM
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/STONE.TEX (LGP) (path: FF7/DATA/BATTLE/magic/queir)
ERROR: offset error: STONE.TEX
ERROR: could not open file STONE.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE STONE.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE STONE.TIM
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/light_1.rsd (LGP) (path: FF7/DATA/BATTLE/magic/queir)
ERROR: offset error: light_1.rsd
ERROR: could not open file light_1.rsd
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/light_2.rsd (LGP) (path: FF7/DATA/BATTLE/magic/queir)
ERROR: offset error: light_2.rsd
ERROR: could not open file light_2.rsd
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/FLASH_1.RSD (LGP) (path: FF7/DATA/BATTLE/SUMMON/ALEXAND)
ERROR: offset error: FLASH_1.RSD
ERROR: could not open file FLASH_1.RSD
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/EXP_1.RSD (LGP) (path: FF7/DATA/BATTLE/SUMMON/ALEXAND)
ERROR: offset error: EXP_1.RSD
ERROR: could not open file EXP_1.RSD
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/SMOKE_1.S (LGP) (path: FF7/DATA/BATTLE/SUMMON/ALEXAND)
ERROR: offset error: SMOKE_1.S
ERROR: could not open file SMOKE_1.S
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/EXP_2.S (LGP) (path: FF7/DATA/BATTLE/SUMMON/ALEXAND)
ERROR: offset error: EXP_2.S
ERROR: could not open file EXP_2.S
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
GLITCH: broken LGP file (magic), don't use LGP Tools!
ERROR: failed to find file magic/EXP_3.S (LGP) (path: FF7/DATA/BATTLE/SUMMON/ALEXAND)
ERROR: offset error: EXP_3.S
ERROR: could not open file EXP_3.S

Also I was curious about model swapping variables. I'm going to experiement with changing models based on the ppv and field ID, but I was wondering if I could also add the model ID, or name. For example Young Cloud usually seems to have a model ID of 11, and the game identifies him as ycloud. I'll try out a few ideas anyway, but I was wondering if you thought this would be recognized. This way I can swap Young Cloud in the Life Stream scene, while leaving his main model alone. 
Title: Re: 7thHeaven
Post by: cmh175 on 2013-09-01 06:27:59
I'm trying to swap Clouds field model and it's giving me some trouble. I've been able to swap with the same model that's not wearing the sword, so Clouds not wearing it during times he shouldn't be. Now I'm trying to swap with an entirely different model and the game crashes. I'm trying to replace Cloud in the Kalm flash back. It loads like normal using the regular model, but after the battle with the dragon the game crashes and I get this error.

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 660 Ti/PCIe/SSE2 4.3.0
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 3840x2160
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
INFO: Loading external library Multi.dll
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: S:\Games\Final Fantasy VII\FF7\movies\eidoslogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 11.333333, frames: 170
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
set music volume trans: 127->0, step=255
set music volume: 0
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 292
[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
Field Start
MEMORY ERROR: COULD NOT ALLOCATE MEMORY IN FILE C:\lib\src\file\file.cpp LINE 406 SIZE 1 * 1668442159
MEMORY ERROR: COULD NOT ALLOCATE MEMORY IN FILE C:\lib\src\file\file.cpp LINE 406 SIZE 1 * 1668442159
MEMORY ERROR: COULD NOT ALLOCATE MEMORY IN FILE C:\lib\src\file\file.cpp LINE 406 SIZE 1 * 1668442159
MEMORY ERROR: COULD NOT ALLOCATE MEMORY IN FILE C:\lib\src\file\file.cpp LINE 406 SIZE 1 * 1668442159

I was able to swap the battle model in the flash back just fine. I'm running out of ideas at this point. Everything's set up the same way as the other scripts I did for the swordless model, so I'm pretty sure the directory structure and script are fine.


~So you can swap field models for totally different models, but the .p and .rsd files cant overlap with the original, otherwise it doesn't work and usually crashes the game. 
Title: Re: 7thHeaven
Post by: genesis063 on 2014-03-02 08:18:59
I searched but didn't find anyone else having this problem.  I go to start up then it says this.
Code: [Select]
System.TypeInitializationException: The type initializer for 'Iros._7th.Workshop.Sys' threw an exception. ---> System.InvalidOperationException: There is an error in XML document (0, 0). ---> System.Xml.XmlException: Root element is missing.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlTextReader.Read()
   at System.Xml.XmlReader.MoveToContent()
   at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderLibrary.Read9_Library()
   --- End of inner exception stack trace ---
   at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
   at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
   at Iros._7th.Util.Deserialize[T](Stream s) in C:\Iros\7thWrapperLib\Util.cs:line 10
   at Iros._7th.Util.Deserialize[T](String file) in C:\Iros\7thWrapperLib\Util.cs:line 14
   at Iros._7th.Workshop.Sys..cctor() in C:\Iros\7thWorkshop\Sys.cs:line 106
   --- End of inner exception stack trace ---
   at Iros._7th.Workshop.Sys.get_Catalog()
   at Iros._7th.Workshop.pTags.Init() in C:\Iros\7thWorkshop\pTags.cs:line 20
   at Iros._7th.Workshop.pTags..ctor() in C:\Iros\7thWorkshop\pTags.cs:line 29
   at Iros._7th.Workshop.fLibrary.InitializeComponent() in C:\Iros\7thWorkshop\fLibrary.Designer.cs:line 40
   at Iros._7th.Workshop.fLibrary..ctor() in C:\Iros\7thWorkshop\fLibrary.cs:line 16
   at Iros._7th.Workshop.Program.Main() in C:\Iros\7thWorkshop\Program.cs:line 18
Any idea whats going on?  I didn't mess with it and I have admin on.
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-03-02 13:41:36
Never seen that before. You downloaded v1.10 and placed all its files in a single folder? Should just have to open 7thHeaven.exe after that.
Title: Re: 7thHeaven
Post by: cmh175 on 2014-03-02 14:12:28
Did you set 7H to run as admin? Is it stored in a system directory or a similar folder to the games installation? Do you have a mod or catalog subscription in 7H you're trying to load?
Title: Re: 7thHeaven
Post by: genesis063 on 2014-03-02 20:14:06
Yes to all questions I never had a problem till magically just now.  It's so weird I didn't do anything else to it so I should have no problems at all.  So it maybe busted for me.  It shouldn't be acting up its so weird.
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-03-04 02:19:50
Try a couple things...

1) Delete your entire 7H folder and download 1.10 again. If this works, then somehow your program files were changed.

2) Delete the mods that have been installed by 7H. These mods are located in the directory that is under Settings -> Library Location. If this works, then you installed a mod that is causing 7H to crash.
Title: Re: 7thHeaven
Post by: Sebanisu on 2014-03-11 17:13:06
I can't seem to find a way to delete any mods.
Title: Re: 7thHeaven
Post by: cmh175 on 2014-03-11 17:21:36
Right click Installed button in Library and hit Uninstall. Will also delete mod from your computer.
Title: Re: 7thHeaven
Post by: Sebanisu on 2014-03-12 04:19:57
That worked, Thank you. I tried deleting the folder and restarting but the stuff kept coming back. I guess it keeps it's settings in appdata or somewhere else. I just wanted to start from scratch :D

I got it how I want it now TY again.

I look forward to when this can handle all the mod types. It's kinda like modding Skyrim with Mod Organizer (http://www.nexusmods.com/skyrim/mods/1334/?). It does something similar where you keep all the mods in separate directories and when you run the game it compiles like a virtual folder structure.
Title: Re: 7thHeaven
Post by: cmh175 on 2014-03-12 04:31:11
It'll work with any mod other than magic mod files. The 7H mod has to be written though so mods that have been completed for awhile just need to be ported to 7H.
Title: Re: 7thHeaven
Post by: genesis063 on 2014-04-22 05:55:02
I am getting this error even on a clean install with a first time running it on a new version.
Code: [Select]
System.TypeInitializationException: The type initializer for 'Iros._7th.Workshop.Sys' threw an exception. ---> System.InvalidOperationException: There is an error in XML document (0, 0). ---> System.Xml.XmlException: Root element is missing.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlTextReader.Read()
   at System.Xml.XmlReader.MoveToContent()
   at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderLibrary.Read9_Library()
   --- End of inner exception stack trace ---
   at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
   at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
   at Iros._7th.Util.Deserialize[T](Stream s) in C:\Iros\7thWrapperLib\Util.cs:line 10
   at Iros._7th.Util.Deserialize[T](String file) in C:\Iros\7thWrapperLib\Util.cs:line 14
   at Iros._7th.Workshop.Sys..cctor() in C:\Iros\7thWorkshop\Sys.cs:line 106
   --- End of inner exception stack trace ---
   at Iros._7th.Workshop.Sys.get_Catalog()
   at Iros._7th.Workshop.pTags.Init() in C:\Iros\7thWorkshop\pTags.cs:line 20
   at Iros._7th.Workshop.pTags..ctor() in C:\Iros\7thWorkshop\pTags.cs:line 29
   at Iros._7th.Workshop.fLibrary.InitializeComponent() in C:\Iros\7thWorkshop\fLibrary.Designer.cs:line 40
   at Iros._7th.Workshop.fLibrary..ctor() in C:\Iros\7thWorkshop\fLibrary.cs:line 16
   at Iros._7th.Workshop.Program.Main() in C:\Iros\7thWorkshop\Program.cs:line 18
Title: Re: 7thHeaven
Post by: cmh175 on 2014-04-22 13:27:27
Two things to check. If it's a new version of 7H it'll still keep settings and stuff from the temp files. Try deleting users\AppData\Roaming\7thWorkshop. Also if you're testing a new mod and the script has errors 7H wont open at all. Not sure why it does this, but try removing the last mod you added to the library folder.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-05-21 01:50:06
Quote
...
-Add ability for conditional folder to trigger off system variables (date/time), a random number, or a counter that increments when specified files are used
...
Counters let you sort of do the same for a group of files. For a field model, you could just replace the HRC randomly and since your new HRC can point to completely different P/TEX files than the original that works OK. But battle models you can't do this, the battle files all have to have exact names the game is looking for. And you don't want every battle file to be randomly replaced, then you end up with 50% of the model parts being your version and 50% being another version :)

So if you specify a counter, you can make all the files for a battle model (rv??) work off the same counter variable so either they are all used, or none of them are. Then make the counter increment when a particular file (rvaa probably) is accessed. If anybody wants to do this let me know and I will explain how to do it.

Does somebody know how this work? Iros has made detailed explanation of it but I don't find it.

EDIT:
I found what I have searched for:
http://forums.qhimm.com/index.php?topic=14490.msg204556#msg204556

But I still have no clue how this should work.  :-\
Honestly we need a list of commands and how to use them. A template mod would be even better.
Title: Re: 7thHeaven
Post by: cmh175 on 2014-05-21 04:45:59
Hey Kaldarasha, yeah I did get the counter variable script to work and randomize two different Cloud battle models. I haven't tried with field models though so it would take some tinkering. What are you trying to do?

Basically how the counter works is that you define as many variables as you like (1-10 works fine) and apply them to each model you want to randomize. 7H will keep track of each time the model is loaded, and randomly trigger one of the variables (1-10) and load the corresponding model. When the counter reaches 10 (as in it's been triggered 10 times) it resets back to 0 and selects a new variable. This is probably a horrible explanation so let me know what you want to do and I'll be able to give a better answer.   
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-05-21 05:07:01
This:
http://forums.qhimm.com/index.php?topic=15227.msg213242#msg213242

EDIT
Ok, I guess I understand why the audio isn't updated. The audio is loaded only once the game is started.
There is no chance for 7th Heaven for a random update of the sound.
Title: Re: 7thHeaven
Post by: eXistenZe on 2014-05-27 10:15:22
Hi there.

Exactly what mods are compatible with 7th heaven?
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-05-27 13:09:40
Most mods are compatible, but not many have been converted for use with 7H. This thread should just be for information on the tool itself. We need a separate area for compatible mods, which I'm working on for a summer release  :)
Title: Re: 7thHeaven
Post by: cmh175 on 2014-05-27 14:04:42
Compatibility wise almost everything other than magic mods (aali's mod path or lgp) and edits to the scene.bin work in 7H. It's a more recent tool though so the core mods like enhanced and new backgrounds and stuff haven't been converted for it. Many of the more recently posted threads have 7H versions though. You can also package your own compilation of mods for 7H. Iros explained how on the first few pages of the thread. 
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-05-27 14:24:28
I swear I had the magic working at some point, but perhaps an earlier build that has now broken it. If only Iros or someone were around to fix the few bugs still left in this great program  :-\
Title: Re: 7thHeaven
Post by: cmh175 on 2014-05-27 14:40:54
It's just v10. It was repaired for v8 or v9 (v9 works), but they apparently didn't support non USA versions of the game, or something lol. I forget since I didn't have that problem. Anyone with a v9 compatible game can use the feature, but you have to delete the users\appdata\roaming\7thWorkshop folder first if you've been using v10.

Yeah I know, with that one thing fixed it would pretty much be perfect. It's too bad Iros didn't release the source code when he was asked about it.
Title: Re: 7thHeaven
Post by: eXistenZe on 2014-05-27 21:04:26
Most mods are compatible, but not many have been converted for use with 7H. This thread should just be for information on the tool itself. We need a separate area for compatible mods, which I'm working on for a summer release  :)

Summer release? It's nearly a month from now :) I'll finish FF7 by then...
Anyway this tool seems to be the future for this awesome game. Best luck for your work.
Title: Re: 7thHeaven
Post by: Sega Chief on 2014-05-30 19:31:07
Hey all,

I've got a revamp for a mod I made in the works and I wanted to boost it's compatibility with other mods by making an .IRO version of the patch. Thing is, I've been reading through the thread and I'm still not 100% sure on what I'm supposed to be doing exactly. I tried importing a test folder with a basic battle model change for Red XIII (just the RW files sitting inside it) but the game doesn't read these files when started through 7th Heaven and it's still plain ol' Red XIII appearing in the battles. I tried packing the folder into an IRO and then importing it but that was a no-go as well.

From the look of other people's posts, I need to include a set of instructions that tells the wrapper when to intercept the game's .lgp and read the activated mod folder's files (an XML maybe? Notepad++? Not sure) but I couldn't see any instructions on how to get that set up or where I should put a file like that. Apologies in advance if I've missed something fundamental here.
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-05-30 20:20:16
It's okay Sega Chief. This tool is not very user friendly at first, and directions to using its features are spread throughout many pages. For the purpose of learning, we'll start simple and work our way up with questions you may have as we go along.

1. Create a folder named Battle Models.
2. Within that folder, create another named Red XIII and a text file (Notepad++ works great!) with its extension named mod.xml.
3. Within the Red XIII folder, create another named battle.lgp.
4. Within the battle.lgp folder, place your modified files for his battle model.
5. Within the 7H tool, click on Workshop --> Settings and set your destinations correctly. Be sure to create a folder within the mods folder (e.g. [gamedir]\mods\7H) and set the Library Location to that folder destination. 7th Heaven does not create destination folders, so if you set it to one that does not exist, it will crash.
6. Edit your mod.xml to include the following code as your baseline:

Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Qhimm Modding Community</Author>
  <Version>1.0</Version>
  <Description>Click on Configure to select options.</Description>
  <Link></Link>
  <PreviewFile>preview0.png</PreviewFile>

<ModFolder Folder="Red XIII" ActiveWhen="battle_models_red = 0" />
<ModFolder Folder="Red XIII" ActiveWhen="battle_models_red = 1" />

<ConfigOption>
    <Type>List</Type>
    <Default>0</Default>
    <ID>battle_models_red</ID>
    <Name>Red XIII</Name>
    <Description>Sega Chief mod</Description>
    <Option Value="0" Name="Red XIII" PreviewFile="preview0.png"/>
    <Option Value="1" Name="Red XIV" PreviewFile="preview0.png"/>
  </ConfigOption>

</ModInfo>
(All the folder and variable names can be edited to your liking once you've learned the process)

After you've done all this, just import it from the Library tab in 7H and click the Activate button. Then go to the Active Mods tab and click on the Configure button to study what the code did. This is an example of a drop-down "list" you will get after clicking the Configure button. There is also a Bool feature, which is a simple on/off check box. I can teach you that as well, if you'd like.

Bool - ON/OFF Switch
Code: [Select]
  <ConfigOption>
    <Type>Bool</Type>
    <Default>0</Default>
    <ID>models_caitsith</ID>
    <Name>Cait Sith</Name>
    <Description>by Kaldarasha</Description>
    <Option Value="0" Name="Off" PreviewFile="CaitNO_Kaldarasha.png"/>
    <Option Value="1" Name="On" PreviewFile="Cait_Kaldarasha.png"/>
  </ConfigOption>
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-05-30 20:48:48
Here is a change log for 7th Heaven.
Code: [Select]
New version v1.10:
-Fixed crash on certain locales
-Fix version number not being set against manually imported mod
-Right click on Launch button to run game with variable dump option active
-Add MetaVersion tag to catalog mod info

The MetaVersion tag can be set against a mod in a catalog file
so you can mark a mod as updated without changing the version number of the download.
I realized changing the version number of the download wouldn't really be accurate
if you were just updating the download URLs etc.
It's optional so doesn't need to be set, just available if necessary.

v1.09:
-Add CounterRnd variable to allow setting counter to a random number
-Fix crash when download from Mega URL fails
-Fix crash calculating paths for magic.lgp folders

As expected the code for magic.lgp was completely broken ...
not sure why nobody got error messages, because I did, but anyway - it should now be fixed.
Certainly the game runs now if I try to override magic.lgp
- but please test it to make sure all your mod files actually get applied.

v1.08:
-Add 'compact' display option to profile. Might add this for other tabs later...
-Fix error updating thumbnails against catalog entries
-Fix config options not picking up default values correctly some times

v1.07:
-Fixed iro size limit ... again
-Fixed auto-import option

I really hope iro files >2GB work this time...
The auto import wasn't working
(and even was it was working, it didn't bring in details like author/preview picture etc.)
That should be fixed now - if you just drop a folder (or a iro file) into your library,
next time you start 7thHeaven, it will automatically add them to the list.
You should remember that if you do use the 'uninstall'
right click option that DOES delete the mod from the disk, though.

v1.06
-Fixes crash loading certain iro files
-Fixes crash loading large iro files

The problem with the unshaded models iro was that now I fixed the case sensitivity issue,
it's actually using the overrides for chocobo.lgp -
it triggered another bug to do with certain file sizes.
The bug was in the older versions, but it never happened
because it never used the chocobo.lgp files anyway...
Large iro files should be fine now.
I would recreate any iro files >2GB you've made with older versions to be sure
they'll work properly. Smaller iro files should be fine.
(Although there is still not much point packing movies into iro files.
The speed gains mostly come when you are overriding LGP files.
Standalone files like movies, kernel bins, etc. aren't so slow.
You still can do it, of course, if you want to pack it into a single file
for easier distribution.)

v1.05:
-Improve decompression speed for downloaded mods
-Add 'readme' option for mods installed in library
-Add movie path to settings & capture accesses in wrapper
-Fix case sensitivity when overriding LGPs
To put a readme file in a mod,
just include a file called 'readme.txt' in the top level of the mod folder
(i.e. same place as mod.xml). Should still work when packed into a iro file.

v1.03:
Adds pack/unpack iro functions back

v1.021:
-Import author/image from existing mods
-Fix download error with two mods sharing same image
-Fix .iro import (again)
-Update tags list after downloading new catalog
-Add select all option to tag list
-Fix crash on load if library folder missing
-Add command line parameters
-Add crash dialog so errors can be reported...

v1.01:
-Import mod copies instead of moving files
-Added .var file back in and load it into mods that use runtime vars correctly

I have remembered, if you have the 'auto import mods' option ticked,
then just putting a mod folder into the 7thHeaven is enough to make it show up,
so you don't need to import manually then.
But an import option is still needed to do it manually.

v1.00:
- First release of '7th Heaven' before it was 7th Wrapper.

What we current need is a list of available commands with some example uses for them.
Title: Re: 7thHeaven
Post by: Sega Chief on 2014-05-30 21:19:44
It's okay Sega Chief. This tool is not very user friendly at first, and directions to using its features are spread throughout many pages. For the purpose of learning, we'll start simple and work our way up with questions you may have as we go along.

Many thanks, Alyza; that did the trick. I can make a start rearranging the mod's files now so it works with this program better (my battle.lgp and char.lgp is a bit all over the place because I foolishly decided to replace duplicate models in the old version). The Boolean feature for check-boxes sounds like a good idea too; how would I set it up?

By the way Kalderasha, I noticed this while reading through the thread; was the issue of having to refresh the field screen to reflect in-game swaps for field models ever resolved? I had an idea for a temporary fix that involves adding a button input (for example, holding R1 and L1 at the same time) that has the game memorise your character's position and then refresh the field screen, keeping you in the same place. It wouldn't be appropriate to use for certain field screens, but it could be useful for most other screens if used sensibly? If you're interested, I could cobble a prototype together and see how it works.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-05-31 04:23:50
You can use the Menu button twice for a field reset. The first press of the button stores all positions and loads the field in memory, with the second press the field will be reloaded. Not sure if this would work, I also think this is to much work for a small effect. If we can enable it through a dll it would be more useful and has a wider compatibility.
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-05-31 15:58:45
I edit my above post with the Boolean setup.
Title: Re: 7thHeaven
Post by: Sega Chief on 2014-05-31 17:01:52
Thanks again; I extended out the script you sent me to include different characters and other lgps so now I can group together all the loose mods I've made (gonna release them once I've made tweaks, I can't imagine there's much demand for non-HD battle/field models but the novelty might appeal to some people).

But yeah, this program definitely beats decompiling/recompiling lgp files.
Title: Re: 7thHeaven
Post by: genesis063 on 2014-06-01 19:26:02
It is even easier if you create an IRO that way you don't have to reupload for every change.  Just repack the iro and presto changes already applied.  I don't know why it does it that way but that is how it is.  CHM will probably do a catalog for you that is even better.  That way they just check on subs and no questions for installation.
Title: Re: 7thHeaven
Post by: Sega Chief on 2014-06-02 11:46:55
Alrighty, I made a set of winter gear for the default field models (scarf physics not included): http://tinypic.com/r/24plwf9/8

I've set a conditional for these field models to be loaded only on specific fields, but I'm wondering if there's a way of specifying the fields from 650 to 700 without having to type out each individual value? Tried a couple things, like ellipses and dashes, but not had much luck.
Title: Re: 7thHeaven
Post by: cmh175 on 2014-06-02 13:32:15
Unfortunately I believe that's the only way to do it, or the only way I've done it at least. You'd think the same format used for ppv's would work, but I'm not sure if it would. The tool has a lot of great features but it wasn't really rounded out before Iros left, so it's not as user friendly for the modders.   

Code: [Select]
<RuntimeVar Var="FieldID" Values="650..700" />
 
   
Title: Re: 7thHeaven
Post by: genesis063 on 2014-06-02 14:20:29
Alrighty, I made a set of winter gear for the default field models (scarf physics not included): http://tinypic.com/r/24plwf9/8

I've set a conditional for these field models to be loaded only on specific fields, but I'm wondering if there's a way of specifying the fields from 650 to 700 without having to type out each individual value? Tried a couple things, like ellipses and dashes, but not had much luck.
Any chance there is one for Sephiroth since he is playable in my mod?
Title: Re: 7thHeaven
Post by: Sega Chief on 2014-06-02 14:28:43
@cmh175
Oh, it's two dots instead of three. That's where I've went wrong. Thanks for the heads-up; but is Iros gone? I thought there was a summer update planned for this tool.

@Genesis063
I'll put a model together and put it in with the others. But important question: have you modded in Sephiroth by changing the flevel or by replacing the char.lgp files?
Title: Re: 7thHeaven
Post by: Iros on 2014-07-13 13:50:48
Hi all,

First, sorry for disappearing for a while; I had some financial problems last year and real life took over for a while :/ Also my main PC hard disk failed, which caused me some problems...

I did have the 7thheaven source backed up though so not all was lost! Since I have most things reinstalled now I have loaded 7thheaven back up again and made some changes, so there is now a v1.20 to download:

https://mega.co.nz/#!2BkWHSbC!VPKfhfAZoMH3RMDHUTcMwNt_c9oVMmDjKBLchliYc5A

The main change is that it supports "chunked" file replacements which for now means field files. If you look at the Field file format (http://wiki.qhimm.com/view/FF7/Field_Module#General_PC_Field_File_Format) then you see it has 9 sections. The chunked replacement means that you can make a mod that only changes one (or a few) sections of this file and distribute just the sections that are changed - e.g. just section 1, if the dialogue is the only changed thing. Then 7thheaven will combine the sections back into a single field file at runtime. So your mod is smaller (because you don't have to distribute the whole field file containing all the background graphics, just to change some dialogue) and you could even apply two mods that both changed the same field file at once, if one mod just changed dialogue, and the other just changed the encounter data, maybe.

How to use - there is a new menu option "Chunk tool". If you choose this, you can select a FLEVEL.LGP file, an output folder, and which chunks to extract (e.g. 1 for dialogue, 7 for encounter). So make your changes directly to FLEVEL.LGP and then extract the sections that need to be distributed, and package them into a mod.

I hope it will work, I tested changing dialogue with this tool and it seems OK, however it is possible there are bugs so please try it and find out :)

Are there other bugs that need fixing or new features that people want in 7thHeaven? Thank you.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-13 14:50:42
Jesus, I thought the worst... glad that you are still alive (http://www.youtube.com/watch?v=A-6vG10a2Aw).
This new feature seams to be interesting.
The scene.bin and the magic.lgp seams to be impossible to replace (haven't tested the kernels). Since ficedula has written a new tool to replace sounds I don't need to ask you about a dynamical sound change.
I need to wait for the next update of the Reunion then I will ask you about to incorporate new FF7 mod folders.
There is a new folder for the music since the last update of Aali's custom driver (music/vgmstream/), it would be nice if we could use 7th Heaven to switch music.
Sadly 7th Heaven isn't compatible with the re-releases.
One last thing it would be helpful if you could implement DLPB's HextLaunch into 7th Heaven. http://forums.qhimm.com/index.php?topic=13574.0
I hope Dan would give you permission for it. Maybe as a plugin? This way Dan could maintain the code by himself.

Nice to see you back!

Edit:
@EQ2Alyza  :P :P :P
To be honest when I saw that there is a post on the 7th Heaven thread with Iros name on it. It was the second unreal moment this week (the first was THE 0:5 Brazilian - Germany in the 30th minute  :evil:).
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-07-13 15:03:35
OMG Iros! *cling* Forget real life, don't ever leave us again :cry:

I'm glad you're back :) I have a few bugs / features to report.

1. Magic PNGs currently don't work when packed into a .iro but are okay if the folder itself is imported. cmh175 says .iro worked in 1.09, so it sounds like an easy fix.
2. Scene.bin doesn't seem to work, so most difficulty mods can't be used. I think it might be because scene.bin is located in the data\battle folder, while there is also a battle folder for the Aali modpath.
3. Aali 0.8.11b has a new music folder structure: [gamedir]\music\vgmstream --- Support for that would be great.
3. Do the other .bin files work? (kernel.bin, kernel2.bin, window.bin, camdatX.bin)
4. Occasionally the program crashes when trying to uninstall a mod. Reopening and uninstalling again will work.
5. Can we get a refresh button for the Library and Catalog tabs? Search button acts as the refresh button atm.
6. Can we get a drag feature for the Active Mods tab? The up/down arrows are great already, but I do have a rather large catalog that would work well being able to drag also.

See you around!

EDIT: Kaldarasha loves you more cause he posted the same things before me. Sorry for being a double post :P
Title: Re: 7thHeaven
Post by: cmh175 on 2014-07-13 15:31:56
Welcome back indeed! Kaldarasha and EQ2Alyza pretty much touched on all the bugs and new useful features, but here's a quick list just for more information, probably with some overlap.

-The Magic files not only don't work in v10, but they're invisible (like they're gone) and before that first battle is over the game will freeze. Usually in an odd way where the camera stays on one character who stays in their idle animation, so it almost looks like it's just lagging but it doesn't recover. EQ2Alyza mentions png's work inside a folder. I haven't tried this to confirm, or tried it with summoning models. Using folders for larger mods though can slow down the games loading time, so that wont work well longterm.

-Scene.bin and Kernel.bin don't seem to work. Doing testing with the Sephiroth mod I was told neither worked. Implementing direct support will make a lot of new and older mods 7H compatible.

-While testing an iro if something's faulty 7H will crash every time while booting, so it requires manually removing files. I think this is the same with faulty catalogs too. It would make testing a lot easier if 7H's ability to load isn't depended on catalogs and mod library. Even better if it could tell us what it doesn't like when trying to load faulty mods or catalogs. The debug output is pretty general and usually unhelpful, so you have to double check directories and xml's to see what's happening.

-Adding more than one catalog subscription requires cutting the original one out of 7H, and pasting them both into notepad first. You cant paste a new one into the settings window (it seems to only work with one per line, but hitting enter just closes with window).

-A suggestion: Adding an installer maybe a good idea. Explaining how to use 7H to new members can get tiresome, since there's quite a few things they can do wrong lol. Pinpointing what can take awhile. Maybe just a simple installer that adds 7H to the game's mod directory (bootleg uses games\FF7\FF7mods for the torrent, that would work great so you can uninstall FF7 without removing 7H mods) and automatically adds a mod library folder that's configured in the settings, and stuff like that. Simplifying the setup process will definitely interest a lot of members who aren't using 7H now.

Pretty short list mostly, the tool's great and does mostly what we need. If anything I think it just needs to be a bit more user friendly for nontechnical members and modders doing troubleshooting.   
Title: Re: 7thHeaven
Post by: Iros on 2014-07-13 15:36:34
Most of those sound like they should be easy to fix - I will download some mods now to test with.

It will probably help make things quicker to fix for me if you have any savegames / mods you can point me to, that make it easy for me to check if it is working :)  e.g. for the magic PNGs not working, if you have a savegame with materia equipped for a spell that is very obvious if it is using the new version or not, then I can very quickly load the savegame and see if my fix works.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-13 15:52:39
One last thing, could you post our give an admin the source code (only as security)?
Title: Re: 7thHeaven
Post by: cmh175 on 2014-07-13 16:07:28
Game saves for any point in the game can be found here: http://forums.qhimm.com/index.php?topic=8880.msg115218#msg115218 (http://forums.qhimm.com/index.php?topic=8880.msg115218#msg115218) EQ2Alyza can probably help you most with mods for testing, she's developing an extensive catalog right now. I can also throw something together later that''ll have a little of everything, including magic and summoning mods.
Title: Re: 7thHeaven
Post by: Sega Chief on 2014-07-13 17:10:13
Good to see you're back, Iros; 7H has a lot of potential for making mods, being able to change files based on in-game variables is really exciting.

I guess if I had a request it'd be for a Readme, something to keep all the related information together. A list of what variables/conditions that 7H can use to inject mod files would be handy, something to quickly refer to while setting things up in the XML. I know that field IDs and the Game Moment variable can be used, but can things like Enemy Formation be used as well? It's just to know where the current boundaries are.
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-07-13 18:27:07
Magic: https://docs.google.com/file/d/0B-Q_AObuWRSXaXRZdlc1aVJPXzg/edit

Save: https://docs.google.com/file/d/0B-Q_AObuWRSXVXNXUWFFME5CMjg/edit

That is the Magic folder I use for 7H. I load up Slot 04 of the save in Kalm and fight sweepers, etc. outside on the World Map.

@EQ2Alyza  :P :P :P
To be honest when I saw that there is a post on the 7th Heaven thread with Iros name on it. It was the second unreal moment this week (the first was THE 0:5 Brazilian - Germany in the 30th minute  :evil:).

I can relate to this. Go Germany!
Title: Re: 7thHeaven
Post by: Iros on 2014-07-13 18:41:11
@EQ2Alyza: Great, that's really helpful.


New version v1.21 fixing the easiest bugs:

https://mega.co.nz/#!Hdsm0RhR!ajOEBxqCWdzQJb3z6DSqRQPCFLD2vhRsp-4kXmRboyg

Changes:
-Support replacing scene.bin (+ any other .bin files should work too now)
-Fix not able to edit subscriptions properly in settings screen
-Fix program crashing if invalid mod.xml or subscription file is loaded
-Allow adding extra folders to monitor inside FF7 folder, default "music" (i.e. by default will monitor FF7\music but you can add other folders to monitor as well)


@Sega Chief: Instead of putting a list here which could be out of date, the best thing for me to say is to check the 7thHeaven.var file - this lists all the variables 7thHeaven 'knows' about, so if it is listed there, you can use it (and if it is not listed, you can't!).

There aren't many entries yet unfortunately.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-13 18:59:17
I have tested the new function to replace the model loader with my re-sized models project. It worked as long the flevel has no dirty edits. At last I couldn't bring it to work with the NT mod (even toughscript don't like it). Hmm, is it possible for you to do the opposite and give the Chunk tool an import feature for chunks in a flevel.lgp? This way we don't need to use Makou Reactor (where I have to export and import every field by hand) to make it workable.
One last thing I had a crash after changing to another field screen, but I was unable to reproduce it.
Title: Re: 7thHeaven
Post by: Iros on 2014-07-13 19:13:45
I have tested the new function to replace the model loader with my re-sized models project. It worked as long the flevel has no dirty edits.

Sorry, I don't understand, what is a dirty edit?

Do you mean it crashed if you tried the chunk export on a flevel file which had been edited? If yes, which mod, your re-sized models mod?
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-13 20:17:06
It's something (you could call it garbage I guess) which a tool (probably a text editor) has created. Don't worry your program works perfectly. I can extract chunks from the flevel of the New Threat mod but I need to re-insert them into a 'clean' flevel. It has worked with Makou Reactor for my German mod to extract and import the chunks to clean the flevel.lgp.
Title: Re: 7thHeaven
Post by: Sega Chief on 2014-07-14 01:51:09
@Sega Chief: Instead of putting a list here which could be out of date, the best thing for me to say is to check the 7thHeaven.var file - this lists all the variables 7thHeaven 'knows' about, so if it is listed there, you can use it (and if it is not listed, you can't!).

Didn't know there was already a file  :oops:; cheers for the info.

It's something (you could call it garbage I guess) which a tool (probably a text editor) has created. Don't worry your program works perfectly. I can extract chunks from the flevel of the New Threat mod but I need to re-insert them into a 'clean' flevel. It has worked with Makou Reactor for my German mod to extract and import the chunks to clean the flevel.lgp.

So the NT Mod's flevel had garbage data in it? That might be caused by some crashes I had when saving while using 1.6.0 of Makou (it'd sometimes crash at 60% or so), or it might be because I've been using 1.5.1 and swapping to 1.6.0 whenever I need to check model placements (I have 1.6.1 but I was close to the end of the project so I stuck with the 1.5.1 for my editing). Otherwise, it'll be early interference from Loveless from way way back. How do I avoid/fix/detect corruption like that? Is it just from text editors or can Makou cause it too?
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-14 03:26:33
I have export every file with Ctrl+E by hand and then I re-imported them with Ctrl+I (space to check the boxes) in an unmodified flevel.lgp. This isn't a big deal but it's nasty.
Title: Re: 7thHeaven
Post by: cmh175 on 2014-07-14 03:29:27
I have export every file with Ctrl+E (space to check the boxes) by hand and then I re-imported them with Ctrl+I in an unmodified flevel.lgp. This isn't a big deal but it's nasty.

Damn buddy, well done!
Title: Re: 7thHeaven
Post by: Iros on 2014-07-14 11:36:49
Magic: https://docs.google.com/file/d/0B-Q_AObuWRSXaXRZdlc1aVJPXzg/edit

Save: https://docs.google.com/file/d/0B-Q_AObuWRSXVXNXUWFFME5CMjg/edit

That is the Magic folder I use for 7H. I load up Slot 04 of the save in Kalm and fight sweepers, etc. outside on the World Map.

@EQ2Alyza: I have tried packing some of the files from that mod into a .iro file and the magic textures/PNGs load fine from the .iro for me :/  so I am not sure what the problem is? The battle didn't crash either, I could finish it OK...

Could you try again and see what happens with v1.21, maybe it is only a problem with larger .iro files (I only packed a few files for a quick test) or maybe the new version fixes it somehow....??
Title: Re: 7thHeaven
Post by: Tenko Kuugen on 2014-07-14 11:41:39
Pretty sure MR can cause some garbage data to be present in field or specifically groups within a field. I had a CTD in a field that was tied to a dummy group. Once I cut that dummy group (trying to edit it causes MR to crash) out, the field worked fine.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-14 20:15:33
You should really explain better how a new function works. I started with a mod with a music folder in it. So the Mod looked like this Modename\music\vgmstream\rocket.oog. Well this didn't work and I had no clue why...
Many changes later I decided to change it to 'Modename\vgmstream\rocket.oog' and this was it.

Here some suggestion for the next release:
I need to add files in Hext_in. I guess currently is only replacing possible?
Is it possible to make 7th Heaven like an injector? So I would open 7th Heaven but start the FF7.exe elsewhere and 7th Heaven would still wraps the mods in. Maybe this way it will be working with the re-releases.
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-07-14 23:19:26
@EQ2Alyza: I have tried packing some of the files from that mod into a .iro file and the magic textures/PNGs load fine from the .iro for me :/  so I am not sure what the problem is? The battle didn't crash either, I could finish it OK...

Could you try again and see what happens with v1.21, maybe it is only a problem with larger .iro files (I only packed a few files for a quick test) or maybe the new version fixes it somehow....??

I'll try it tonight with 1.21. The fields are actually larger in size than the magic, so I'm not so sure on the larger .iro idea. Magic .iro WAS working in 1.09, so cmh175 and I thought perhaps a typo in the code happened in 1.10.

EDIT: All is well with magic textures :)
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-07-15 04:05:45
I am getting the same situation for music as I did with the magic textures. Importing the folder itself works, but the .iro does not. I am going to compile the .iro on another computer and edit this post with the results.
Title: Re: 7thHeaven
Post by: Iros on 2014-07-15 11:25:03
I think for the next version, I will add in a debug mode that lists what files it is looking for - that will make it simpler to work out what your folders should be named!

(It will probably have to be a special mode that is normally off because the game accesses a LOT of files! - so it will slow things down a bit. But it should be useful for getting your mods set up correctly.)

@EQ2Alyza: Music in .iro might be a naming issue again ... if it doesn't work the debug logs in the next version might help us sort it out.

@Kaldarasha: Unfortunately it is probably not possible to inject 7H into the process after it has started - FF7 reads most of the LGP files and the table of contents in the LGP as soon as it starts, so if you inject 7H later - even just a second later - it is too late to intercept the LGP files. Really 7H needs to launch FF7 because then it can control it and be SURE of installing the necessary code before FF7 starts running.

Adding extra files in a folder actually might work, but what would probably work better is that I will add proper support for a mod to contain DLL files that are injected. That should be easy.

Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-15 14:09:59
No in Hext_in are placed text files to edit the FF7.exe. Leave the Dll stuff for Dan.  :P
But I haven't tested the new Hext_Launch.exe with 7th Heaven together. I fear that I only can use one tool at once. Well I will better test it immediately.
OK, if I point 7th Heaven to Hext_Launch it will work. But now I have to start the BorderlessWindow.exe manual.
Well, only a question: could you give 7th H. an interface to edit the opengl config of Aali's driver?
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-07-15 15:19:51
You suggested using DebugView way back during the first release, so I still use that when testing. It shows the files inside the music .iro being read, but there are no overridden actions happening after that.
Title: Re: 7thHeaven
Post by: Iros on 2014-07-15 17:30:43
No in Hext_in are placed text files to edit the FF7.exe. Leave the Dll stuff for Dan.  :P
But I haven't tested the new Hext_Launch.exe with 7th Heaven together. I fear that I only can use one tool at once. Well I will better test it immediately.
OK, if I point 7th Heaven to Hext_Launch it will work. But now I have to start the BorderlessWindow.exe manual.
Well, only a question: could you give 7th H. an interface to edit the opengl config of Aali's driver?

Oh, OK. What hext files do you suggest I should use for testing? I did a quick search but couldn't see what mods/downloads actually use hext files.

To edit the opengl ... so the driver would use a different opengl config file when 7H ran it? Yes, I think that is possible.

You suggested using DebugView way back during the first release, so I still use that when testing. It shows the files inside the music .iro being read, but there are no overridden actions happening after that.

Hm, that is confusing. Can you post for the debug output for me to look at?
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-07-15 18:26:03
I was wrong in my statement. It was late, so I'll blame it on tired heavy eyes. It is trying to override, but the APP.LOG is reporting an error with it. I don't know why it's showing the \ in the directory path switching to / when it hits the music folder. I'd seen that in other APP.LOG posts before, but always ignored it :roll:

Code: [Select]
[29616] File vgmstream\UTAI.ogg overridden by [IrosArchive C:\Games\Steam\steamapps\common\FINAL FANTASY VII\mods\7th Heaven\3e2e77d3-47db-47d1-ad50-7d1b39eb1bf1_Media - Music.iro]OST Remastered\vgmstream\UTAI.ogg
[29616] Creating dummy file handle 2276 to access [IrosArchive C:\Games\Steam\steamapps\common\FINAL FANTASY VII\mods\7th Heaven\3e2e77d3-47db-47d1-ad50-7d1b39eb1bf1_Media - Music.iro]OST Remastered\vgmstream\UTAI.ogg
[29616] Closing dummy handle 2276
[29616] File vgmstream\TA.ogg overridden by [IrosArchive C:\Games\Steam\steamapps\common\FINAL FANTASY VII\mods\7th Heaven\3e2e77d3-47db-47d1-ad50-7d1b39eb1bf1_Media - Music.iro]OST Remastered\vgmstream\TA.ogg
[29616] Creating dummy file handle 3004 to access [IrosArchive C:\Games\Steam\steamapps\common\FINAL FANTASY VII\mods\7th Heaven\3e2e77d3-47db-47d1-ad50-7d1b39eb1bf1_Media - Music.iro]OST Remastered\vgmstream\TA.ogg
[29616] Closing dummy handle 3004

Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GT 525M/PCIe/SSE2 4.3.0
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1600x900, output resolution 1200x900, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library multi
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
[00000150] INFO: C:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.605000, frames: 219
[00000195] set music volume trans: 127->0, step=60
[00000260] END OF CREDITS!!!
[00000260] Entering MAIN
[00000260] set music volume: 127
[00000260] Exiting MAIN
[00000260] START OF MENU SYSTEM!!!
[00001148] END OF MENU SYSTEM!!!
[00001148] Entering MAIN
[00001152] Exiting MAIN
[00001152] Field Start
[00001152] ERROR: couldn't open music file: C:\Games\Steam\steamapps\common\FINAL FANTASY VII\/music/vgmstream/UTAI.ogg
[00001152] GLITCH: missed palette write to external texture field/uutai1/uutai1_15
[00001656] Field Quit
[00001656] Entering MAIN
[00001656] Exiting MAIN
[00001656] -=-=[START OF WORLD MAP!!!]=-=-
[00001656] stop_sound
[00001656] cross play music: 0
[00001656] set music volume trans: 127->0, step=4
[00001656] ERROR: couldn't open music file: C:\Games\Steam\steamapps\common\FINAL FANTASY VII\/music/vgmstream/TA.ogg
[00001657] set music volume: 127
[00001945] -=-=[END OF WORLD MAP!!!]=-=-
[00001945] START OF MENU SYSTEM!!!
[00002077] WM_CLOSE
[00002077] END OF MENU SYSTEM!!!
[00002077] Field Quit
[00002077] UNINITIALIZE DD
Title: Re: 7thHeaven
Post by: Iros on 2014-07-15 19:11:53
Unfortunately I can't get vgmstream working at all - I don't mean with 7H, I can't get it to do anything even when I run FF7 directly :/  This is annoying, I'm sure if I could get it working, it would be simple to find out why it doesn't work with 7H!

The forward slash in the path is not important, Aali's code often uses forward slashes to access files but it works just like a back slash.


EDIT: ...suddenly it is working. I am sure nothing has changed, but... well, at least now I can try and find the problem!
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-07-16 00:36:53
I'm sure we'll find out what's up :)

Just a heads up to also update the OP with the latest 7H download.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-16 09:19:14
Quote
To edit the opengl ... so the driver would use a different opengl config file when 7H ran it? Yes, I think that is possible.
I only mean an interface to make changes to the config file, so nobody has to open it in a text editor to set up the resolution for example.
The Bootleg front end can do this already for the outdated old driver. Hmm... this gives me a better idea:
Add a function for moders to add a tab in 7th Heaven. The taps should only control a text based config file. I guess it's enough if we can set up the tabs through xml files. The Tabs in 7th Heaven should work with true(1), false(0) and write a value XY. So we define which file needs to set up and how the value has to look like, for example if '1' is 'yes' in the config or on another circumstance if '1' is 'on' and so forth. 7th Heaven should also be able to automatically read the xml files and add a tab with its information.
I hope you understand what I mean.  :-D
In the end we have a very easy to maintain feature. If Aali's brings out a new driver with new functions, all what we need to do are some fine adjustments to the xml and everything works as before.
Title: Re: 7thHeaven
Post by: Iros on 2014-07-16 13:34:39
@Kaldarasha: Hm, unfortunately I didn't see your latest comment when I prepared the new version so I have implemented what I thought you meant :)

Still, I see what you mean now, so perhaps in the next version.

Version 1.22:

https://mega.co.nz/#!GYMlnDQZ!J6KqxmVKcZvzFD0-inDitH6b3b7N8tgLLGKgrjaIcBs

New features/fixes:

-Replacing vgmstream files from inside a .iro should work now
-Set a profile to use a different ff7_opengl configuration (see above. oops!)
-Debug mode - right click on Launch button to run in debug. Will log exactly which files the wrapper is looking for - this should help figure out why a mod isn't working properly, perhaps...

The debug mode does log more than the wrapper normally logs, also it will open the log file in Notepad after you exit FF7 so you don't need to run Debugview (although you still can, if you want).


@EQ2Alyza: Good point, thank you.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-16 18:29:04
This file is what I want to add in Hext_in:
https://mega.co.nz/#!nEkxASza!X0MDadGA6sYbPjCGZq7XYcYunvawNV5E9-fJ-i_1JMw
Title: Re: 7thHeaven
Post by: EQ2Alyza on 2014-07-17 03:26:50
I loaded into Kalm with debug mode on, ran outside to the World Map, then exit the game, and it produced a 678 MB log file. Uh oh!

In v1.21, my Logitech Dual Action USB Controller works, but in v1.22 the hand in the start menu is stuck moving rapidly up and down.

Does .iro file size have any affect on them working? I can make separate categories for movies, music, and sound and all work fine. In a combined .iro of 5.41GB, a couple of the options suddenly don't work.
Title: Re: 7thHeaven
Post by: Iros on 2014-07-17 09:09:04
I loaded into Kalm with debug mode on, ran outside to the World Map, then exit the game, and it produced a 678 MB log file. Uh oh!

Yes, debug mode REALLY does log almost everything - I suggest, if you are having trouble getting a mod set up, run 7H with JUST that mod active, and try to have a savegame in the place you need to check things, so you can start the game and go straight to the place that reads the file :)

Quote
Does .iro file size have any affect on them working? I can make separate categories for movies, music, and sound and all work fine. In a combined .iro of 5.41GB, a couple of the options suddenly don't work.

Ah, I think you have found a bug. The .iro file format supports files >4GB in size ... but the wrapper code did not. So...

New version v1.23:

https://mega.co.nz/#!qEtBnLzC!rpxPlnrcbcVj-TYFi6JZNQpNmqgmL8td2X5AiInzqIc

Fix: .iro files >4GB will hopefully work properly
New feature: 7H can apply Hext patches
New feature: OpenGL driver config editor

@EQ2Alyza: You should not have to make the .iro file again - I think the file is OK, just you need the new wrapper for it to work.

@Kaldarasha: You can create a mod that applies hext patches. If you create a "Hext" folder inside the mod folder and put your text patch(s) in that folder, the new version should pick them up and apply them.

(e.g. if you 7H folder is C:\games\ff7\7thHeaven then maybe put the file in C:\games\ff7\7thHeaven\MyModName\hext\SomeHextPatch.txt )

Also I have put a basic OpenGL config editor in. The config is set up in the file ConfigSpec-FF7OpenGL.xml - I have not included every setting, but perhaps this is enough to show you how it works? (You access the editor from the Workshop menu in 7H). If somebody writes a good XML file then I can easily include it in future versions.
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-17 10:12:49
I see how it works and will write a new xml. Thanks for implementing it and it is pretty easy to use. ;D
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-17 12:12:07
Yes, the controller support is broken. The game crashes at start if my Xbox controller is connected.

Here is the modified ConfigSpec-FF7OpenGL.xml.
https://mega.co.nz/#!3QUxDQob!DSNibifr3fB7PX_uQdvbnYUOVFSaNUF0zvpCAQ6QgBU

If I find the time I change the resolution option with suggestions as you have made it.
I have played around with the internal renderer, the 2X*320 and 4X*240 isn't entirely correct. Actually it must be 2x*320 and 2*2x*240 (or 2x*480). This way I had lesser distortions with the upscaled field scenes.
Title: Re: 7thHeaven
Post by: Iros on 2014-07-17 14:46:03
?? You mean, controller support is broken by the new version of 7H? The controller works fine if you run FF7 directly, and not when you run through 7H?

If yes, that is very weird, but I will try and work out what the cause is...
Title: Re: 7thHeaven
Post by: Kaldarasha on 2014-07-17 14:58:37
The controller works without 7th Heaven. I think the new debug mode has something to do with it. I haven't used it yet, but its there since v1.22 according to EQ2Alyza.
Title: Re: [FF7] Mod manager - 7thHeaven
Post by: Iros on 2014-07-17 18:44:47
Well, you are both correct, it is certainly broken. It was not the debug mode but the code I added to fix VGMStream. Still not sure why it broke controllers, but, easy to work around...

v1.24: https://mega.co.nz/#!PB8yBbCI!2eBAvmNhbQ-V1geUr-IchmRWvozEXJmg4vTHsLRPi9c

Fix: controllers not working for some reason
Update: OpenGL config XML with Kaldarasha's changes
Title: Re: [FF7PC] Mod manager - 7thHeaven
Post by: EQ2Alyza on 2014-07-17 19:51:54
As always, thank you :) I'll keep reporting anything else I find.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: EQ2Alyza on 2014-07-18 05:26:24
Can we add a text box for Aali's mod path in the opengl config?

Code: [Select]
  <Setting xsi:type="TextEntry">
    <Group>Aali</Group>
    <Name>Mod Path</Name>
    <Description>Set the mod path to use for Aali's Custom Driver.</Description>
    <Option>mod_path</Option>
<Suggest>Aali</Suggest>

Is there anyway to have it place files in the root folder? A couple mods benefit from their own files placed there.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Iros on 2014-07-18 06:28:23

Is there anyway to have it place files in the root folder? A couple mods benefit from their own files placed there.

Really? Hm, do you have an example? Didn't know there were files in the root that were worth overriding...
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: EQ2Alyza on 2014-07-18 12:56:40
Not overriding anything in this case. It's just for the multi.dll, but I think Dan has retired it recently, so no biggie.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Iros on 2014-07-18 13:24:43
Oh, OK. For loading DLLs it is probably more straightforward for me to just add DLL inject support into 7H so a mod can load a DLL. It's trivial since 7H is already injecting its own DLL...
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Kaldarasha on 2014-07-18 13:25:49
I haven't added the mod path for only one plenty of reasons:
I have enough of finding out why a texture don't work and of the extra work with manual copy'n'paste, only because some authors wants to separate their mods and changing the name of a mod path (Bootleg, DK, Avalanche, Reunion). We don't need this with 7th Heaven anymore, (actually we never needed this). Lets call it 'textures' (because that's all what it is) and later will follow 'audio' and 'voice' into the mod folder (maybe 'extra_shader' if Aali finds a suitable way for the light layer replacement).
Lets came to this agreement, then we don't need the extra option to set Aali's modpath. And it looks better sorted in a 7.H mod, if every external texture (and its folder) is stored in 'textures'. I can imagine that someone is confused to see field.lgp and field at once. Some people try to learn how another mod authors has built their mods, so it won't only helps us to have a better sorted mod structure. I also don't won't to store the same texture doubled, one in bootleg/battle/ and one in Reunion/battle/ only to be prepared for a possible mod path swap. Of course I could direct 7th Heaven to use the mod path /mods/bootleg, BUT if I change it in the opengl config to Reunion then I need to direct 7th Heaven to the new modpath too or else none texture mod will work. This causes only problems at the end.

So for the sake of lesser (user) bug reports let us:

There is a lot of stuff in Aali's custom driver which is useful for moders and setting another mod path for testing is one of those, but I don't want to bug the average user with it. In future the New Timer option will also be gone, because the bug I had with it is solved. It's simply a 'it has to be on' option now.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: EQ2Alyza on 2014-07-18 13:37:48
I'm a bit OCD when it comes to organizing, so that works for me. Textures it is :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Kaldarasha on 2014-07-18 13:39:50
Oh, OK. For loading DLLs it is probably more straightforward for me to just add DLL inject support into 7H so a mod can load a DLL. It's trivial since 7H is already injecting its own DLL...

Wouldn't this mean that the dll are loaded twice? One time by 7th Heaven and one time by Hext_launch. Couldn't you simply add a set path for Hext_launch.exe and then launch it automatically through 7th Heaven? As long as all dll are placed in dll_in everything should work fine.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Iros on 2014-07-18 13:48:04
Wouldn't this mean that the dll are loaded twice? One time by 7th Heaven and one time by Hext_launch. Couldn't you simply add a set path for Hext_launch.exe and then launch it automatically through 7th Heaven? As long as all dll are placed in dll_in everything should work fine.

Well, for DLLs you want to always load, then put them in your DLL_in folder I suppose. But if you want to include a DLL in a 7H mod (either a mod folder or a .iro) then it is certainly easier for 7H to load it.

(Loading DLLs is slightly different to replacing PNG / LGP files or similar. Because you do not just have to convince FF7 - or Multi.dll, or Aali's driver - that the new file exists even when it is not really there - you have to convince Windows as well, because it is Windows that actually does the work to load a new DLL...)

I'm a bit OCD when it comes to organizing, so that works for me. Textures it is :)

Well, I see two ways of doing things.

One is this way, it makes the mods organized better, but the mod path in Aali's driver MUST be set to 'textures' or things stop working.

The other is that, since 7H can load the opengl cfg file, then instead of asking the user to choose the mod path, we just read it from the cfg file. So whatever it is set to, even if the user changes it, 7H will continue to work.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Kaldarasha on 2014-07-18 14:11:17
There is another option...

You could check the mod folder and the mod path in the opengl.cfg. If it's not called 'textures' then it will renamed to it.
However if a textures folder is already in the mod path and a different named one is present too, then 7th Heaven will give a warning with the option to place the content of the stranger mod folder into the textures folder.

Code: [Select]
Warning! There is a mod folder which isn't named Textures.
Shall the content of it merged into Textures?
   Yes              No

If yes:
Code: [Select]
This will overwrite everything in the Textures folder with the content of the other(s) mod folder(s).
Are you sure?
   Yes              No

Of course we need an exclusion list for non texture related mod folder, but this should solve everything.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Kaldarasha on 2014-07-18 23:09:32
By the way this happens if I try to start the Steam version with 7th Heaven:

Code: [Select]
System.MissingMethodException: The given user library does not export a proper Run(EasyHook.InjectionLoader+REMOTE_ENTRY_INFO, _7thWrapperLib.RuntimeProfile) method in the 'EasyHook.IEntryPoint' interface.
   bei EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\RemoteHook.cs:Zeile 944.
   bei Iros._7th.Workshop.fLibrary.Launch(Boolean varDump, Boolean debug) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 733.
   bei Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 632.
   bei System.Windows.Forms.Control.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
   bei System.Windows.Forms.Button.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: EQ2Alyza on 2014-07-19 03:04:29
All the sudden I'm getting an error after installing any new .iro and attempting to move it up the list on the Active Mods tab.

Code: [Select]
System.InvalidOperationException: Sequence contains no matching element
   at System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)
   at Iros._7th.Workshop.fLibrary.ChangeProfileItem(pMod pm, Int32 change) in c:\Iros\7thWorkshop\fLibrary.cs:line 379
   at Iros._7th.Workshop.fLibrary.DoModBarAction(pMod pm, ModBarAction a) in c:\Iros\7thWorkshop\fLibrary.cs:line 423
   at Iros._7th.Workshop.pMod.bDown_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\pMod.cs:line 159
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I also have a question about how list priorities work. If I have two separated mods, each with a kernel.bin for example, will the one above use its kernel.bin and negate using the one below at all? Or does it use the one below first, then overwrites it with the one above?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Iros on 2014-07-19 11:50:49
All the sudden I'm getting an error after installing any new .iro and attempting to move it up the list on the Active Mods tab.

Hm, I cant reproduce that :/ can you give me any more details about exactly what you're doing?

[EDIT: Or post/upload the contents of your %APPDATA%\7thWorkshop folder - exclude the cache if it is too big. That will let me see your library/mod setup]

Quote
I also have a question about how list priorities work. If I have two separated mods, each with a kernel.bin for example, will the one above use its kernel.bin and negate using the one below at all? Or does it use the one below first, then overwrites it with the one above?

The first option, I think.

If two mods both contain the same file, then the higher priority file is used, and it is like the low priority mod did not contain that file at all, the file will never be accessed at all. When FF7 loads a file, 7H goes down the list of mods in priority order seeing "does this mod replace the file?" and as soon as it finds a mod that does replace the file, it stops searching.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Kaldarasha on 2014-07-19 13:14:21
We might need an extra tab to install non-7th Heaven related mods like the Games Converter (http://forums.qhimm.com/index.php?topic=8450.0), Aali's custom driver, DLPB's Tools (http://forums.qhimm.com/index.php?topic=13574.0) and possibly implementing the registry cleaner (http://forums.qhimm.com/index.php?topic=14421.0) from Kompass63.

I think it's alright if we place all the mods in an install folder and 7th Heaven will install them properly. The last things I could imagine which would be useful are a voting system and donate buttons for the mods (and for 7th Heaven  :wink:).

Well I running out of ideas slowly ...  :roll:
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: EQ2Alyza on 2014-07-19 15:43:26
7thWorkshop: https://mega.co.nz/#!mkIzxDJS!NpgInvormThuuK0Ka8SoFM5rQwAj_fy2BSxfDZGKlbE

What about if they are packed into the same .iro, then does the list order within it take any priority? If not, I'll have to pack the Menu Overhaul and Gameplay mods into the same .iro since they have a lot of overlapping files. I imagine that will still give some compatibility issues. Bootleg manages to install them in a specific way/order so that they are all compatible, so I know it can be done.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Iros on 2014-07-19 19:07:31
7thWorkshop: https://mega.co.nz/#!mkIzxDJS!NpgInvormThuuK0Ka8SoFM5rQwAj_fy2BSxfDZGKlbE

Thanks, I will look at it.

EDIT: Reproduced the bug, thanks! Next version will fix it, might be tomorrow.

Quote
What about if they are packed into the same .iro, then does the list order within it take any priority? If not, I'll have to pack the Menu Overhaul and Gameplay mods into the same .iro since they have a lot of overlapping files. I imagine that will still give some compatibility issues. Bootleg manages to install them in a specific way/order so that they are all compatible, so I know it can be done.

Yes, the order any extra folders are listed in the mod.xml sets the priority.

When 7H is checking if a mod replaces a certain file, it looks at the contents of the mod like this:

1. -Checks in the 'root' of the mod (e.g. if FF7 wants battle\scene.bin, it looks in modfolder\battle\scene.bin). If it finds the file, uses it and stops looking.

2. -Checks through any extra folders listed in 'ModFolder' entries from mod.xml, in the order they are listed in mod.xml. If it finds the file in any of those folders, uses it and stops looking.

3. -Checks through any conditional folders listed in 'Conditional' entries from mod.xml, in the order they are listed in mod.xml. If it finds the file in any of those folders, uses it and stops looking.


So basically yes: the order you list folders in mod.xml is important and you can control which folder takes priority that way.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: EQ2Alyza on 2014-07-21 03:33:19
I can't seem to get any of the gameplay mods to work. Debug will show that the various .bin files are being overridden by 7H, but the game will crash on launch and the APP.LOG reports that the .bin files cannot be read. I have tested all the .bin files and get the same crash message for them all.

Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GT 525M/PCIe/SSE2 4.3.0
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1600x900, output resolution 1200x900, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library multi
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] ERROR: could not read from file C:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\kernel/kernel.bin (22373)
[00000001] ERROR: could not read from file C:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\kernel/kernel2.bin (13764)
[00000001] ERROR: unhandled exception

Can you try testing this mod for Aeris Revival and see what it does for you: https://mega.co.nz/#!GtxSiQxA!yHkW3Jtmv6P1F2LTg2cPjK2zMAzrmcibSCJtxb-O_Q4
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Kaldarasha on 2014-07-21 05:03:32
By the way that's not a real bug, but if a mod uses chunks of the flevel.lgp it disables all non-chunks flevel.lgp folders in other mods (even if they are loaded at first). I think that 7. H. searches at first for chunks and then for flevel files, but if it find a chunk it stops searching for the other flevel files. That's not really a problem because a.) mod's which uses chunks are smaller and b.) the farer away we are from the original file archives the better for us.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.24)
Post by: Iros on 2014-07-21 15:42:47
I can't seem to get any of the gameplay mods to work. Debug will show that the various .bin files are being overridden by 7H, but the game will crash on launch and the APP.LOG reports that the .bin files cannot be read. I have tested all the .bin files and get the same crash message for them all.

Can you try testing this mod for Aeris Revival and see what it does for you: https://mega.co.nz/#!GtxSiQxA!yHkW3Jtmv6P1F2LTg2cPjK2zMAzrmcibSCJtxb-O_Q4

Ah, well found: my fix for the vgmstream files broke the .bin files, grr. Still easily fixed now you have noticed it. Also, it is quite slow to load FF7 with that mod active, I will try and speed things up - it should not be so slow.

v1.25: https://mega.co.nz/#!3JUikL4T!DAN4uVVGRpRS2PXQOEgVPRAJA7DGzP_vKWMYhIh7Wo8
-Fix .bin files not loading from archive
-Speed loading up a bit
-Fix error changing priority of mods in some situations

By the way that's not a real bug, but if a mod uses chunks of the flevel.lgp it disables all non-chunks flevel.lgp folders in other mods (even if they are loaded at first). I think that 7. H. searches at first for chunks and then for flevel files, but if it find a chunk it stops searching for the other flevel files. That's not really a problem because a.) mod's which uses chunks are smaller and b.) the farer away we are from the original file archives the better for us.

Well, maybe not a big problem, but it shouldn't happen :/ so I may fix this in another version
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: EQ2Alyza on 2014-07-21 16:04:55
Woohoo, ty ty :) I'll give it a go now.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: EQ2Alyza on 2014-07-21 21:37:28
All seems well with the latest fixes. I have one more bug to report. I like to keep my Active Mods list in Compact Mode, but whenever I import a new mod and activate it, it isn't compact in the Active Mods list. I can compact it by unchecking, then checking the box, but every so often this causes 7H to crash. I don't get the 7H Error message, but instead I get the Windows "program has stopped working" message. When I reopen 7H, any mods I imported during that session will then be deactivated and show this in the Library tab: http://i.imgur.com/6W0tuR8.png

I can uninstall the mods and import them again, and it all works again until the next crash. I've had several of these crashes happen.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: Kaldarasha on 2014-07-21 22:28:26
A cosmetical but also practical change: Instead as showing me only the number of a chunk I would also like to see for what the chunk stands for.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: Kaldarasha on 2014-07-21 23:38:48
And I can't use different chunks at once. I want use from the Aerith mod only chunk 1 and chunk 3, but it doesn't work.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: EQ2Alyza on 2014-07-22 01:26:55
What's the folder structure to use for chunks? flevel.lgp\xxxx.chunk.x?

I have not tested that feature yet, but I'll take Kaldarasha's word for it. If we get it working, then we should have no issues with compatibility between Menu Overhaul and any gameplay mod.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: Kaldarasha on 2014-07-22 01:33:02
The chunks needs to be placed in the flevel.lgp folder.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: Iros on 2014-07-22 07:38:48
What's the folder structure to use for chunks? flevel.lgp\xxxx.chunk.x?

I have not tested that feature yet, but I'll take Kaldarasha's word for it. If we get it working, then we should have no issues with compatibility between Menu Overhaul and any gameplay mod.

Yes - e.g. flevel.lgp\mrkt2.chunk.1 or flevel.lgp\mrkt2.chunk.2 etc.

I will have a look at the other problems...
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: Hellbringer616 on 2014-07-22 14:51:56
Could be I'm goofing up, but changing the music plug-in for the OGL config doesn't save. Everything else does, but that.

EDIT:
Tried making my first .iro file but i think i goofed on something, when i activated the mod i got this error:
Code: [Select]
System.Xml.XmlException: There is no Unicode byte order mark. Cannot switch to Unicode.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.ThrowWithoutLineInfo(String res)
   at System.Xml.XmlTextReaderImpl.CheckEncoding(String newEncodingName)
   at System.Xml.XmlTextReaderImpl.ParseXmlDeclaration(Boolean isTextDecl)
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
   at System.Xml.XmlDocument.Load(XmlReader reader)
   at System.Xml.XmlDocument.Load(Stream inStream)
   at Iros._7th.Workshop.fImportMod.ImportMod(String source, String name, Boolean iroMode, Boolean noCopy) in c:\Iros\7thWorkshop\fImportMod.cs:line 83
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 117
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I also get that while launching 7thHeaven as well.
I used the xml generated from the script included with 7thHeaven

The XML doesn't run in IE either. so i am guessing thats the issue. how do i make a correct .xml?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: EQ2Alyza on 2014-07-23 01:25:27
I use Notepad++ and save as mod.xml.

If your 7H is unable to open, first try going into your mods folder and deleting the .iro that caused the crash. If 7H still doesn't open, you need to locate your 7thWorkshop folder and delete the library.xml. This folder is located in C:\Users\Username\AppData\Roaming\7thWorkshop. Depending on your folder options, you may need to enable hidden folders to located the AppData folder.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: cmh175 on 2014-07-23 02:21:18
Yup, if it wont open in IE it's a clear giveaway something's wrong. I love notepad++, it works for nearly anything you'd want to do. Take a look at the 3rd page of this thread if you haven't yet, Iros posted a bunch of examples of how to write the mod.xml's. Also lists the size limits for mod icons and preview pictures if you want to include them.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.25)
Post by: Iros on 2014-07-23 12:04:09
Could be I'm goofing up, but changing the music plug-in for the OGL config doesn't save. Everything else does, but that.


Hm, I can't reproduce that, it works for me.

As everyone has said, if the XML file does not open properly in IE, it is definitely not valid and 7H will not be able to load it for sure :)  If you still have trouble then post your XML and I am sure one of us will see the problem.

Small release: v1.26 - https://mega.co.nz/#!vFF1iRgS!Q-m121mvCdNagvFoOnHaTAJY7DFWkyVskO7B_fwWXQg

-Fix: mods not being added in compact mode even when compact mode ticked
-Fix: if 7H crashes after download/installing a mod, it did not remember that the mod was installed

I will be a bit busy for the next week so I may not be online so often, but, please keep testing things and I will certainly look at the thread when I am free again, this should be by the end of next week :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.26)
Post by: EQ2Alyza on 2014-07-24 20:46:42
Great work so far Iros. The catalog is coming along nicely now thanks to all the fixes you've made :)

- The program still tends to crash a bit when I try to uninstall a mod. It doesn't happen every time, but frequently enough to be worth reporting. When it crashes, I am always able to reopen and uninstall with no problem.

- If the mod's Update Type is set to "update automatically" then using the "Check subscriptions now" button will download the update perfectly and also update the UI properly. If the mod's Update Type is set to "notify me" then changing the LatestVersion or MetaVersion in the catalog does not update the UI properly. At that point, 7H has to be closed and reopened to get the UI to update properly. Can we get it to update the same way as "update automatically" without having to close and reopen 7H?

- The blue box and check mark for the "Update Type" selected has some alignment issues.

- Really picky one here, but some of the options are all capitalized words and some only have the first word capitalized. My suggestion is to capitalize every word to have the UI look as clean as possible.

- Can the hext folder be used to edit ff7.exe? Right now I'm using a separate one for Menu Overhaul, but I'd like to eliminate that if possible.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.26)
Post by: Iros on 2014-08-01 19:28:26

Great work so far Iros. The catalog is coming along nicely now thanks to all the fixes you've made :)

- The program still tends to crash a bit when I try to uninstall a mod. It doesn't happen every time, but frequently enough to be worth reporting. When it crashes, I am always able to reopen and uninstall with no problem.

- If the mod's Update Type is set to "update automatically" then using the "Check subscriptions now" button will download the update perfectly and also update the UI properly. If the mod's Update Type is set to "notify me" then changing the LatestVersion or MetaVersion in the catalog does not update the UI properly. At that point, 7H has to be closed and reopened to get the UI to update properly. Can we get it to update the same way as "update automatically" without having to close and reopen 7H?

- The blue box and check mark for the "Update Type" selected has some alignment issues.


New version 1.27: https://mega.co.nz/#!6R0VjIoY!woSypy9clEoNxiUz9phQ1ZtpC6YPG_ESrGEfXRAT9Vg

Should fix these bugs above - I think. The uninstall crash I hope is fixed, I got it to happen once, but then not again ... new version may have solved this.

Quote
- Can the hext folder be used to edit ff7.exe? Right now I'm using a separate one for Menu Overhaul, but I'd like to eliminate that if possible.

Yes, definitely. In fact I have only tested it for editing ff7.exe - if you link me to the hext patch I can double check if it should work.

I look forward to seeing the catalog :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: EQ2Alyza on 2014-08-01 19:58:49
LINK (https://www.mediafire.com/folder/gockpb1pj2e98/MO_FF7.exe_Hext)

Those are hex edits Dan made for the Menu Overhaul. Debug tells me it's an incorrect syntax when it tries to load them, and I don't know enough about hex code to make it compatible with 7H. I think it uses a program he calls Hexteditor to edit ff7.exe, so it works in those regards.


Also, movie mods don't appear to inject properly anymore.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Hellbringer616 on 2014-08-02 01:39:41
Hext_Launch is the program he uses, and is what those files are written for.

Would there be a way to call a separate executable (think Nexus Mod Manager for those who use it) that would then launch FF7? because Hext_Launch just calls the ff7.exe after it loads.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Kaldarasha on 2014-08-02 06:17:58
Use 'Also Launch' in the 7H settings.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Iros on 2014-08-02 09:53:10
Hm, the problem with those files is that they're meant for hext_edit so they are to actually edit the files on your disk, not patch the memory of the game while it is running. 7H is expecting hext_launch type files that patch memory as it does not want to permanently edit files on your disk.

It is probably very possible to convert most of them to hext_launch type files, especially because it looks like most of the files are actually using memory addresses with an offset to convert them to the disk file locations, but probably some things might not work straight away so the authors would know best what each change is meant to do.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: EQ2Alyza on 2014-08-02 15:26:11
But doesn't 7H have to launch the game in order for the mods to function? I don't see how you can have it and Hext_Launch handle the ff7.exe at the same time.

Dan is really busy getting Reunion R02 to release I think, so I hope I'm not a bother asking him to look into it. It would be really nice if it were possible to translate them to memory patches.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Kaldarasha on 2014-08-02 15:32:28
Ehm, is it possible to implement an 7zip packer and unpacker? I don't want to download a huge project like Facepalmer or yarLson project uncompressed from the catalog. It is also better to have non active mod inside a 7zip archive.

@EQ2Alyza
Use the 'Also launch' function of 7th Heaven to open Hext_Launch. Both tools work perfectly together.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: EQ2Alyza on 2014-08-02 15:38:45
Hmm, well it doesn't matter whether they work together anyways. All Hext_Launch files work using the hext folder in 7H. The ones I linked above are for Hexteditor.exe, which Iros states does not work like Hext_Launch. We just need the above link to be translated to Hext_Launch capabilities and the need to launch it won't be necessary. I have no idea if that's even possible :-\

I reaaaaally don't like the idea of releasing multiple .exe to the public because I can see how much Q&A it's going to cause due to user error.

I'm pretty sure there's a feature to compress the mod folders into a .7z and have it read all subfolders inside it after downloaded. I think I tried compressing an .iro file into a .7z way back when the tool was first released, but it didn't read from the .iro properly. This was months and moths ago though, and I haven't look into it since.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: DLPB on 2014-08-02 17:24:36
tl;dr

All you need to do to my menu overhaul files to make them work with hext launch is remove the global values.  Any lines that start

-400C00
-401400
-401600

Should be deleted.

Any that start:

21C = 60
21F = E0

Need deleting also and the following adding in their place instead:

{change permissions up to 00915FFF}
00913340:11455

I suggest you don't do that, because changes as large as this really are best off being made to the actual file.

=====================
HextEdit is for changing files, the same way launch is for changing memory.  To  make launch hext files work with Hextedit (and thus change the exe), you need to add global values, that convert between the two.

For example, if the memory address is 76F920


You would use

-400C00

76F920


Anything after -400C00 would have that value deducted from its address, turning it into a file offset and not a memory offset. Unfortunately, it isn't as simple as ONE global address.  FF7 has different offsets depending on address.  So you will need add them as follows:

If your memory address lies within:

00401000 to 007B5FFF: Global Value is -400C00
007B6000 to 007B9FFF: Global Value is -401400
007BA000 to 00F50FFF: Global Value is -401600
00F51000 and above:  Global Value is -9B5600


See the readme on Hext in DLPB Tools 2.0

The following is an example of making Dziugo's GYPT go from memory to file.
Every address falls between 401000 and 7B5FFF
so you only need to add -400C00.

Code: [Select]
-400C00

00417BD9 = 85 C0 74 3C 90 90 8B 08 50

006767D9 = 68 A2 00 00 00 FF 15 14 63 7B 00 83 E0 FE 74 4B
006767E9 = 8B 45 10 83 F8 53 74 26 83 F8 44 74 30 83 F8 51
006767F9 = 75 39 8B 45 FC 8B 88

00676800 = 5C 0A 00 00 85 C9 74 04 50 FF D1 58 33 C9 41 89
00676810 = 88 54 0A 00 00 EB 1D 33 C0 40 A3 10 10 9A 00 A3
00676820 = 14 10 9A 00 EB 0E 33 C0 66 A3 D4 0D CC 00 90 90
00676830 = 90 90 90 90



Please note that HextEdit uses line 1 for the target file.

Also note that going from file addresses to memory is the same thing except the Global Value becomes an addition, not subtraction.

In other words:

00000400 to 003B4BFF: Global Value is +400C00
003B4C00 to 003B89FF: Global Value is +401400
003B8A00 to 0059B9FF: Global Value is +401600
0059BA00 and above:  Global Value is +9B5600
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Iros on 2014-08-02 19:03:51
Well, just deleting the offsets seems like it should work. The permissions lines may not be necessary since 7H already handles setting memory permissions automatically, and the patches are quite small so they take really no time to apply.

However the patches EQ2Alyza provided crash when I try doing that - but they also crash FF7 if I apply them using Hext, so I am guessing they are for a different version of the FF7 exe than the one I have, or a different version of the Aali driver, or something? That means I can't really test very well.

Hmm, well it doesn't matter whether they work together anyways. All Hext_Launch files work using the hext folder in 7H. The ones I linked above are for Hexteditor.exe, which Iros states does not work like Hext_Launch. We just need the above link to be translated to Hext_Launch capabilities and the need to launch it won't be necessary. I have no idea if that's even possible :-\

I reaaaaally don't like the idea of releasing multiple .exe to the public because I can see how much Q&A it's going to cause due to user error.

I'm pretty sure there's a feature to compress the mod folders into a .7z and have it read all subfolders inside it after downloaded. I think I tried compressing an .iro file into a .7z way back when the tool was first released, but it didn't read from the .iro properly. This was months and moths ago though, and I haven't look into it since.

Yes, you can make the download a zip or 7z and 7H will decompress it after downloading, to make the download smaller. It should work to compress a IRO file into a 7z, although I cannot be sure there are certainly no bugs :)

There is not a way now for the actual IRO file to be compressed - since I was worried that decompressing data while the game was running could be slow. However I haven't tried this so possibly it could be added once it has been tested.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Kaldarasha on 2014-08-02 19:42:48
How is it possible to set a mod folder against two multiple 'Active when'?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Iros on 2014-08-02 20:01:40
How is it possible to set a mod folder against two multiple 'Active when'?

Hmm, not currently possible :/

Although depending on what condition you wanted (Active when X AND Y, or Active when X OR Y?) there is a workaround ... if you want OR, you could just list the mod folder twice. There is no way to do AND, though...

I guess you would like this in a future version?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Kaldarasha on 2014-08-02 20:32:52
Quote
I guess you would like this in a future version?
Yes, I think it is handy for more complicated mods to keep the script length as minimal as possible. There is also something else I would like to have, to set more ID's at once with one option. I don't plan to use it (anymore) in the near future, but it could be become handy as well.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: EQ2Alyza on 2014-08-03 18:08:07
Well, just deleting the offsets seems like it should work. The permissions lines may not be necessary since 7H already handles setting memory permissions automatically, and the patches are quite small so they take really no time to apply.

However the patches EQ2Alyza provided crash when I try doing that - but they also crash FF7 if I apply them using Hext, so I am guessing they are for a different version of the FF7 exe than the one I have, or a different version of the Aali driver, or something? That means I can't really test very well.

Any that start:

21C = 60
21F = E0

Need deleting also and the following adding in their place instead:

{change permissions up to 00915FFF}
00913340:11455

Also note that going from file addresses to memory is the same thing except the Global Value becomes an addition, not subtraction.

In other words:

00000400 to 003B4BFF: Global Value is +400C00
003B4C00 to 003B89FF: Global Value is +401400
003B8A00 to 0059B9FF: Global Value is +401600
0059BA00 and above:  Global Value is +9B5600

I had the same crashes when just deleting the offsets, so I added the edits Dan mentioned and the game launched fine again. It's showing the patches being applied in the debug and with no syntax error messages, but ingame does not show it. The spacing is off in the same manner as if the patch isn't applied at all.

Here are the edited versions that will allow the game to launch: LINK (https://www.mediafire.com/folder/1ubvd4euuum2b/MO_ff7.exe_Hext_Edits)

What do you think Iros, can we get these working?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Iros on 2014-08-04 10:43:12
Try this: https://mega.co.nz/#!3c0AgJzD!L6ZVHxZDQz1Usa5OzT5N9WxsUq--Hfqj3jGNs5Uo9tc

With this version it doesn't look perfect to me ... but, it looks the same as if I apply the hext patches to FF7 directly which is working for men now, so I guess that means it is probably working?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Kaldarasha on 2014-08-04 12:41:18
It seems to work for me too.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: EQ2Alyza on 2014-08-04 13:44:21
Ditto :)

The crash on uninstall fix seems to have changed. Now the right-side window will tell me the mod can't be uninstalled because it's being accessed by something else. It removes from the Library, but as soon as the Library refreshes, it's back. Closing and reopening 7H will allow it to be uninstalled without the message. The crash is gone now, but the program still has to be closed and reopened in a different manner to be able to uninstall a mod. It's no biggie though, I don't think the average user is going to be installing and uninstalling mods nearly as much as I have for testing.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Iros on 2014-08-04 14:43:45
Hm, OK. I think I have a fix for the uninstall problems anyway so next version should solve this.

Also you said movie mods aren't injecting properly, are you sure? I tried replacing a movie file in a mod and it looks OK to me...
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: EQ2Alyza on 2014-08-05 01:11:23
Apparently I wasn't sure lol I checked the file size and the last .iro pack went from 6+ GB to 1.7 GB, so the packing failed. I packed a new one that's equal size and it works.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.27)
Post by: Iros on 2014-08-05 08:45:51
v1.28: https://mega.co.nz/#!yQN2WaIR!oUC5TZNUvnsNeGHjhChS2r6uUbzyIj58DfnERphiOeI

-Fix uninstalls, again, probably
-Add support for ActiveWhen to have multiple conditions

Now instead of ActiveWhen being specified as an attribute you can specify an ActiveWhen child node containing various conditions: And, Or, Not, and Option (which actually checks an option)

for example:

Code: [Select]
  <ModFolder Folder="NewStuff">
<ActiveWhen>
<And>
<Option>newmodels = 2</Option>
<Option>battlemode = 1</Option>
</And>
</ActiveWhen>
  </ModFolder>

Activates the folder if option newmodels is set to 2 AND option battlemode is set to 1

Code: [Select]
  <ModFolder Folder="OtherStuff">
<ActiveWhen>
<Or>
  <Option>newmodels = 1</Option>
<Option>battlemode = 0</Option>
</Or>
</ActiveWhen>
  </ModFolder>

Activates folder OtherStuff if newmodels is 1 OR battlemode is zero.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.28)
Post by: Kaldarasha on 2014-08-05 11:35:53
I got this error:
Quote
System.Runtime.Serialization.SerializationException: Der Typ "_7thWrapperLib.ActiveWhen" in Assembly "7thWrapperLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" ist nicht als serialisierbar gekennzeichnet.
   bei EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\RemoteHook.cs:Zeile 944.
   bei Iros._7th.Workshop.fLibrary.Launch(Boolean varDump, Boolean debug) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 738.
   bei Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 637.
   bei System.Windows.Forms.Control.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
   bei System.Windows.Forms.Button.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I tried both strategies:

Code: [Select]
<ModFolder Folder="Cloud\CloudWBoB 00">
<ActiveWhen>
<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 0</Option>
</And>
</ActiveWhen>
</ModFolder>
<ModFolder Folder="Cloud\CloudWBoB 01">
<ActiveWhen>
<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 1</Option>
<Or>
<Option>Sword = 0</Option>
<Option>Sword = 1</Option>
</Or>
</And>
</ActiveWhen>
</ModFolder>
<ModFolder Folder="Cloud\CloudWBoB 02">
<ActiveWhen>

<And>
<Option>Dynamic = 1</Option>
<Option>Sword = 1</Option>
<Or>
<Option>Sword = 2</Option>
<Option>Sword = 3</Option>
</Or>
</And>
</ActiveWhen>
</ModFolder>

Code: [Select]
<ModFolder Folder="Cloud\CloudWBoB 00">
<ActiveWhen>
<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 0</Option>
</And>
</ActiveWhen>
</ModFolder>
<ModFolder Folder="Cloud\CloudWBoB 01">
<ActiveWhen>
<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 1</Option>
</And>
<Not>
<Option>Sword = 2</Option>
<Option>Sword = 3</Option>
</Not>
</ActiveWhen>
</ModFolder>
<ModFolder Folder="Cloud\CloudWBoB 02>
<ActiveWhen>

<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 1</Option>
</And>
<Not>
<Option>Sword = 0</Option>
<Option>Sword = 1</Option>
</Not>
</ActiveWhen>
</ModFolder>

But I have no luck with it.

Well I will try something else, which will make the script a bit longer, but should also work as I plan it.

Edit:
This seems to work:
Code: [Select]
<ModFolder Folder="Cloud\CloudWBoB 00">
<ActiveWhen>
<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 0</Option>
</And>
</ActiveWhen>
</ModFolder>
<ModFolder Folder="Cloud\CloudWBoB 01">
<ActiveWhen>
<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 1</Option>
<Option>Sword = 0</Option>
</And>
</ActiveWhen>
</ModFolder>
<ModFolder Folder="Cloud\CloudWBoB 01">
<ActiveWhen>
<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 1</Option>
<Option>Sword = 1</Option>
</And>
</ActiveWhen>
</ModFolder>
<ModFolder Folder="Cloud\CloudWBoB 02">
<ActiveWhen>

<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 1</Option>
<Option>Sword = 2</Option>

</And>
</ActiveWhen>
</ModFolder>
<ModFolder Folder="Cloud\CloudWBoB 02">
<ActiveWhen>

<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 1</Option>
<Option>Sword = 3</Option>
</And>
</ActiveWhen>
</ModFolder>
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.28)
Post by: Kaldarasha on 2014-08-05 14:06:54
Well I can't set the new ActiveWhen function against a conditional folder.

For some reasons it does not work anymore.
Quote
System.Runtime.Serialization.SerializationException: Der Typ "_7thWrapperLib.ActiveWhen" in Assembly "7thWrapperLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null" ist nicht als serialisierbar gekennzeichnet.
   bei EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\RemoteHook.cs:Zeile 944.
   bei Iros._7th.Workshop.fLibrary.Launch(Boolean varDump, Boolean debug) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 738.
   bei Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 637.
   bei System.Windows.Forms.Control.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
   bei System.Windows.Forms.Button.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.28)
Post by: Iros on 2014-08-05 15:12:02
Definitely a bug :/ will fix it
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.28)
Post by: Iros on 2014-08-05 20:48:28
Update v1.29: https://mega.co.nz/#!nFE2iRJA!DBTKcFTBAgY-yfq23v8tEqNj7oqsUo5GQpnxLtUJz6g

-Fix Conditional folders using new ActiveWhen tags
-Add auto update feature

7H will now tell you when a new version is out and [I hope] download & install the new version automatically if you choose to install it. You can disable the update check in settings if you don't want it of course. Since v1.29 is the first version with the updater, you still have to download this version and apply it manually of course :)

@Kaldarasha: Although most of your tags looked right to me, this one:

Code: [Select]
<ActiveWhen>

<And>
<Option>Dynamic = 1</Option>
<Option>CloudSword = 1</Option>
</And>
<Not>
<Option>Sword = 0</Option>
<Option>Sword = 1</Option>
</Not>
</ActiveWhen>

won't work since a <Not> can only contain one other node (otherwise, it would not know how to combine the results of the various child nodes?).

<And> can contain any number of other nodes and it is active only if ALL the contained nodes are active.

<Or> can contain any number off nodes too, it is active if ANY of the container nodes are active.

<Not> can only contain one node, it is active if the one node is NOT active.

<Option> cannot contain any other nodes, it actually checks a config option.

If you have problems, tell me what you are trying to do and we will get it working...
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.29)
Post by: Kaldarasha on 2014-08-06 13:39:05
I will start to test things now. The mod seems to work again and the auto update is a good idea. I had sometimes three 7th Heaven directories in my FF7 folder.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.29)
Post by: Kaldarasha on 2014-08-06 16:58:11
So far everything seems to work. I had a crash, but this was caused by wrong commands in the script. You said that only the way I used the 'No' command was wrong, so is it possible to nest the 'Or' command in the 'And' command?
And I have no idea what 'Option' should do or when it is better to use it. ???
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.29)
Post by: Iros on 2014-08-06 17:49:10
So far everything seems to work. I had a crash, but this was caused by wrong commands in the script. You said that only the way I used the 'No' command was wrong, so is it possible to nest the 'Or' command in the 'And' command?

Yes, certainly. And, Or, Not entries contain other entries, this can either be Option node, or another And, Or, Not, that is fine. It is just Not can only contain ONE child node.

Quote
And I have no idea what 'Option' should do or when it is better to use it. ???

Well, at some point you have to use Option to actually check a config var! And / Or / Not just combine the results of some other checks together in some way, so to do anything useful, there should be one or more Option entries that you then combine together with And/Or/Not to decide when the folder is active...

e.g.

Code: [Select]
<ActiveWhen>
  <And>
    <Or>
      <Option>Sword = 0</Option>
      <Option>Color = 0</Option>
    </Or>
    <Or>
      <Option>Sword = 2</Option>
      <Option>Color = 3</Option>
    </Or>
  </And>
</ActiveWhen>

For the first <Or> to be true, then either Sword must equal 0, OR Color must equal 0.
For the second <Or> to be true, either Sword must equal 2, OR Color must equal 3.

If BOTH of these are true then the <And> becomes true (and the folder is activated). If you have no <Option> entries then it will not check any config vars (and then why do you even bother to have the ActiveWhen entry?)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.29)
Post by: Kaldarasha on 2014-08-06 17:57:44
Lol, I missed the forest for the trees. ;D
Of course I use the <Option> command, but it looked for me as if this would be an operator like the others to define a condition when you mentioned it.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.29)
Post by: EQ2Alyza on 2014-08-07 02:21:03
I used the "Check subscriptions now" button, but it looks like we still have to close and reopen to update the catalog after changing the metaversion.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.29)
Post by: Iros on 2014-08-07 12:00:13
I used the "Check subscriptions now" button, but it looks like we still have to close and reopen to update the catalog after changing the metaversion.

I THINK I have a fix for this, although I am not sure if I have seen the same error as you.

If I change a MetaVersion on a catalog, then update the catalog, then mods I see on the screen do not change, but if I refresh the display (e.g. by doing a search again) then the new details show up. Is that what happens for you?

If yes, then it's what I found, and next version should fix :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.29)
Post by: EQ2Alyza on 2014-08-07 12:55:53
That's what I would like to have happen, and if possible, have it automatically do the search button refresh when we hit the Check subs now button. All the changes I made were either in the Configure, Readme, or file structure, and I have to close and reopen 7H to get the updated download. I notice the catalog.xml does get updated with the new download address after using the Check subs now button, but for some reason, it doesn't live update with an open 7H.

EDIT: Looks like the blue progress bar isn't displaying anymore during a download.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.29)
Post by: Iros on 2014-08-08 10:57:31
New version v1.30: https://mega.co.nz/#!SVlVWD4A!49almnriOetNxk0Y7vZXiMHGwLwUxH3jPgJPJg5BPaY

If you have v1.29 installed then it will hopefully offer to update automatically.

Fix: Catalog refresh didn't update UI straight away
New: Compression support for IRO archives
New: Patch support for IRO archives

Explanation:

1) Compression. When you create a IRO archive you can choose whether to compress the files in it. This makes the IRO smaller (faster download or install, smaller disk space) but COULD mean it slows things down when running the game - because it will have to wait for a file to be decompressed, when it tries to access the file...

The options when creating a IRO are:

Never: Do not compress files at all.
Always: Always compress files. Probably not a good idea.
By Extension: Do not compress PNG, JPG, MP3, OGG files. Compress all other files. Probably a good idea, there is no point trying to compress a file which is already quite well compressed.
By Content: TRY to compress every file, but if it saves < 10% size, then do not bother. Will take longer to create the archive but should only compress files, which will actually benefit.

I have tested this and it works for me, but, like always, perhaps there are bugs so please try it and tell me :)


2) Patch support.

Imagine you have a big IRO file - music, movies, lots of PNGs, could be anything - and it is 1GB to download. Well, OK, it has to be that big if the files are high quality/long. Then you find a bug and want to release a new version - maybe a few of the PNGs need to be updated with a transparent fix. It is not very good for everybody to download the new 1GB mod again, when you have only changed 5MB of PNG files...

So, what you can do now is:

-When you upload the first version of the mod, you upload the large 1GB IRO file
-Then you make a new version. You still probably upload a new 1GB IRO file with the latest version - for people who are downloading the mod for the first time - but 7H will also let you create a patch file. This is a smaller file that contains only the changes between the first IRO and the newer IRO, so if you have only updated 5MB of files, it will only be ~5MB in size.
-If you include a link to this patch file in your catalog, 7H will automatically work out if the user has a version which can be patched, and if yes, it will download and apply the patch instead of downloading the whole thing again.

To make a patch file, there is a new tab on the IRO screen in 7H. You tell it where the original IRO is, where the new version IRO is, and where to save the patch. You also choose whether to compress files, same as creating a new IRO.

The catalog should look like this:

Code: [Select]
<?xml version="1.0"?>
<Catalog>
  <UpdatedOn>2013-08-08 13:34</UpdatedOn>
  <Mods>
    <Mod>
      <ID>BFAE987C-C1E6-C451-8139-FF039842D72E</ID>
      <Author>Iros</Author>
      <Link>http://forums.qhimm.com/</Link>
      <Name>Test music/patching</Name>
      <MetaVersion>1</MetaVersion>
      <Description>Testing music in a IRO archive</Description>
      <Tags>
        <string>Music</string>
      </Tags>
      <LatestVersion>
        <Link>iros://Url/http$www.myserver.com/7H/Music2.iro</Link>
        <Version>2.0</Version>
        <ReleaseDate>2014-08-08</ReleaseDate>
        <CompatibleGameVersions>Original</CompatibleGameVersions>
        <PreviewImage></PreviewImage>
        <ReleaseNotes></ReleaseNotes>
      </LatestVersion>
      <Patch VerFrom="1.0" VerTo="2.0">iros://Url/http$www.myserver.com/7H/Music_1_to_2.irop</Patch>
    </Mod>
  </Mods>
</Catalog>

The "Patch" line says which version(s) the patch can update and what version it updates you to, and has the link for downloading the patch file 7H has created.

Questions? :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.30)
Post by: EQ2Alyza on 2014-08-08 19:39:14
Very cool stuff :D

Code: [Select]
<?xml version="1.0"?>
<Catalog xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <UpdatedOn>2013-08-08 00:00</UpdatedOn>
   <Mods>
   
    <Mod>
      <ID>d73a9d4b-7590-4df5-a269-c08153a446e9</ID>
      <Author>Qhimm Modding Community</Author>
      <Link>http://forums.qhimm.com/</Link>
      <LatestVersion>
        <Link>iros://GDrive/0B-Q_AObuWRSXZVA5WkdITkJGNVE</Link>
        <ExtractSubFolder></ExtractSubFolder>
        <ExtractInto></ExtractInto>
        <Version>1.1</Version>
        <ReleaseDate>2014-05-31T00:00:00</ReleaseDate>
        <CompatibleGameVersions>All</CompatibleGameVersions>
        <PreviewImage>http://i.imgur.com/qFoXAWD.gif</PreviewImage>
        <ReleaseNotes />
      </LatestVersion>
      <Patch VerFrom="1.0" VerTo="1.1">iros://GDrive/0B-Q_AObuWRSXQ0RNeWpYcUhvVDA</Patch>
      <MetaVersion>1</MetaVersion>
      <Name>Field Models Patch Test</Name>
      <Description>Test Test Test</Description>
      <Tags>
        <string>field</string>
        <string>test</string>
      </Tags>
    </Mod>
 
  </Mods>
</Catalog>

I haven't gotten a patch to work yet. First I downloaded the above at version 1.0 without the patch line. Then I added the patch line and updated it to version 1.1. 7H recognized the update and gave me an Update button in the Catalog tab, but it is stuck on Calculating as its progress. For the patch file itself, I packed the Field Models into an IRO using the ByContent compression method. I created a second IRO with the same compression method that has just an added Cloud model option. The IROP came okay it seems. I uploaded the original IRO and the IROP to Google Drive with the links above to them.

EDIT: Hmm, I remembered something. I had problems getting a download to proceed when the file size was below 1 MB. It was with the Animation category. So I added a text file in it to increase the size above 1MB and it downloaded after that. The patch I'm trying to test is under 1 MB in size.

EDIT2: I added some more files into the patch and increased its size from 77 KB to 442 KB. The patch downloaded and installed after that, so it looks like we'll need a fix for smaller file size downloads. Go figure we cover the extremely large files, but the small ones are now the buggers lol
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.30)
Post by: Iros on 2014-08-08 20:19:42
Grr! Such a silly bug...

You are basically correct: although the limit wasn't 1MB, there was a bug with small GDrive downloads that stopped them from working sometimes. I wish all bugs had such useful bug reports though :)

Your IRO / IROP files and catalog XML looks absolutely fine so the new version should make them work.

v1.31: https://mega.co.nz/#!yR8i1T5S!5KTI8bwm64ucWhJX2c--kJz9C-Rx6DDnPxYuh_-x07c
(Auto update should work...)

Fix: Small GDrive files sometimes didn't download
Fix: IROP patches were not deleted after installing
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.30)
Post by: Kaldarasha on 2014-08-08 20:42:40
Hmm, the auto update doesn't seem to work for me.

It repeats 'waiting file is in use' then I got the message that the install was unsuccessful and after this I got this.
Quote
System.UnauthorizedAccessException: Der Zugriff auf den Pfad "D:\Games\FINAL FANTASY VII\7th Heaven\Updater.exe" wurde verweigert.
   bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   bei System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
   bei System.IO.File.Copy(String sourceFileName, String destFileName)
   bei Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 57.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.30)
Post by: Iros on 2014-08-08 20:48:00
Grr :/ you are correct, I have prepared the update wrong. Installing manually would have worked, but it is best if the auto update works too of course.

Updated v1.31 download: https://mega.co.nz/#!LJEmQZzL!wYMIo8HehC71MLnYfKPDwTEntlL6EyckvFJjWh5c9fs

And auto-update will work now I hope. Although you might discover  that actually it has installed the update fine even though there was an error message.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.31)
Post by: Kaldarasha on 2014-08-09 00:34:26
I still can't use the auto update properly. The updater.exe seams to crash and prevents 7th Heaven to start.
Quote
System.UnauthorizedAccessException: Der Zugriff auf den Pfad "D:\Games\FINAL FANTASY VII\7th Heaven\Updater.exe" wurde verweigert.
   bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   bei System.IO.File.InternalDelete(String path, Boolean checkHost)
   bei System.IO.File.Delete(String path)
   bei Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 56.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Somehow the exe will be deleted after a while, but it's impossible for me to delete it myself without having full admin rights and I don't want to unlock and switch to the administrator mode in win7.

When I try to update, the 7thHeaven.exe seems to be still in use. Even the manual way doesn't work and say the exe is in use. Only if I would restart my computer and then run the updater.exe the update will be made. But after this it tries to start 7H but keeps crashing until the update.exe is removed.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.31)
Post by: Iros on 2014-08-09 08:55:10
Well, this is a bit of a mess - sorry :/

Hopefully THIS update will fix the auto-downloading...

v1.315: https://mega.co.nz/#!rccHyTLZ!c6XC5jSJNc78_Ci6waF6cl0RW2siCKW5gaX2S-Usfz0

-Fix auto update, again

If you are in problems with the updater currently then shut down the update tool/7H (maybe even use task manager to make SURE they are shut down and not crashed?) and manually apply the update if necessary.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: sen on 2014-08-10 01:45:45
From another thread:
When i ran 7thheaven for the first time on my computer after subscription links i get this, dunno if it's relevant, even after the update.
(http://i.imgur.com/frRIpen.png)
it just said do you want subscription links setup i just pressed yes and that happened.
On Win7 32bit. Maybe kos i didn't run it as administrator meh :P
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: Iros on 2014-08-10 08:56:55
Thanks for the bug report!

It won't stop anything very important from working, it just means you will not be able to click links and have them open up in 7H automatically which is not really too bad. It may have been because you were not running as admin, but, the program should be able to cope with this really. So I will try and fix this for a future version.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: xenokain on 2014-08-11 01:38:54
Started using this for the first time and im pretty lost. Right now nothing launches. Its probably the directory settings i have are wrong. Im using windows 7 64 bit. Newest version of your program. Steam version of FF7. Is it setup correctly or am i missing something?




Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: Kaldarasha on 2014-08-11 02:25:08
It doesn't work with the re-releases currently.  :'(

To use Aali's modpath Aali's driver must be installed and working! However this is only interesting for you if you want to use texture replacer mods. Maybe Omzy will do an alternative for this in the future, but even though Aali's driver is more stable as the creepy hack in by DotEmu.

Library location - correct
FF7.exe - correct but unsupported, maybe targeting it to the laucher is better (?)
Aali Modpath - wrong set up. In your case it should be C:\Games\FF7\mods, but this hasn't an effect for a native rerelease installment.
Movie Path - correct
Also Launch - well this is for additional programs which should start the FF7.exe. However the launcher will be started anyway so it's not really needed to launch this, too.

Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: xenokain on 2014-08-11 02:46:07
Thanks for clearing that up. I got my mod working using a different tool but ill test this later since you gave me the correct directory setup.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: Kaldarasha on 2014-08-11 09:52:31
I have found a very minor bug. When I move in the configuration menu from a list option with a picture to a bool option without a picture, the last seen picture is placed to the bool option, too.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: EQ2Alyza on 2014-08-11 13:29:28
I've noticed that bug too. Once you check the box for the bool option, the preview image for it appears.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: Kaldarasha on 2014-08-11 17:28:22
Well compressing will horribly crash my mod (I used By Content). But 612MB are a bit much for a download. 7zip will make out of this an 21MB small archive. Can't you change the system so we can compress mods for the downloads and 7th Heaven will uncompress them when the mods are set to active?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: Covarr on 2014-08-11 17:35:22
21MB archive from 612MB of content? Man, that'd take a long time to decompress on every run.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: Iros on 2014-08-11 17:37:37
Yes, you can already do this. If the download link for your mod points to a ZIP or a 7Z file then 7thHeaven will (should...) automatically unzip it once the download is complete. This is not quite the same as decompressing when it is ACTIVE, but I think it is not too bad.

Although, I would certainly like to see why the compression makes your mod crash, since it is always good to find a bug and fix it! Could you give me a link to the mod? (The 21MB zipped version would be good... ;)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: Kaldarasha on 2014-08-11 17:51:02
21MB archive from 612MB of content? Man, that'd take a long time to decompress on every run.
No you misunderstood this. You can have active mods in your mod load order and inactive mods in your library. I think that it's enough to leave inactive mods packed to save space.

@Iros
https://mega.co.nz/#!bU0SDYZI!zpxMZCJ48ouJgF5N1XI_hIppwKLuuT6fqCIlK9x6GoE
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: Iros on 2014-08-12 09:37:54
Hm, I'm not so sure about decompressing when you activate a mod ... I guess you would delete the uncompressed files when the user deactivated the mod? That could be slow - you deactivate a mod to see "is it that mod causing me a problem?", hmm it isn't that bad, I will reactivate it ... and then you wait a minute for it to uncompress files again.

Plus if you are actually using all the mods you download (they are all active) then it takes up more disk space! Because it has the decompressed version to launch the game, but it is still keeping the compressed version, in case you deactivate it...

@Iros
https://mega.co.nz/#!bU0SDYZI!zpxMZCJ48ouJgF5N1XI_hIppwKLuuT6fqCIlK9x6GoE

Thank you.

That mod is large. I see it does not work in a compressed IRO, so this is definitely a bug I will fix.

Also the compressed IRO is much large than the 7Z. I guess that is because there are a lot of duplicated files in the mod, and you are using solid compression with 7Z. The IRO cannot do this because it needs fast access to any file, so solid compression is not possible. But, I can probably optimize the IRO to work better with duplicate files.

Also FF7 is slow to launch with a mod containing so many files. I really want to make this faster. However this will need a bigger code change, so I will just work on fixing the bugs first. I hope a future version will speed things up.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: Kaldarasha on 2014-08-12 12:17:27
It starts slow, doesn't it? But for me it starts in an acceptable time. The newer games doesn't start instantly either. How about a small pong like minigame until the game starts.  :-P
Anyway I will see if I can small down the size of my mod a bit, I already kicked out some files of the HQ weapons (50MB).

Edit:
Hmm, my decision was right to check my file management, there was even an unused folder in the dynamic weapon section. I guess I can bring it down to 400MB.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
Post by: Iros on 2014-08-12 20:47:56
OK; new version v1.32: https://mega.co.nz/#!jV9UTCaI!DSrU1hbhMcQN_J3ZEHTr3S4KsbZWMCSKcUW3i5nW8n8

-Fix reading certain compressed files from IRO archive
-Fix pictures for bool options not always loading properly
-Fix compressed file cache not working

The speed is still not good, but I will try to sort that in a future version. At least now I think it works correctly!
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: EQ2Alyza on 2014-08-13 03:22:04
Silly bug. When I auto-updated to 1.32, I clicked the NO button for the message about setting up a subscription, but it still opened up the Settings window.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: Iros on 2014-08-13 06:27:50
Well, I guess there is a bug there, just not exactly what you think :)

When you upgrade to a new version it always shows the settings window in case there are any new settings that need to be configured. (Of course usually there aren't so perhaps this is a bit unnecessary!)

Separately, it also asks if you want to set up subscription links with Windows - so you could click a subscription link on the forum and have 7H open automatically. I guess it should really only ask this question once instead of every time you upgrade.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: mystery_editor on 2014-08-13 10:26:49
Quick bug I've found. Re-producible, which is nice :P

When a download is incomplete (I've had this happen through accidental closing of 7th Heaven, and also through network dropout), it's removed from the "Downloads" window. However, when this .iro is eventually downloaded again from the start, the incomplete file from earlier isn't deleted from the temp folder, which leads to 7th Heaven thinking there are two versions of the same mod installed.

At some point, this gets cleaned up, but the duplicate entries still persist in the Library. If you try and uninstall one, it makes the other crash 7th Heaven when you hit "Configure".

Hope that's enough info!
Title: Re: 7thHeaven
Post by: genesis063 on 2014-08-13 19:48:16
@cmh175
Oh, it's two dots instead of three. That's where I've went wrong. Thanks for the heads-up; but is Iros gone? I thought there was a summer update planned for this tool.

@Genesis063
I'll put a model together and put it in with the others. But important question: have you modded in Sephiroth by changing the flevel or by replacing the char.lgp files?

Hey bro sorry to just disappear but I changed it using the flevel so he is a little more himself.  Some scenes where taken out do to limited animations he can use.  Snowboard was taken out, Dolphin jump and lifestream are the ones I remember for right now.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: cmh175 on 2014-08-15 01:28:59
I haven't been able to keep up with the advancements so far, there's been a ton of progress here. I was wondering if it hasn't already been added, is it possible to work in an interface that can configure aali's driver? Bootloader made it pretty simple to configure settings and toggle things on and off, and using notepad isn't the easiest thing for novice users. With that addition and the release of EQ2Alyza's catalog, other than a game convertor 7H is pretty much the only tool needed to run and mod the game.

~Well lookie there, already included since v1.27. Very cool. Has a drop down menu been added for selecting post processing effects or is bloom2 currently the only shader in aali's driver now? Other than an option to toggle the direct folders on and off looks like everything's covered here.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: EQ2Alyza on 2014-08-15 01:35:25
It's already there silly --- Workshop -> OpenGL driver configuration

I meant to ask if you wanted anything in addition to what's already there to configure :-P
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: cmh175 on 2014-08-15 01:42:13
lol yup, a bit out of the loop. Other than a drop down menu for selecting the shader effects (unless bloom2 is the only one available in the current driver, not sure haven't checked) and toggling the direct folders this was covered pretty well. I still have v1.27 so it may have been updated since, but btw 1024mb for the texture is what I've been using since the release of aali's new driver so it's been pretty well tested. I found anything lower while using texture mods causes the battle menu to glitch.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: EQ2Alyza on 2014-08-15 02:36:10
Bloom2 is the default for the current driver, but I use SmartBloomAdvanced. It's added in the GC I sent you. I think typing is fine for now since that's really an option for more advanced users who might want to fiddle with new shaders down the road. Having a drop-down menu would mean an update to 7H would be needed to support any possible new shaders.

A direct_mode=on/off toggle is actually a good idea. The Nightmare 7 difficulty mod uses a direct folder, so it would benefit something. Then just use the direct folder for testing a mod before packing it into an IRO.

I use 1024 texture memory as well, and it works great. What exactly does that pull from? System RAM? Video RAM? Something else?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: Kaldarasha on 2014-08-15 10:08:25
Having a drop-down menu would mean an update to 7H would be needed to support any possible new shaders.

I use 1024 texture memory as well, and it works great. What exactly does that pull from? System RAM? Video RAM? Something else?

No, an update isn't needed. The way I wanted the config Editor and the way Iros has made it, makes 7th Heaven independent from any version of Aali's driver. All what's needed to do is to modify the ConfigSpec-FF7OpenGL.xml to add or remove options. I kept the settings minimalist because the average user will click things on and off because they are present there. While the direct folder doesn't harm anything, it's not needed anymore. You can test with 7th Heaven mods before packing them in an .iro.

The Vram of FF7 is more or less an emulation of the one from the PSX. It has nothing to do with the VRAM of your graphic card, it simply limits the memory for the textures before they will be cleaned from it(?). While it is possible to store as much as possible into the ram, it's not possible to load everything at once from it (32bit Bottleneck). FF7 has a bad texture management on PC. As far as I understand the engine, it loads for every part of a full textured model the texture in memory. Which means for a Cloud model with a texture resolution of 2048 that the game will load the texture in memory 15(or 16) times (I dunno how much ram this would eat up). Maybe a reason why they did textured the models so rarely, because they discovered to handle this better to late as they could use it in the current engine built without to redo a lot of done work.

Well I guess we can remove the 'untested' from 1024. Also the new timer option, Dan has made a hext file to fix the field FPS bug. But the direct folder shouldn't be needed. Tengo can update his mod to work with 7th Heaven and will probably kick out some of his .dll's, but I don't think he will (or is ready to re-write stuff because it's easier to do now).
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: mystery_editor on 2014-08-15 11:10:22
OK, I feel like I'm doing something wrong, but I just can't seem to get music to load through 7th Heaven.

I created the music\vgmstream folder manually, but I still get an error message saying it's unable to find the specified file in "D:\Games\FINAL FANTASY VII\/music/vgmstream/PRE.OGG".

If it's just my setup, all good, but AH does work when I manually install it as you would without 7H. I'm running Winodws 8.1.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: Iros on 2014-08-15 12:10:52
Could be setup but I guess we will need to look. Can you post your 7H config and also the contents / folders in the mod you have created?

-----

Also, I will have an update soon. Main change is that creating compressed IRO files will be much quicker (it will be multi-threaded). First though I will see if I can the bug with downloads mystery_editor reported.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: EQ2Alyza on 2014-08-15 13:23:54
OK, I feel like I'm doing something wrong, but I just can't seem to get music to load through 7th Heaven.

I created the music\vgmstream folder manually, but I still get an error message saying it's unable to find the specified file in "D:\Games\FINAL FANTASY VII\/music/vgmstream/PRE.OGG".

If it's just my setup, all good, but AH does work when I manually install it as you would without 7H. I'm running Winodws 8.1.

Have you gone to Workshop -> OpenGL driver configuration and setup the Audio tab?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: mystery_editor on 2014-08-15 13:29:48
Yep, selected VGMStream as the player. Music loads fine if I copy a file into the target folder manually, but won't change if I select another option in 7H
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: EQ2Alyza on 2014-08-15 13:56:05
Which AH option did you choose?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: Kaldarasha on 2014-08-15 17:53:30
OK, I feel like I'm doing something wrong, but I just can't seem to get music to load through 7th Heaven.

I created the music\vgmstream folder manually, but I still get an error message saying it's unable to find the specified file in "D:\Games\FINAL FANTASY VII\/music/vgmstream/PRE.OGG".

If it's just my setup, all good, but AH does work when I manually install it as you would without 7H. I'm running Winodws 8.1.

Maybe it's because the music folder is empty and 7th Heaven doesn't find a file to replace it? ???
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
Post by: Iros on 2014-08-15 19:45:08
Maybe it's because the music folder is empty and 7th Heaven doesn't find a file to replace it? ???

No, 7H will work to put brand new files in. First thing to check is definitely the paths (in the 7H settings, and in the mod).


New version v1.33: https://mega.co.nz/#!fB9VxLwb!2LZo4qfsKAmRg_gs-uA4x1UaDW-o7npfxQf_54oiezg

-Faster IRO creation (multi-threaded)
-Improve handling failed / incomplete downloads

I could not reproduce the error with failed downloads exactly, but I did find one problem which is now fixed, so I hope this will sort out any other errors people have had...
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: EQ2Alyza on 2014-08-15 20:15:38
No, 7H will work to put brand new files in. First thing to check is definitely the paths (in the 7H settings, and in the mod).

He's testing my catalog, and my folder has always been empty as well, but I can't reproduce it.

Workshop -> Settings --- Is music listed in the Extra Folders box?

Where is your game installed?

Check inside mods/7thHeaven and tell me the file size for Media - Movies, Music, and Sound.iro.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: mystery_editor on 2014-08-16 12:43:37
Workshop -> Settings --- Is music listed in the Extra Folders box?

Where is your game installed?

Check inside mods/7thHeaven and tell me the file size for Media - Movies, Music, and Sound.iro.

Extra Folders is listed as:
Code: [Select]
music directGame is installed to D:\Games\FINAL FANTASY VII\
Size for the .iro is reported in Windows as 6.33 GB (6,806,765,642 bytes).

Sorry I went into the thread with this, but it's just a small quirk that might be Win8 related? Permissions can be a bit wacky with it.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: Iros on 2014-08-16 18:23:10
Extra Folders is listed as:
Code: [Select]
music direct

Are they actually on the same line? They should be on separate lines really.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: Luigi Brosse on 2014-08-16 20:14:35
I am just testing the catalogue of EQ2Alyza and it is impressive so far.

However, I would like to suggest something when downloading from the catalogue. Could it be possible to precise the size of the .iro to download (in GB)? That would avoid some nasty surprises to some people. Also, it would be nice to be able to pause / cancel an on-going download.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: Iros on 2014-08-16 21:08:35
Showing size of download (in the Catalog tab) would mean a change to the catalog file format, but it would be quite easy to do. It would mean catalog authors had to specify the download size, but I suppose that is not too bad.

(I don't want 7H to go and work out the download size by actually starting the download and seeing how big it is - imagine if you had a catalog with 100 mods in it, does it go and try and start downloading 100 files at once just to give size estimates?!).

Cancel download should be easy too. Pause/resume will not be so easy, as it will mean writing a bit more code ... so probably not in the next version.

Although I am a bit surprised that 6GB+ downloads are working fine without resume! That seems very, very big to me - I am surprised that a mod needs to be that large.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: EQ2Alyza on 2014-08-17 00:03:01
There isn't any single mod that's 6+GB. We have 2 field texture mods now, each over 3GB in size. Next in line are movie mods, where some can top just a little over 1GB. The reason the catalog has some 6+GB downloads is because I created categories and combined mods that fit that category. So the Field Textures category is downloading both of them for over 6GB combined, and the Media - Movies, Music, and Sound likewise is just as large. This doesn't even cover all mods that are at Qhimm or any future mods.

I don't have internet issues, so downloading takes me about 15mins from start to finish, and the bulk of that is with the two categories mentioned above. I haven't considered the fact that people around the world have different limits to their internet, so I may need to create a 2nd catalog to compensate for that. The 2nd will have to be each mod individually packed and put into the catalog, giving the benefit to having smaller downloads for those with limited internet. The big problem I see with that is organization and documentation. That catalog will be The Big List of Mods (http://forums.qhimm.com/index.php?topic=12503.0) type huge, and perhaps confusing to navigate for first time users. And of course, if some people can't pick it up and play it in 5mins, then we create a flood of posts on the forums asking for silly help like "what's the best mods?" and...ugh, Bootleg Q&A all over lol.

My idea behind creating the categories was so that I could lump all the mods into a single download, thus creating a smaller and more organized catalog list, and providing less Readmes to explain the mod details. And even though the mod categories are larger in size to download, they only need to open the Configure and select a different option to test what they like. With the 2nd catalog, if you don't like the mod, you're back to having to download another one anyways because you can't access Readme files to describe the mod until AFTER its downloaded. Like I said above, if they're not aware of what it does, they come here and ask. Even creating a mod details thread like Tifa's Package (http://forums.qhimm.com/index.php?topic=13981.0) has proven overall ineffective in answering questions because...it's still an overwhelming wall of text that's difficult for first time users to navigate, so they skipped the reading and went straight to asking on the forums. I love helping people, but not by myself or alongside others who all have conflicting information. I've grown tired of Bootleg like Q&A.

Anyways, long post. Sorry! It'll be more work on my end and will delay the release of the official catalog, but if it's a good idea to make a 2nd catalog for those with internet restrictions, I'll get working on it now.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: Kaldarasha on 2014-08-17 00:55:43
Do you see now how good it would be to abuse Bootleg as a mod manager for 7th Heaven?
If the user set the mods for the game up without to download anything and after she/he hit's the download button the mods will be downloaded.
This looks for me like the best way. The Bootleg team has to deal with mod compatibility anyway.

Maybe it would be good to create a mod familiar list, from which 7th Heaven can read the correct load order.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: EQ2Alyza on 2014-08-17 01:17:52
Yes, I understand completely. You want Bootleg to be a mod organizer that creates a single IRO from a selection of chosen mods. It's an identical concept to Skyrim Mod Combiner (http://www.nexusmods.com/skyrim/mods/51467/?). That's a lot of work initially, and something that will have to continually be updated whenever new mods are released. I will talk to Vgr and Insight to see if our time is better spent on something like that.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: Kaldarasha on 2014-08-17 01:32:50
Yes, I understand completely. You want Bootleg to be a mod organizer that creates a single IRO from a selection of chosen mods. It's an identical concept to Skyrim Mod Combiner (http://www.nexusmods.com/skyrim/mods/51467/?). That's a lot of work initially, and something that will have to continually be updated whenever new mods are released. I will talk to Vgr and Insight to see if our time is better spent on something like that.

It don't need to create one iro. This would only create complications when changing settings in Bootleg. Only sorting them and maybe creating compatibility patches (but these can be also made as small iro's to download).
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: mystery_editor on 2014-08-17 01:39:12
Are they actually on the same line? They should be on separate lines really.

Yep, that was the issue all along >_>
Thanks all, figured it was just me. Sorry for bugging you EQ2Alyza so much with this one issue D:
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: Kaldarasha on 2014-08-17 02:21:10
Yep, that was the issue all along >_>
Thanks all, figured it was just me. Sorry for bugging you EQ2Alyza so much with this one issue D:

If not you another would has come up with this.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: EQ2Alyza on 2014-08-17 02:35:13
Nah, I asked for volunteers to help test. No bugging involved in that :P
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: cmh175 on 2014-08-17 03:12:55
I'm definitely falling behind in 7H advancement. I notice a new settings option that check for 7H updates. Does this mean 7H can update itself when a new version is released? If so that's pretty awesome. Just swapping out the folders and stuff isn't much trouble, but in some cases I have to delete the temp files so it can take more time. If that's what this does though it doesn't seem to be working, mine still says v1.32.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: EQ2Alyza on 2014-08-17 03:28:48
After you check the box to enable updates automatically, hit OK and close 7H. Next time you open it, there will be a message about updating.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: Luigi Brosse on 2014-08-17 08:49:39
OK, finally downloaded everything. My ff7 folder is now over 16 GB. It took roughly 3.5 h to download it on a good ADSL line (1.5 MB/s). So beware :)
Some warnings before would actually be good. If I remember correctly, there was some thoughts about being able to only re-download the updated part (like a patch) of an iro in the future. Maybe this can be used to track the size to download (I don't know, maybe my suggestion is stupid).

A suggestion (maybe not realistic), would be to download only the description and config tab for each mod and only when validated to really download it. For example, this would allow cutting in half the size to download for field texture.

And being a noob, I try to activate all mods from the catalogue. This crash ff7.exe. I will try to debug what is wrong. Any log file or thing that I can check rather than activating / deactivating every single mod?

EDIT: Just noticed that if you don't have any mod activated, you cannot start the game. Why not?

EDIT2: The mouse wheel is also not working on the various tabs when you have to look through all the list of mods. I have to use the lift on the side.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: Luigi Brosse on 2014-08-17 13:48:26
Also, it seems that the OpenGL configurator is not saving properly. I tried to set the audio on VGMstream as requested by EQ2Alyza, but this option is not saved when I close the window.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: EQ2Alyza on 2014-08-17 14:33:32
OK, finally downloaded everything. My ff7 folder is now over 16 GB. It took roughly 3.5 h to download it on a good ADSL line (1.5 MB/s). So beware :)
Some warnings before would actually be good. If I remember correctly, there was some thoughts about being able to only re-download the updated part (like a patch) of an iro in the future. Maybe this can be used to track the size to download (I don't know, maybe my suggestion is stupid).

A suggestion (maybe not realistic), would be to download only the description and config tab for each mod and only when validated to really download it. For example, this would allow cutting in half the size to download for field texture.

And being a noob, I try to activate all mods from the catalogue. This crash ff7.exe. I will try to debug what is wrong. Any log file or thing that I can check rather than activating / deactivating every single mod?

EDIT: Just noticed that if you don't have any mod activated, you cannot start the game. Why not?

EDIT2: The mouse wheel is also not working on the various tabs when you have to look through all the list of mods. I have to use the lift on the side.

The patch feature is already implemented, so if any updates are added to the categories, it will come in a patch form and you will only be downloading what is being added instead of the entire category.

Downloading the Readme and Configure to choose individual options to then download wouldn't work in the catalog you're using. The mods are already packed into a single IRO and can't be pulled out during a download. It would work for a 2nd catalog that has every mod as an individual download, but it's up to Iros what he wants to do with that idea.

All mods have either a No Change option in the drop-down menus or a check box to turn on/off. Choose those options instead of deactivating.

Also, it seems that the OpenGL configurator is not saving properly. I tried to set the audio on VGMstream as requested by EQ2Alyza, but this option is not saved when I close the window.

I assume you clicked the X to close the window. Click the OK button and it will save the settings.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: Luigi Brosse on 2014-08-17 16:52:42
I assume you clicked the X to close the window. Click the OK button and it will save the settings.

Just tried it out. No, I am dutifully using the OK and nothing happen.

And it seems to be the menu overhaul that is breaking it for me. I will have a look at it more in detail.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
Post by: Iros on 2014-08-22 19:56:02
v1.34: https://mega.co.nz/#!7RUSzSoY!MD3SkysyHVOmpBl_ru5pHrz2vE0a_imClkV9L547n0s

...or auto update should work, I hope.

Changes:

-Cancel option on downloads
-Fix/improve subscription link registration failing if not running as admin
-Show size of downloads - if catalog lists them

To specify the size of a download in a catalog add a <DownloadSize> entry to the mod version (latest version) entry listing the size of the download in KB.

e.g.

Code: [Select]
      <LatestVersion>
        <Link>iros://Mega/!PMtjVbCZ!e_qbdzRzAc_01Rd28u1E_z,#!jVEF3YqQ,Testing.rar</Link>
        <ExtractSubFolder></ExtractSubFolder>
        <ExtractInto></ExtractInto>
        <Version>1.1</Version>
        <ReleaseDate>2014-05-31T00:00:00</ReleaseDate>
        <CompatibleGameVersions>All</CompatibleGameVersions>
        <ReleaseNotes />
        <DownloadSize>5000</DownloadSize>
      </LatestVersion>

That mod will show in the catalog list with an estimated download size of 5000KB (will display as 4.9MB).
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: mystery_editor on 2014-08-23 05:38:19
Autoupdate isn't triggering for me, FYI. Running v1.32.

(As a side note, the Mega link isn't currently working, but this will fix itself I suspect) <-- EDIT: Yep, as I hoped, fixed itself :P
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: EQ2Alyza on 2014-08-25 02:54:38
Autoupdate isn't triggering for me, FYI. Running v1.32.

- I get the message to update to 1.34, but it doesn't update after I click YES. First time this has happened for me with the auto update feature.

- Possibly a small bug I found is that I cannot pack and overwrite/replace an IRO anymore. Clicking the Go button doesn't start the process. I just created a new IRO and renamed it afterwards for now. This isn't the case everytime though. I created a brand new mod today, but wasn't able to overwrite/replace it, however older mods I did awhile back were fine. It's odd and I'm not sure if it's a problem with the tool or my end.

- Strange bug with the download size. Two of the mods in the catalog are displaying odd values for the size. They are close, but giving obscure decimal amounts.

Catalog: iros://Url/http$pastebin.com/raw.php?i=yhR721Kh

Gameplay - Difficulty and Story = 115008
World Textures = 106789

______________________________________________________________________________________________________________________________

I have some questions about patches. The catalog will have everything released as version 1.0. Whenever I want to update a mod, do I have to upload the new latestversion and update the download link + version # to it, along with updating the patchversion each time I want to release an update?

I'm trying to think of scenarios where someone might get stuck patching. For example, someone starts with the initial release of the catalog at version 1.0, but then they disappear for a long time. When they come back, one of the mods (or multiple even) have gone through several patchversions and it now sits at version 4.0. If my catalog is updated how I described above, then the catalog xml will have a download link for latestversion 4.0 and a download link for patchversion 3.0_to_4.0. How would the returning user bridge the gap between their 1.0 to 4.0?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: Iros on 2014-08-25 10:50:05
- I get the message to update to 1.34, but it doesn't update after I click YES. First time this has happened for me with the auto update feature.

Hm, it works for me today. Perhaps the Mega download server was busy...? See if it works today :)


- Possibly a small bug I found is that I cannot pack and overwrite/replace an IRO anymore. Clicking the Go button doesn't start the process. I just created a new IRO and renamed it afterwards for now. This isn't the case everytime though. I created a brand new mod today, but wasn't able to overwrite/replace it, however older mods I did awhile back were fine. It's odd and I'm not sure if it's a problem with the tool or my end.

Well, sort of a bug here. Nothing has changed in the recent version, you should be able to overwrite a IRO fine. What MIGHT be the problem is that you can't overwrite a file that is open. And if the IRO is a mod you have installed, and you have opened the configuration window in the past few minutes, 7H still has the file open to read the mod.xml and config images from it.

Next version will improve this - it will close the file as soon as you close the config window in case you need to delete/overwrite it.

- Strange bug with the download size. Two of the mods in the catalog are displaying odd values for the size. They are close, but giving obscure decimal amounts.

Catalog: iros://Url/http$pastebin.com/raw.php?i=yhR721Kh

Gameplay - Difficulty and Story = 115008
World Textures = 106789

Well, not exactly a bug, a MB is 1024KB so the values displayed are correct :) But, there is no need to display them to such precision so I will change that in the next version.


I have some questions about patches. The catalog will have everything released as version 1.0. Whenever I want to update a mod, do I have to upload the new latestversion and update the download link + version # to it, along with updating the patchversion each time I want to release an update?

I'm trying to think of scenarios where someone might get stuck patching. For example, someone starts with the initial release of the catalog at version 1.0, but then they disappear for a long time. When they come back, one of the mods (or multiple even) have gone through several patchversions and it now sits at version 4.0. If my catalog is updated how I described above, then the catalog xml will have a download link for latestversion 4.0 and a download link for patchversion 3.0_to_4.0. How would the returning user bridge the gap between their 1.0 to 4.0?

Well, this can be made to work if you set up the catalog correctly.

First of all: If there is no patch available for the version the user has installed, then 7H will download the full mod again. So if it is set up like you say above, then 7H will download the full v4.0 file and replace the v1.0 file with it, so this will work fine, they just have to do the full download.

Second: You can have multiple patches listed in the catalog. For example:

Code: [Select]
      <Patch VerFrom="1.0" VerTo="4.0">iros://Url/http$www.myserver.com/7H/Update_1_to_4.irop</Patch>
      <Patch VerFrom="3.0" VerTo="4.0">iros://Url/http$www.myserver.com/7H/Update_3_to_4.irop</Patch>

...and 7H will pick whichever patch works (if any of them do!). Of course this is a lot of work if there are a lot of different versions released...

Third: It is possible for a single patch to upgrade multiple versions to the latest. This depends a lot on what changes have been made so it cannot always work, but you may be able to make use of this.

For example. Version 1.0 of your mod contains the following files:

flevel.lgp\ancnt1
flevel.lgp\ancnt2
flevel.lgp\ancnt3
flevel.lgp\ancnt4

(so, it's a field mod that changes 4 locations).

You release a version 2 that fixes some spelling mistakes in one of the locations. The only file that has changed is ancnt1, so if you make a patch v1->v2 it will contain that one file.
Then you release a version 3 that fixes some mistake in ancnt2. Obviously you could make a v2->v3 patch and it will contain only the file ancnt2.

However you can instead make a v1->v3 patch. Of course it will contain ancnt1 and ancnt2 since those two files have changed between v1 and v3. But the important thing is that the exact same patch file would also be able to upgrade v2->v3! It contains ancnt1 (which people running v2 don't need, they already have that version, but it's OK to apply the change again) and ancnt2 (which people running v2 do need to upgrade to the latest version.

Now it does mean that the patch is a bit larger than necessary: if you already have v2 you are downloading a patch for two files but one of those files isn't needed. It makes the job of the mod/catalog author a lot easier though: instead of maintaining a lot of different patches you may be able to just have one patch file that can upgrade any mod version to the latest.

(The way to specify this in the catalog is:

Code: [Select]
      <Patch VerFrom="1.0,2.0" VerTo="3.0">iros://Url/http$www.myserver.com/7H/Update_Any_To_v3.irop</Patch>

Does that all make sense? :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: Kaldarasha on 2014-08-25 13:07:42
I think it would be a good idea to give the mods IDs (to torture Alyza a bit :evil:).
The concept I imagine gives 7H an idea about the nature of the mod, so it knews if it's a texture mod, a model mod, a gameplay mod, etc.
I think the ID should look like this: k.m.p
k = a value to define the kind of the mod (1 models, 2 textures, 3 menu, 4 gameplay, 5 translation, 6 miscellaneous)
m = the number of the mod itself
p = 0 is the original mod, everything above is a patch for it

As example Chaos would get this ID:
1.24.0
and a patch for it get this ID:
1.24.1

If you could make a new download window with separate tabs for these 6 mod categories, it would sort things out a bit better and gives a much nicer overview.
We also need a mod familiar list where we can predefine how the mods has to be sorted. New unfamiliar mods should be placed on the top but needed to be marked as unknown (with a yellow warning symbol?) and has to be sorted manually. However 7H shouldn't start the sorting by itself, the user has to click on a autosort tap (I guess you can use the custom GL button for this - I don't think we need this feature).

Edit:
One last thing: if we use the ID-system for the mods is it possible to check this ID by a mod to auto-activate a compatibly patch?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.29)
Post by: cmh175 on 2014-08-25 18:15:27
New version v1.30: https://mega.co.nz/#!SVlVWD4A!49almnriOetNxk0Y7vZXiMHGwLwUxH3jPgJPJg5BPaY

If you have v1.29 installed then it will hopefully offer to update automatically.

Fix: Catalog refresh didn't update UI straight away
New: Compression support for IRO archives
New: Patch support for IRO archives

Explanation:

1) Compression. When you create a IRO archive you can choose whether to compress the files in it. This makes the IRO smaller (faster download or install, smaller disk space) but COULD mean it slows things down when running the game - because it will have to wait for a file to be decompressed, when it tries to access the file...

The options when creating a IRO are:

Never: Do not compress files at all.
Always: Always compress files. Probably not a good idea.
By Extension: Do not compress PNG, JPG, MP3, OGG files. Compress all other files. Probably a good idea, there is no point trying to compress a file which is already quite well compressed.
By Content: TRY to compress every file, but if it saves < 10% size, then do not bother. Will take longer to create the archive but should only compress files, which will actually benefit.

I have tested this and it works for me, but, like always, perhaps there are bugs so please try it and tell me :)


2) Patch support.

Imagine you have a big IRO file - music, movies, lots of PNGs, could be anything - and it is 1GB to download. Well, OK, it has to be that big if the files are high quality/long. Then you find a bug and want to release a new version - maybe a few of the PNGs need to be updated with a transparent fix. It is not very good for everybody to download the new 1GB mod again, when you have only changed 5MB of PNG files...

So, what you can do now is:

-When you upload the first version of the mod, you upload the large 1GB IRO file
-Then you make a new version. You still probably upload a new 1GB IRO file with the latest version - for people who are downloading the mod for the first time - but 7H will also let you create a patch file. This is a smaller file that contains only the changes between the first IRO and the newer IRO, so if you have only updated 5MB of files, it will only be ~5MB in size.
-If you include a link to this patch file in your catalog, 7H will automatically work out if the user has a version which can be patched, and if yes, it will download and apply the patch instead of downloading the whole thing again.

To make a patch file, there is a new tab on the IRO screen in 7H. You tell it where the original IRO is, where the new version IRO is, and where to save the patch. You also choose whether to compress files, same as creating a new IRO.

The catalog should look like this:

Code: [Select]
<?xml version="1.0"?>
<Catalog>
  <UpdatedOn>2013-08-08 13:34</UpdatedOn>
  <Mods>
    <Mod>
      <ID>BFAE987C-C1E6-C451-8139-FF039842D72E</ID>
      <Author>Iros</Author>
      <Link>http://forums.qhimm.com/</Link>
      <Name>Test music/patching</Name>
      <MetaVersion>1</MetaVersion>
      <Description>Testing music in a IRO archive</Description>
      <Tags>
        <string>Music</string>
      </Tags>
      <LatestVersion>
        <Link>iros://Url/http$www.myserver.com/7H/Music2.iro</Link>
        <Version>2.0</Version>
        <ReleaseDate>2014-08-08</ReleaseDate>
        <CompatibleGameVersions>Original</CompatibleGameVersions>
        <PreviewImage></PreviewImage>
        <ReleaseNotes></ReleaseNotes>
      </LatestVersion>
      <Patch VerFrom="1.0" VerTo="2.0">iros://Url/http$www.myserver.com/7H/Music_1_to_2.irop</Patch>
    </Mod>
  </Mods>
</Catalog>

The "Patch" line says which version(s) the patch can update and what version it updates you to, and has the link for downloading the patch file 7H has created.

Questions? :)

The Patch feature is confusing. Do I just put together a catalog with a small iro with just the new updated files necessary? That's what I thought, but the create patch tab doesn't make sense. Being able to upload patches so I don't have to update large mods right away would be helpful.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: EQ2Alyza on 2014-08-26 00:10:21
Hm, it works for me today. Perhaps the Mega download server was busy...? See if it works today :)


Well, sort of a bug here. Nothing has changed in the recent version, you should be able to overwrite a IRO fine. What MIGHT be the problem is that you can't overwrite a file that is open. And if the IRO is a mod you have installed, and you have opened the configuration window in the past few minutes, 7H still has the file open to read the mod.xml and config images from it.

Next version will improve this - it will close the file as soon as you close the config window in case you need to delete/overwrite it.

Well, not exactly a bug, a MB is 1024KB so the values displayed are correct :) But, there is no need to display them to such precision so I will change that in the next version.

Well, this can be made to work if you set up the catalog correctly.

First of all: If there is no patch available for the version the user has installed, then 7H will download the full mod again. So if it is set up like you say above, then 7H will download the full v4.0 file and replace the v1.0 file with it, so this will work fine, they just have to do the full download.

Second: You can have multiple patches listed in the catalog. For example:

Code: [Select]
      <Patch VerFrom="1.0" VerTo="4.0">iros://Url/http$www.myserver.com/7H/Update_1_to_4.irop</Patch>
      <Patch VerFrom="3.0" VerTo="4.0">iros://Url/http$www.myserver.com/7H/Update_3_to_4.irop</Patch>

...and 7H will pick whichever patch works (if any of them do!). Of course this is a lot of work if there are a lot of different versions released...

Third: It is possible for a single patch to upgrade multiple versions to the latest. This depends a lot on what changes have been made so it cannot always work, but you may be able to make use of this.

For example. Version 1.0 of your mod contains the following files:

flevel.lgp\ancnt1
flevel.lgp\ancnt2
flevel.lgp\ancnt3
flevel.lgp\ancnt4

(so, it's a field mod that changes 4 locations).

You release a version 2 that fixes some spelling mistakes in one of the locations. The only file that has changed is ancnt1, so if you make a patch v1->v2 it will contain that one file.
Then you release a version 3 that fixes some mistake in ancnt2. Obviously you could make a v2->v3 patch and it will contain only the file ancnt2.

However you can instead make a v1->v3 patch. Of course it will contain ancnt1 and ancnt2 since those two files have changed between v1 and v3. But the important thing is that the exact same patch file would also be able to upgrade v2->v3! It contains ancnt1 (which people running v2 don't need, they already have that version, but it's OK to apply the change again) and ancnt2 (which people running v2 do need to upgrade to the latest version.

Now it does mean that the patch is a bit larger than necessary: if you already have v2 you are downloading a patch for two files but one of those files isn't needed. It makes the job of the mod/catalog author a lot easier though: instead of maintaining a lot of different patches you may be able to just have one patch file that can upgrade any mod version to the latest.

(The way to specify this in the catalog is:

Code: [Select]
      <Patch VerFrom="1.0,2.0" VerTo="3.0">iros://Url/http$www.myserver.com/7H/Update_Any_To_v3.irop</Patch>

Does that all make sense? :)

I already manually updated. I'll say it was the MEGA server and see what happens on the next update.

I did open Configure on mods, so perhaps it was still reading that. I was packing, installing, and opening Configure quickly to check out preview images I made.

It's not an even 1000 KB, eh? I'm learning new things here at Qhimm :) The numerous decimal places threw me for a loop and looked odd, so I was just assuming bug, Bug, BUG lol Sorry

The patch info makes sense. It's good to know about the multiple patches and the tags for it, otherwise I'd not have known from reading your initial notes. I should be fine updating the catalog now.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: Kaldarasha on 2014-08-26 00:24:54
Well to be exactly 1000Kbit are still 1Mbit
http://en.wikipedia.org/wiki/Kibibit

However this a "new" (1998) compromise and only helps companies to sell their 1Tbit harddrives, while your computer will still read it with 2x bits and will show a much lesser storage for the datasets.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: Iros on 2014-08-26 08:48:15
I think it would be a good idea to give the mods IDs (to torture Alyza a bit :evil:).
.....
If you could make a new download window with separate tabs for these 6 mod categories, it would sort things out a bit better and gives a much nicer overview.
......

Hm. I'm not sure we need a ID system like that: some mods would be in more than one category anyway (it's not that unusual to have a mod that changes models AND textures, right?), so what first number would you use then? Also for the second number, how do you make sure other catalogs don't pick the same ID number as you?

All catalog entries DO have unique IDs for each mod currently, it is just a GUID (which is not very user friendly, but actually is possible to make effectively unique). And of course they can be tagged with whatever tags make sense for that mod.

I am sure the interface could be improved but I am not sure changing the ID numbers is the best way to do it ... if anybody has any suggestions for a better way to show the mods please show us.

Quote
Edit:
One last thing: if we use the ID-system for the mods is it possible to check this ID by a mod to auto-activate a compatibly patch?

Not sure I understand, what sort of compatible patch?

Quote
The Patch feature is confusing. Do I just put together a catalog with a small iro with just the new updated files necessary? That's what I thought, but the create patch tab doesn't make sense. Being able to upload patches so I don't have to update large mods right away would be helpful.

When you release a new version of a mod, you update your existing catalog with a new version number and new download link (a link to the full download for that version. After all there will be some people who didn't install the older version so you must upload a full download for the new version).

You can also optionally create a patch file which contains just the changes between the old version and new one, and add a <Patch> entry into the catalog. It will only work if the old (and new) downloads were IRO files. To make the patch you go into the create patch screen and select:

Original IRO: Tell 7H where the IRO file for the old version of your mod is
New IRO: Tell 7H where the IRO file for the new version of your mod is
Save patch: Where to save the patch file on your computer
Compress: Whether to compress the patch file

(Right now 7H does not really support a mod that only has a 'old' download and a patch link in the catalog, it expects the download link will always point to the 'full' download for the latest version in case it needs to download the mod completely, and you might also have one or more Patch links for people who have older versions installed.)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: Kaldarasha on 2014-08-28 16:17:22
The idea of the ID system is to give the team, which will maintain the catalog a lesser abstract system. I'm not sure why but only names look for me as if it's not enough information. If I give the mods IDs they are naturally better sorted on a list and I can see what nature the mod is by only looking on the ID of it.

As I see I should expand my ID system idea to: k.m.v.p
v= release version of the mod
The release version starts at 0 and has nothing to do with the version the author has given it.

Example:
1.24.0.0 Chaos - the name doesn't matter only the ID is important
As long no higher version present this will be used. Now I create a patch which get this version:
1.24.0.1 Chaos patch1
This patch will only be used as long the version is 0 it will also change the ID of the installed mod to 1.24.0.1
1.24.0.2 Chaos version change from 0 to 1
This patch has actually no changes but it will change the ID to 1.24.1.0 but only if the mod is 1.24.0.1
1.24.1.0 Chaos 1
This is the latest version no patch needed because the patch is already applied to it. This is the latest version and will be for new downloads
1.24.1.1 Chaos 1 patch1
This patch will only be used as long the version is 1


So I can make many patches for one version, which will be installed as long as they total size is small enough and/or I can change the version mod if I think it is better for new user of the mod to download the most updated one instead of the old mod and then all the patches. This is maybe not the most efficient system but I think the best compromise. I don't want to upload every time the whole file and a patch for the old version to minimize the download volume while I have to upload more.

I want to convince the Bootleg team to use 7th Heaven, but they surely need a way to pre-sort things so they can maintain the mods easier.
They have to do a lot of things to make mods compatible and I think should spent the time to do it for 7th Heaven mods instead of re-using the old Bootleg.

Quote
Not sure I understand, what sort of compatible patch?
I want an ID sensitive system. Lets say I make a compatibility patch for the Aerith revival mod and I want it automatically be active if the Aerith revival mod is present in the active mod list.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: Iros on 2014-08-29 08:27:33
Hm. I can see that allowing just patches for new versions would save time for mod authors, so I will look at that. It will make downloading/installing mods a bit more complex, but oh well. Same with the compatibility patch, I understand what you want now - although it is sort of complex, I suppose there is no harm to have an option and it will only get used if someone wants to use it...

I am still not convinced that a new version numbering system will help anyone though. I still do not see how you classify mods that are in more than one category? And what if the author of a different catalog uses a version number that's the same as the one in your catalog? That means 7H can't use the version number as a unique ID, so there isn't much point in having a structure to it.

(7H doesn't insist you only use one catalog, and in fact I don't want someone making a catalog to have to come and coordinate with other catalog authors - anyone who wants to should be able to just write it and put it on a website and it should work.)

I can see it would be good to display the contents of a catalog better, perhaps split into categories in some way, so if that means changing the way things are displayed, or the way tags are listed in a category file, OK, let's do that.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: Kaldarasha on 2014-08-29 09:42:29
If I can convince the bootleg team then another catalog isn't really needed. But we could indicate the catalog in the ID as well: c.k.m.v.p
But this needs an option to let 7H check for the next possible free catalog number.

As you said a mod can change more then one thing, but it manly changes only one categories. A textured model is still a model replacement and will treated like that. It's not up to 7H to decide what the nature of the mod is, it gets the input and place it there where it is told to place it. If the mod is in the wrong category then it's a problem for the catalog author(s). And if there is no decision where to place a mod, then there is still be the miscellaneous section.

Well the ID system should be help to maintain more complicate catalogs, but no one should be forced to use it. However I don't like much the idea that everybody can upload a catalog because with all the tools we are using now someone could use it to inject a virus on the PC... (a few month ago the nexus side was hijacked by an hacker, so it's not unlikely. They have learned their lesson and have now a security system, which makes it at last more safer to download a file.)So a catalog from a trusted user/group seems like a necessary step one reason more for a Bootleg catalog.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: Iros on 2014-09-04 12:39:45
New version v1.35: https://mega.co.nz/#!uUkm0KaL!MLLHbyr3_BYsoBcwhht9rhbinIZIWZhLzZZFbVGb5EM

Hopefully auto update works!

Changes/fixes in this version:

-Minor GUI fixes
-Close IRO files quicker (easier to overwrite when testing)
-Settings checker: When you start 7H it will check if your settings make sense (e.g. if all the folders you chose actually exist) and if not, tell you and open the settings window to correct them.
-Download & patch option for mods

So the last change means that if you upload a new version of a mod, as well as adding a <Patch> entry in the catalog so people who already have the mod can update using a small patch file, you can also specify the 'main' download (for people who don't have it installed) as a combination of a normal download plus one or more patch files.

Basically this is to make catalog/mod authors jobs easier. If you make a small change to a 1GB mod, then you don't have to upload the new 1GB mod file.

Example, your catalog entry looks like this to start with:

Code: [Select]
    <Mod>
      <ID>BFAE987C-C1E6-42E6-8139-FF809142D72E</ID>
      <Author>Iros</Author>
      <Link>http://forums.qhimm.com/</Link>
      <Name>Test music/patching</Name>
      <MetaVersion>2</MetaVersion>
      <Description>Testing music in a IRO archive</Description>
      <Tags>
        <string>Music</string>
      </Tags>
      <LatestVersion>
        <Link>iros://Url/http$www.myserver.com/Music1.iro</Link>
        <Version>1.0</Version>
        <ReleaseDate>2014-09-04</ReleaseDate>
        <CompatibleGameVersions>Original</CompatibleGameVersions>
        <PreviewImage></PreviewImage>
        <ReleaseNotes></ReleaseNotes>
      </LatestVersion>
    </Mod>

Then you release two updates which both fix a few things. The catalog entry can now look like this:

Code: [Select]
    <Mod>
      <ID>BFAE987C-C1E6-42E6-8139-FF809142D72E</ID>
      <Author>Iros</Author>
      <Link>http://forums.qhimm.com/</Link>
      <Name>Test music/patching</Name>
      <MetaVersion>2</MetaVersion>
      <Description>Testing music in a IRO archive</Description>
      <Tags>
        <string>Music</string>
      </Tags>
      <LatestVersion>
        <Link>iros://Url/http$www.myserver.com/Music1.iro</Link>
        <ApplyPatch>iros://Url/http$www.myserver.com/Music_0_to_1.irop</ApplyPatch>
        <ApplyPatch>iros://Url/http$www.myserver.com/Music_1_to_2.irop</ApplyPatch>

        <Version>1.2</Version>
        <ReleaseDate>2014-09-04</ReleaseDate>
        <CompatibleGameVersions>Original</CompatibleGameVersions>
        <PreviewImage></PreviewImage>
        <ReleaseNotes></ReleaseNotes>
      </LatestVersion>
      <Patch VerFrom="1.0" VerTo="1.1">iros://Url/http$www.myserver.com/Music_0_to_1.irop</Patch>
      <Patch VerFrom="1.1" VerTo="1.2">iros://Url/http$www.myserver.com/Music_1_to_2.irop</Patch>
    </Mod>

So you have the <Patch> entries just like before which mean people who already have v1.0 can download the patch to update to v1.2. But instead of uploading a whole new v1.2 file for people who don't have the mod installed already, you leave the download link still pointing to the v1.0 file and add two <ApplyPatch> entries. Then if somebody new decides to download the mod, 7H will download the v1.0 file and the two patches and then apply the patches - so they will end up with v1.2 installed.

This means mod download/install takes a little bit longer, but with the large mods EQ2Alyza is uploading, I can see it would be very slow to upload a complete new download for every single small change!
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: cmh175 on 2014-09-04 13:35:50
This is a great update. I have a question about making patches though. Do I still need to use the create patch tab in 7H? Because that seems to still require a full original and updated mod. Or can I just put together a smaller iro with the new files and add the patch info in the catalog?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
Post by: Iros on 2014-09-04 13:47:32
Yes, at the moment you still need to create a full original/updated IRO file and use Create Patch ... right now that is the only way to create a patch, by comparing two full IRO files. The new option saves you from having to upload the full file but you still have to create it, to get your patch.

I will think about adding a way to create patches without needing this.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: Kaldarasha on 2014-09-04 14:04:32
One small thing can you add a warning message if a mod has files for the hext_in folder?
"The mod you want to activate has hext files for Hext_launch. Are you sure that this mod should make changes to the FF7.exe?"
This gives at last clever hackers not the opportunity to hide, implement and execute unwanted virus code when the game starts.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: cmh175 on 2014-09-04 14:04:47
Does this still require updating the version number for the main mod download, because it looks like that's what you did in the template. But wouldn't that also make 7H download the main mod again as well as the patches? Do I just need to add the patch info to the catalog for 7H to apply the update or do I need to edit anything for the original mod download?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: Iros on 2014-09-04 14:19:00
One small thing can you add a warning message if a mod has files for the hext_in folder?
"The mod you want to activate has hext files for Hext_launch. Are you sure that this mod should make changes to the FF7.exe?"
This gives at last clever hackers not the opportunity to hide, implement and execute unwanted virus code when the game starts.

Yes, that makes sense, I will try and put it in the next version.

Quote
Does this still require updating the version number for the main mod download, because it looks like that's what you did in the template. But wouldn't that also make 7H download the main mod again as well as the patches? Do I just need to add the patch info to the catalog for 7H to apply the update or do I need to edit anything for the original mod download?

Yes, you always need to update the version number in the main mod download, because that is the only way 7H will know there is an update.

If you make a new version there are two separate things to do:

1) You must update the main mod download in some way for the new version. Either upload a complete copy of the new mod and make the download link point to this file, or leave the download link pointing to the new version and add a <ApplyPatch> entry.

2) Optionally add a <Patch> entry to say, there is a patch file which updates you from (e.g.) v1.0 to 1.2. This is only used by people who already have the mod installed.

Now if you have making a patch for the main download link (because you do not want to upload a complete copy of the new version) then you should probably also add a <Patch> entry which lets people who already have it installed update quicker. I can't think of a reason why you would not do this, but there are still two separate steps to do: update the main download link and if you have a patch file, also add a <Patch> entry.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: cmh175 on 2014-09-04 14:23:57
Doesn't updating the version number for the main mod file make 7H download the whole thing again though? How do I make it download just the patch files for those who already have the main mod installed?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: Iros on 2014-09-04 14:33:55
Doesn't updating the version number for the main mod file make 7H download the whole thing again though? How do I make it download just the patch files for those who already have the main mod installed?

No. Updating the version number tells 7H there is a new version. If the user wants to update then 7H first checks if there is a <Patch> entry with correct version numbers (i.e. VerFrom matches the version the user has installed, VerTo matches the new version) and if there is, it downloads the patch and applies it.

Only if there is no useful <Patch> entry will it download the entire thing the same as when installing for the first time.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: cmh175 on 2014-09-04 14:50:23
Ah ok cool, it works great. That's pretty awesome.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: cmh175 on 2014-09-04 16:44:00
Does 7H have issues patching large files? I have a mod with the soundfx mod included, and the patch gets stuck on the audio.dat file every time, it wont finish making the patch. The audio.dat file is 72 mb.

~I tried repackaging the iro I was trying to make a patch for just in case it didn't like something, and now 7H wont open. I deleted the 7thworkshop folder and tried again but it's pretty consistent.

Code: [Select]
System.ArgumentException: Path cannot be the empty string or all whitespace.
   at System.IO.Directory.CreateDirectory(String path)
   at Iros._7th.Workshop.fSettings.bOK_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fSettings.cs:line 96
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Second attempt. I reinstalled 7H after wiping everything out. I'm only setting the 7H library as I don't have the game installed on this computer, but that hasn't mattered since I started using 7H. As long as I don't try to start the game. Any ideas what it means because I'm back to not being able to load 7H at all. If I'm trying to run the game with a faulty mod I'd understand it crashing, but I'm just trying to zip an iro and create a patch.

Code: [Select]
_7thWrapperLib.IrosArcException: Signature mismatch
   at _7thWrapperLib.IrosArc.ArcHeader.Open(Stream s) in c:\Iros\7thWrapperLib\IrosArc.cs:line 56
   at _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) in c:\Iros\7thWrapperLib\IrosArc.cs:line 273
   at Iros._7th.Workshop.fImportMod.ImportMod(String source, String name, Boolean iroMode, Boolean noCopy) in c:\Iros\7thWorkshop\fImportMod.cs:line 80
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 147
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

~v1.34 opens fine. 1.35 keeps crashing regardless of settings or anything. Which is weird because I've been using it all day, it just stopped working all of the sudden. Hmm v1.34 was able to zip my mod and create the patch file, even with the audio.dat file. Maybe just something with 1.35 than.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: Erik on 2014-09-04 17:03:02
So I tried this out and when I try to launch game I got this:

Quote
System.ArgumentException: STATUS_INVALID_PARAMETER: Unable to start process; please check the given parameters. (Code: 740)
   at EasyHook.NativeAPI.Force(Int32 InErrorCode) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\DllImport.cs:line 460
   at EasyHook.NativeAPI.RtlCreateSuspendedProcess(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, Int32& OutProcessId, Int32& OutThreadId) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\DllImport.cs:line 671
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\RemoteHook.cs:line 913
   at Iros._7th.Workshop.fLibrary.Launch(Boolean varDump, Boolean debug) in c:\Iros\7thWorkshop\fLibrary.cs:line 816
   at Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 715
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Strange as it happens my FF7 Bootloader with Tifas Package and all works like a charm. This program does sure look nice in terms off managing your mods and all. Easier to use so to say, so again great work.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: Iros on 2014-09-04 19:36:10
@Erik: Can you post a screenshot of your settings screen? I wonder if everything is set up correctly.

Or another possible problem: Is FF7.exe set to run in Compatibility mode / as an admin? If it is, you may have to set 7H to run the same, or it cannot start FF7.

@cmh: Patches for large files should work ... although compress/decompress speed is not so fast in the current version so it will be slower on compressed files. Next version will speed this up a bit.

Your error starting looks like you somehow have a corrupted IRO in your 7H mod folder. If you have the option "auto import mods" turned on, whenever you start 7H, it will import any mods it sees in the folder, and I guess one of the files is broken.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: cmh175 on 2014-09-05 00:18:24
The problem seems to be with v1.35. I had zipped the mod that was giving me trouble and made the patch using v1.34. I had left something out so I made a second patch using v1.35 just now. 7H is crashing again same as before. It's either from creating large iro's or patches for large iro mods. I'm definitely sure it's either one because I fixed it reverting back to v1.34.

The corrected patch using v1.34 isn't merging properly. Or at least patches don't work if you update a model present in the mod already. I updated a field model with a patch and the game now crashes, applog says it's missing several rsd and .tex files. When I unzip the mod the model has no texture and the feet are missing. Patches may work to add new updates to mods but don't seem to work for replacing current mods already in place.

~A patch that was an add on, not replacing a currently install model, failed too. The model had no texture and was mostly transparent. Patches don't seem to be applying correctly at all.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: Erik on 2014-09-05 06:45:39
My problem could be related to the fact that I have the FF7 bootloader installed and maybe you can't have these 2 at the same time?

But here is my settings screen:

http://i.imgur.com/Ge0JNGX.png
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: Iros on 2014-09-05 08:23:35
The problem seems to be with v1.35. I had zipped the mod that was giving me trouble and made the patch using v1.34. I had left something out so I made a second patch using v1.35 just now. 7H is crashing again same as before. It's either from creating large iro's or patches for large iro mods. I'm definitely sure it's either one because I fixed it reverting back to v1.34.

The corrected patch using v1.34 isn't merging properly. Or at least patches don't work if you update a model present in the mod already. I updated a field model with a patch and the game now crashes, applog says it's missing several rsd and .tex files. When I unzip the mod the model has no texture and the feet are missing. Patches may work to add new updates to mods but don't seem to work for replacing current mods already in place.

~A patch that was an add on, not replacing a currently install model, failed too. The model had no texture and was mostly transparent. Patches don't seem to be applying correctly at all.

Patches apply fine for me. I will need to see your original files + patch to work out what's going on.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: EQ2Alyza on 2014-09-05 14:24:37
My problem could be related to the fact that I have the FF7 bootloader installed and maybe you can't have these 2 at the same time?

But here is my settings screen:

http://i.imgur.com/Ge0JNGX.png

The settings are a little out of whack. FF7Mods is from the Bootleg tutorial, but that's not where Aali's Driver works. You can keep that folder of mods on your computer for later use, but you need to start with a fresh install of the game.

1. Go to Control Panel -> Uninstall a program.
2. Uninstall FF7Music if it's there (should be if it's a Bootleg install).
3. Uninstall the game.
4. Delete the old game folder (C:\Games\FF7). Copy your save folder somewhere beforehand.
5. Clean your registry keys: DOWNLOAD (http://www.mediafire.com/download/ad2ttfhmdqmjd56/FF7-REMOVE-Keys.exe)
6. Install the game again. C:\Games\FF7 is fine.

Now Run FF7_GameConverter_7H.exe from STEP 1 of the tutorial. It should identify the installation path as C:\Games\FF7 and place/rename all the necessary files/folders for 7H to function. If it states the movie path isn't found, then type it in as "C:\Games\FF7\data\movies" (parenthesis included). If you have a keyboard without a numpad (3x3 grid of numbers on rightside), type Y when it asks to install the Laptop Keyboard Patch, otherwise type N to skip it. These instructions are all in the command prompt when you run it.

Next, change the following in your 7H settings:

Library Location: C:\Games\FF7\mods\7th Heaven
Aali Modpath: C:\Games\FF7\mods\Textures
Movie Path: C:\Games\FF7\data\movies
Extra Folders: music
                       direct

Open 7H and go to the Library tab. Right-click on the Installed button and uninstall all the mods. They aren't in the right location, so this needs to be done. It's going to require you to download them all again, so sorry about that.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: Iros on 2014-09-05 19:27:04
New version v1.36: https://mega.co.nz/#!6IF1QRRS!EqE0R1N0eBPLK_JeVncj5wKNTrsnCmnhbKV4L8DKIuo

Changes in v1.36:

-Minor GUI fixes
-Improve decompression speed for compressed IRO files
-Improve FF7 startup speed when loading mods with chunked files
-Add advanced patch create - create a patch without needing to create a 'full' IRO of the new version

Kaldarasha's Chaos mod should load a lot quicker now. On my PC it used to take ~50 seconds longer to start FF7, which is bad - now it takes less than 10 seconds which I think is OK.

Actually accessing files (changing locations, loading models) is still a bit slow, I hope this will be speeded up more in another version.

For the last option you really need to be careful to set things up properly. If you create the patch by comparing two IRO file (old version and new version) that at least it is easy to test that both IROs work, and the patch (should!) automatically take account of all the differences between the versions.

For this version you have to make sure you put all the right files in all the right places.

Example: To update your mod to a new version you need to add two new files (vgmstream\yufi.ogg, vgmstream\yufi2.ogg), change two existing files (mod.xml and battle.lgp\rvaa) and delete one file from the IRO (battle.lgp\rvda) - perhaps you have realized you didn't need to change that file at all!

So set up a folder on your PC like this:

C:\temp\
   mod.xml
   battle.lgp\
      rvaa
   vgmstream\
      yufi.ogg
      yufi2.ogg
   
   
Point the new advanced patch create screen at the C:\temp folder. Any files in here (so, mod.xml, battle.lgp\rvaa, ...) get put into the patch to add/replace files to the original IRO. And in the 'deleted files' part of the patch create screen, type in 'battle.lgp\rvda' - so when the patch is applied, it will delete that file from the original IRO.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: cmh175 on 2014-09-05 20:55:35
I like that feature, but it sounds pretty difficult to do. I'll test the regular patch feature with the new version and see if I still have problems.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: RedManMark86 on 2014-09-06 00:42:11
Is there any chance the catalog sections could support mouse scroll instead of having to manually drag the scroll bar?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: EQ2Alyza on 2014-09-06 01:58:01
Is there any chance the catalog sections could support mouse scroll instead of having to manually drag the scroll bar?

A luxury, but definitely a nice one. I wouldn't mind this as well :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: RedManMark86 on 2014-09-06 03:08:07
A luxury, but definitely a nice one. I wouldn't mind this as well :)

Actually when you change it to compact view it does scroll fine with the mouse wheel, it is only in non compact view it doesnt :)

seeing as you made the packages and know what they all are you can just leave it in compact view for now and enjoy you lucky dog. I however need the pictures and descriptions lol :P
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
Post by: Erik on 2014-09-06 11:05:01
Ok so I did all the above steps, thanks for trying to help.

But now I can't even start 7th Heaven it says:
Quote
System.TypeInitializationException: The type initializer for 'Iros._7th.Workshop.Sys' threw an exception. ---> System.InvalidOperationException: There is an error in XML document (0, 0). ---> System.Xml.XmlException: Root element is missing.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlTextReader.Read()
   at System.Xml.XmlReader.MoveToContent()
   at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderSettings.Read8_Settings()
   --- End of inner exception stack trace ---
   at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
   at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
   at Iros._7th.Util.Deserialize[T](Stream s) in c:\Iros\7thWrapperLib\Util.cs:line 10
   at Iros._7th.Util.Deserialize[T](String file) in c:\Iros\7thWrapperLib\Util.cs:line 14
   at Iros._7th.Workshop.Sys..cctor() in c:\Iros\7thWorkshop\Sys.cs:line 100
   --- End of inner exception stack trace ---
   at Iros._7th.Workshop.Sys.get_Catalog()
   at Iros._7th.Workshop.pTags.Init() in c:\Iros\7thWorkshop\pTags.cs:line 20
   at Iros._7th.Workshop.pTags..ctor() in c:\Iros\7thWorkshop\pTags.cs:line 29
   at Iros._7th.Workshop.fLibrary.InitializeComponent() in c:\Iros\7thWorkshop\fLibrary.Designer.cs:line 79
   at Iros._7th.Workshop.fLibrary..ctor() in c:\Iros\7thWorkshop\fLibrary.cs:line 16
   at Iros._7th.Workshop.Program.Main() in c:\Iros\7thWorkshop\Program.cs:line 18
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: EQ2Alyza on 2014-09-06 14:34:12
C:\Users\Erik\AppData\Roaming\7thWorkshop

Close 7th Heaven. Go to the above path, where Erik is instead the name of your user when you login to Windows. Delete everything in the 7thWorkshop folder and open 7th Heaven. You will need to put in all your settings again.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: Erik on 2014-09-06 15:48:32
C:\Users\Erik\AppData\Roaming\7thWorkshop

Close 7th Heaven. Go to the above path, where Erik is instead the name of your user when you login to Windows. Delete everything in the 7thWorkshop folder and open 7th Heaven. You will need to put in all your settings again.

Ok, now I can actually launch the game (after some huge trial and error haha). But somethings look weird. Like the font (text) seems weird and the ATB was really off in some graphical error way.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: EQ2Alyza on 2014-09-06 16:30:29
You don't ever use FF7_en.exe or see the launcher in this process. Those are both related to the 2012 Square Enix release, which isn't compatible with Aali's Driver. The FF7_GameConverter_7H.exe will patch all the necessary files and the game is launched directly from ff7.exe.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: Erik on 2014-09-06 16:32:00
You don't ever use FF7_en.exe or see the launcher in this process. The game is launched directly from ff7.exe.

Yeah I noticed that after some trial and error. See above post (which I've updated now).
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: EQ2Alyza on 2014-09-06 16:46:10
At this point, I don't know what you've done to set this up. You've mentioned a Bootleg install and FF7_en.exe, which is completely off-base with how the setup is supposed to be. Now you say you've fixed it through trial and error, but that doesn't give me any details to what you did.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: Erik on 2014-09-06 16:49:37
Sorry about the confusion. I was actually playing/editing and typing at the same time.

I get the game to boot and work up fine now. The only problem I have left seems related to the mod menu overhaul. It looks like this when I use it:

http://i.imgur.com/U32SHqm.png
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: EQ2Alyza on 2014-09-07 15:05:32
Sorry about the confusion. I was actually playing/editing and typing at the same time.

I get the game to boot and work up fine now. The only problem I have left seems related to the mod menu overhaul. It looks like this when I use it:

http://i.imgur.com/U32SHqm.png


Post your APP.LOG.

Is texture cache unchecked? What's your texture memory setting?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: Erik on 2014-09-07 17:25:04
The only problem I seem to have left is that the 2 menu mods won't work in the game. And there is also some settings that seems to revert each time I open up 7th Heaven and it always says it cant find the music (but I can just check VGM in the settings and then start the game with audio).

So anyways, here is the APP.Log:

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 760/PCIe/SSE2 4.4.0
INFO: Found swap_control extension
INFO: Max texture size: 16384x16384
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
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: Loading external library Multi.dll
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:\Games\FF7\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:\Games\FF7\data\movies\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
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!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 322
[BATTLE] Exitting FRAME_INITIALIZE
UNEXPECTED: zero count
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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
MIDI cross fade: 6, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
WM_CLOSE
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD

And yes, I've tried with both unchecking and checking textures and I always choose the highest possible there.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: EQ2Alyza on 2014-09-07 18:46:55
What settings are reverting?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: Erik on 2014-09-07 20:12:07
What settings are reverting?

Well it's the settings in the OpenGLdriver config. It said that I didn't find any music folder in my FF7 folder, so I created a (empty new) folder and now I don't get that prompt but if I open up OpenGL I see that under music I need to turn VGM on. The other one seems to be the Texture Memory which shows nothing (but I'm not sure if I need it anyway).

But that shouldn't affect any menu mods in game really.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: EQ2Alyza on 2014-09-07 20:29:14
The music folder needs another subfolder in it called vgmstream. If you used FF7_GameConverter_7H.exe, it would already be there.

Texture Memory has a drop-down menu for 256, 512, 768, and 1024 and cmh175 tested it to show that increasing it can fix glitched textures, particularly those in the menus.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: cmh175 on 2014-09-08 13:12:15
I have a question about the chunk tool. Is it able to export just changes to the script in a scene, most particularly the animations used? The Red Werewolf requires a few of the animations changed in particular scenes, so I'd like to export just those changes so things like the dialogue aren't effected. Would something like this also effect other flevel changes, like changing Clouds younger model to an alternate model?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: Erik on 2014-09-08 15:47:12
The music folder needs another subfolder in it called vgmstream. If you used FF7_GameConverter_7H.exe, it would already be there.

Texture Memory has a drop-down menu for 256, 512, 768, and 1024 and cmh175 tested it to show that increasing it can fix glitched textures, particularly those in the menus.

Ah ok. Oh well I look into it some more in the upcoming days. Thanks for the help anyways, much appreciated :).
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: Iros on 2014-09-08 20:47:08
I have a question about the chunk tool. Is it able to export just changes to the script in a scene, most particularly the animations used? The Red Werewolf requires a few of the animations changed in particular scenes, so I'd like to export just those changes so things like the dialogue aren't effected. Would something like this also effect other flevel changes, like changing Clouds younger model to an alternate model?

Each chunk contains one of the sections from the field file (http://wiki.qhimm.com/view/FF7/Field_Module#General_PC_Field_File_Format).

So according to the wiki, section 1 is dialogue + script. Section 3 is models + animations. If you are just changing section 3, then you will just need to include chunk 3 in your mod and it should work without changing the dialogue (another mod could change the dialogue, and that should be OK).

If you have another mod that also changes section 3 to alter models, then you have a problem, both cannot change the same section of the file at the same time.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: cmh175 on 2014-09-09 00:05:06
Each chunk contains one of the sections from the field file (http://wiki.qhimm.com/view/FF7/Field_Module#General_PC_Field_File_Format).

So according to the wiki, section 1 is dialogue + script. Section 3 is models + animations. If you are just changing section 3, then you will just need to include chunk 3 in your mod and it should work without changing the dialogue (another mod could change the dialogue, and that should be OK).

If you have another mod that also changes section 3 to alter models, then you have a problem, both cannot change the same section of the file at the same time.

Ok cool thanks man. Other than minor things like swapping Young Cloud there shouldn't be any issues since it's only a few field ids.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: drdaylight on 2014-09-11 05:36:46
Got some crashes with 7th Heaven. Maybe it's just a dumb user error or could be some kinks that needs touched up on in this great program. So I'm posting these crash logs along with the steps I took to produce these. Hopefully they're useful to whomever to fix these or for someone to tell me how much of an idiot I am  :P

Info that may be useful:
FFVII Installed in: C:\Games\Final Fantasy VII
UAC is off
Windows 8.1 - Admin Account - Took full control of Games folder before modding FF7

Crash Log:

Quote
System.NullReferenceException: Object reference not set to an instance of an object.
   at Iros._7th.Workshop.fImportMod.ImportMod(String source, String name, Boolean iroMode, Boolean noCopy) in c:\Iros\7thWorkshop\fImportMod.cs:line 91
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 133
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Everything was working fine. So I went ahead and downloaded (5) .iro mods (not listed under the "Catalog" tab) and stuck them inside the "...\mods\7thHeaven" folder. Unknowingly, 7th Heaven was still loaded as I stuck them inside that folder and ran 7th Heaven again. This is when I got the crash and noticed I already had 7th Heaven open. I closed out of both and tried opening 7th Heaven again to see this crash again. Can't open 7th Heaven without getting this same crash. Removing those .iro's I stuck in that folder didn't stop the crashes. I also tried removing ALL the .iro files in that folder and still got the crash. It may be worth mentioning that I had the Music and Sound mod downloading but cancelled it. It was still in the "temp" folder before all this happened.

I had trouble getting one of those .iro files imported into 7H by itself. I got it fixed myself, but could maybe another reason for this issue? The mod in question is Bloodshot's Tifa Model.

Anyway, I found a way to fix 7H from continuously crashing on me by deleting the 7thWorkshop folder in %appdata% along with the other 7th Heaven folders in the game directory and basically started over from scratch with 7H.

Found one other issue. After starting back over and downloading the mods I desired under the Catalog tab, I noticed something strange after they finished downloading. I had two of the same mods listed under the Library tab. There were three separate mods like this. One was named correctly, the other was named by its .iro file name (eg: One was: Battle Models - Enemies. The other was: cd1050af-170a-4391-9633-b0754cb043d3_Battle_Models___Enemies_1.0). Maybe from downloading too many at the same time? I had about 6-7 downloading at the same time, maybe a few of them finished around the same time and caused this issue. I don't know, just speculating. I uninstalled the ones that had them long list of numbers/letters which left the correctly named ones. Tried running the game and got crash from 7th Heaven...as I expected. I had to uninstall both for 7th Heaven to work (I didn't try to deactivate it and play) since that mod was actually fully uninstalled and the correctly named one was still activated, hence causing the crash...I would think anyway.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: EQ2Alyza on 2014-09-14 18:45:11
@Iros I can't figure out why it's doing it, but it's worth reporting. The autoupdate feature doesn't work for my laptop, but it does for my desktop. After another user reporting it not working, I had a friend test from 1.29 and she said it didn't autoupdate either. I had her try 1.34 after that, and it still didn't autoupdate.

I also am not seeing file sizes listed anymore.

Got some crashes with 7th Heaven. Maybe it's just a dumb user error or could be some kinks that needs touched up on in this great program. So I'm posting these crash logs along with the steps I took to produce these. Hopefully they're useful to whomever to fix these or for someone to tell me how much of an idiot I am  :P

Info that may be useful:
FFVII Installed in: C:\Games\Final Fantasy VII
UAC is off
Windows 8.1 - Admin Account - Took full control of Games folder before modding FF7

Crash Log:

Everything was working fine. So I went ahead and downloaded (5) .iro mods (not listed under the "Catalog" tab) and stuck them inside the "...\mods\7thHeaven" folder. Unknowingly, 7th Heaven was still loaded as I stuck them inside that folder and ran 7th Heaven again. This is when I got the crash and noticed I already had 7th Heaven open. I closed out of both and tried opening 7th Heaven again to see this crash again. Can't open 7th Heaven without getting this same crash. Removing those .iro's I stuck in that folder didn't stop the crashes. I also tried removing ALL the .iro files in that folder and still got the crash. It may be worth mentioning that I had the Music and Sound mod downloading but cancelled it. It was still in the "temp" folder before all this happened.

I had trouble getting one of those .iro files imported into 7H by itself. I got it fixed myself, but could maybe another reason for this issue? The mod in question is Bloodshot's Tifa Model.

Anyway, I found a way to fix 7H from continuously crashing on me by deleting the 7thWorkshop folder in %appdata% along with the other 7th Heaven folders in the game directory and basically started over from scratch with 7H.

Found one other issue. After starting back over and downloading the mods I desired under the Catalog tab, I noticed something strange after they finished downloading. I had two of the same mods listed under the Library tab. There were three separate mods like this. One was named correctly, the other was named by its .iro file name (eg: One was: Battle Models - Enemies. The other was: cd1050af-170a-4391-9633-b0754cb043d3_Battle_Models___Enemies_1.0). Maybe from downloading too many at the same time? I had about 6-7 downloading at the same time, maybe a few of them finished around the same time and caused this issue. I don't know, just speculating. I uninstalled the ones that had them long list of numbers/letters which left the correctly named ones. Tried running the game and got crash from 7th Heaven...as I expected. I had to uninstall both for 7th Heaven to work (I didn't try to deactivate it and play) since that mod was actually fully uninstalled and the correctly named one was still activated, hence causing the crash...I would think anyway.

So you downloaded IRO mods from somewhere here at Qhimm and copy/pasted them into ...mods/7thHeaven? That's not how it works. You need to use the import button in 7H to install it. Before you do that, go to Workshop --> Settings and set up your folders. I would suggest C:\Games\Final Fantasy\mods\7th Heaven for your Library Location. 7H doesn't create folder locations, so make sure it exists before launching the game or it will crash. You are probably seeing it listed with the ID tags in 7H because you copy/pasted them. To uninstall a mod, right-click the Installed button and choose to Uninstall.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: drdaylight on 2014-09-14 23:30:54
So you downloaded IRO mods from somewhere here at Qhimm and copy/pasted them into ...mods/7thHeaven? That's not how it works. You need to use the import button in 7H to install it. Before you do that, go to Workshop --> Settings and set up your folders. I would suggest C:\Games\Final Fantasy\mods\7th Heaven for your Library Location.

I knew that haha. I figured I'd be able to store the .iro files in that same folder. I didn't expect 7th Heaven to assume that the .iro files I stuck in there were mods that it had already installed. I just wanted to keep all the .iro files in one place so I didn't have two folders with iro's. That way I would've been able to find w/e a lot easier. I'm kind of a neat freak with files on my PC. I try to keep everything organized and together.

Quote
7H doesn't create folder locations, so make sure it exists before launching the game or it will crash. You are probably seeing it listed with the ID tags in 7H because you copy/pasted them. To uninstall a mod, right-click the Installed button and choose to Uninstall.

You're probably right. It was late and I was tired when I was trying to setup 7H again. I was pasting the ones I downloaded previously back into that folder hoping I wouldn't have to download/import all the mods again. I probably didn't remove them all before giving up and just re-downloading them.

Anyway, I got everything setup correctly and running well the day after I made that post. Thanks for the reply! I'll know now not to make these mistakes again  :oops:
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: Iros on 2014-09-16 18:48:12
@Iros I can't figure out why it's doing it, but it's worth reporting. The autoupdate feature doesn't work for my laptop, but it does for my desktop. After another user reporting it not working, I had a friend test from 1.29 and she said it didn't autoupdate either. I had her try 1.34 after that, and it still didn't autoupdate.

I also am not seeing file sizes listed anymore.

Hmm :/  OK, I think I will have to add some logging in so we can figure out exactly what is happening with the auto update.

File sizes look to display OK for me - you are running v1.36, yes? (They will only display in the Catalog tab - it doesn't bother in Library, I expect it is mainly download size people care about and if it is in your library, it has already downloaded!)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: EQ2Alyza on 2014-09-17 02:33:46
Yep, running 1.36 and the display for file sizes in the catalog tab are gone. They don't display on my laptop, desktop, or my friend's desktop.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: Iros on 2014-09-17 10:02:02
Huh. What catalog/subscription link are you using? I'm not sure why it would display for me and not other people...
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
Post by: Iros on 2014-09-20 19:48:33
New version v1.37: https://mega.co.nz/#!3EFBnTLS!rbDeY7mnhapW_0j1K292W8ABkGVLEptyekouzS11izY

-Small speed improvements in IRO archives
-Log file operations

@EQ2Alyza: Can you update to this version, start the program, wait 30 seconds, and then send me the contents of your %APPDATA%\7thWorkshop\applog.txt file, so I can see why autoupdate doesn't work for you? Thank you.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.37)
Post by: RedManMark86 on 2014-09-21 06:08:24
Mine has also never ever autoupdated and I just checked where you said to send you my file but there is no applog, just a few .xml files
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.37)
Post by: Iros on 2014-09-21 10:18:53
You will need to update to v1.37 first (manually if the auto update is not working!) as this is the first version which creates that log file.

(Obviously it will not ask to update again when you run it because then you will be on the latest version! - but the log file should still have details of it trying to connect so it can check if there is a new version, this should be helpful.)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.37)
Post by: EQ2Alyza on 2014-09-22 20:35:25
Code: [Select]
7thHeaven started: 1.37
Mega:Auto update check: found 0 nodes

That's all it reports in the applog.

Code: [Select]
Error Downloading Gameplay - Difficulty and Story Patch Test: System.ComponentModel.AsyncCompletedEventsArg

That error pops up when trying to download. What does it mean?

Can you check to see if downloads work in 1.37. I've done nothing to change the catalog, but I get that error now. Or perhaps Google changed something or has a bandwidth limit. I've never been able to get MEGA downloads to work, so I'd appreciate your help on how to format its links in the catalog xml.

Catalog being used: iros://Url/http$pastebin.com/raw.php?i=yhR721Kh
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.37)
Post by: Iros on 2014-09-25 12:25:16
Update v1.38: https://mega.co.nz/#!rQ8zVbJS!2BWTS89Hl1t90hgwIfLZrNdtJll6YfbEOniFIKoGnmI

-Improved logging and error messages
-Mega link generator tool

No need to update if everything is working fine, although better error handling may help if things break.

@EQ2Alyza: Your google drive links are giving "Quota exceeded" errors from Google, so, I guess the account has been suspended or limited due to too muc huse? The new version will actually report a better error message.

Also if you go into the mod generator tool on the new version, there is a tab to generate Mega links for you. Paste the Mega folder ID into the text box, click "Load", and it will generate a link for every file in that Mega shared folder. (To get the folder ID, right click the folder in Mega, ask for a link, and the folder ID is the part of the link beginning !#F )

Also let me know if anything more useful appears in your applog this time about the auto update not working. (I am wondering if your computer refuses to connect to Mega - but if you can download the updates manually, I suppose that cannot be true...)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.38)
Post by: EQ2Alyza on 2014-09-25 23:55:22
It's very difficult to find answers for Google products, bleh. After a little digging, I think the answer might be 200 allowed shares before we supposedly need to wait 24hrs to share again. The interesting thing about that is it took over 72hrs before the downloads came back available (they seem available again tonight). This is why I want to get the MEGA links working for the catalog. If I can split it up where the smaller downloads on are MEGA (1TB monthly bandwidth), and keep the larger files on Google, that may help.

https://support.google.com/drive/troubleshooter/2525254?hl=en&ref_topic=2525291#ts=2525295

The new Mega link generator is not working. I plugged in the folder ID for the following: https://mega.co.nz/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg
It tries to preform a task, but after its done nothing appears in the box.

The original Mod Generator appears to be broken as well. The Generate and Reset buttons don't do anything. I reverted to v1.37 and it works again.

Just to note, I tried awhile ago to do MEGA links for the catalog but when I clicked the download button, I always got a crash with this message.

Code: [Select]
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Iros._7th.Workshop.fDownloads.Download(String link, String file, String description, InstallProcedure iproc, Action onCancel) in c:\Iros\7thWorkshop\fDownloads.cs:line 100
   at Iros._7th.Workshop.Install.DownloadAndInstall(Mod m) in c:\Iros\7thWorkshop\Install.cs:line 128
   at Iros._7th.Workshop.pMod.bAction_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\pMod.cs:line 146
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

It still gives that message now with v.138. My catalog link looks like this: iros://MegaSharedFolder/#!OlRV1D7D!P9fV5-bPC7mD70s54sfAbHmxne9KQb2BlXCvghGLDGw
It's the ID from the file link, not the folder link that the file is in. Common sense tells me it needs the ID from the file link, despite it being a little confusing listed as MegaSharedFolder.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.38)
Post by: Iros on 2014-09-26 08:37:29

The new Mega link generator is not working. I plugged in the folder ID for the following: https://mega.co.nz/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg
It tries to preform a task, but after its done nothing appears in the box.

It works for me. Remember you don't need the 'https:/...' part, just the folder ID beginning with !#F. If I put in:

#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg

then I get the results:

Code: [Select]
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,WxwzyCYZ,Miscellaneous - CHaOS (Character Overhaul Seven).7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,jkhxSZwb,Battle Models - Weapons.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,G8IAFK5D,Gameplay - Tweaks and Cheats.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,mwR1mJJJ,Miscellaneous - Red Werewolf.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,ewx1kZRZ,Battle Models - Characters.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,mtAyyYhb,Battle Models - Enemies.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,fhohXYxb,Field Models - Characters, Enemies, and Objects.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,epABxZCL,Menu - Backgrounds and Avatars.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,C9hDiD6Q,Minigames - Chocobo Race.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,jgJDkDST,Minigames - Wonder Square.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,n5YlWRib,Menu Overhaul.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,q0pmgSbC,Mods
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,joIByBDD,Gameplay - Difficulty and Story.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,ykAQmRzJ,Animations.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,35piQAbK,Minigames - Fort Condor.7z
iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,Dp4XyITQ,World Models - Characters, Enemies, and Vehicles.7z

Of course if that still doesn't work for you then we are again looking at Mega links not working on your computer in 7H for some reason...  ???

Quote
It still gives that message now with v.138. My catalog link looks like this: iros://MegaSharedFolder/#!OlRV1D7D!P9fV5-bPC7mD70s54sfAbHmxne9KQb2BlXCvghGLDGw
It's the ID from the file link, not the folder link that the file is in. Common sense tells me it needs the ID from the file link, despite it being a little confusing listed as MegaSharedFolder.

I am afraid common sense is wrong in this case: it really should be the shared folder ID! (then the file ID, then the file name, separated by commas) - see the links I have pasted above for some example.

File ID would make more sense, but, the problem is that the Mega SDK does not seem to allow anonymous access to shared files (even though the website does!) but it works fine for shared folders. (It has been a while, so I guess that might have changed, but that was the reason it was set up like that originally.)[/code]
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.38)
Post by: EQ2Alyza on 2014-09-27 13:59:04
It works for me. Remember you don't need the 'https:/...' part, just the folder ID beginning with !#F. If I put in:

#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg

then I get the results:

Of course if that still doesn't work for you then we are again looking at Mega links not working on your computer in 7H for some reason...  ???

Yep, I plugged in the same folder ID you have and nothing appears in the box. Here is my applog:

Code: [Select]
7thHeaven started: 1.38
MegaIros died: System.DllNotFoundException: Unable to load DLL 'mega.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
   at Iros.Mega.MegaIros.IrosInit(IntPtr callbacks, String email, String pass)
   at Iros.Mega.MegaIros.ThreadSpin(Object o) in c:\Iros\IrosMega\MegaIros.cs:line 540
MegaIros died: System.DllNotFoundException: Unable to load DLL 'mega.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
   at Iros.Mega.MegaIros.IrosInit(IntPtr callbacks, String email, String pass)
   at Iros.Mega.MegaIros.ThreadSpin(Object o) in c:\Iros\IrosMega\MegaIros.cs:line 540
Mega:Auto update check: found 0 nodes

The mega.dll is in the 7th Heaven folder :|

I am afraid common sense is wrong in this case: it really should be the shared folder ID! (then the file ID, then the file name, separated by commas) - see the links I have pasted above for some example.

File ID would make more sense, but, the problem is that the Mega SDK does not seem to allow anonymous access to shared files (even though the website does!) but it works fine for shared folders. (It has been a while, so I guess that might have changed, but that was the reason it was set up like that originally.)[/code]

Alrighty, that makes sense. I tried that format and it does attempt to download now, but it just sits on Calculating... and never proceeds to download. I noticed the file ID for your Mega Links Generator are different from what I pull up in my MEGA account. For example, here is what I get when I copy the link for Gameplay - Difficulty and Story.7z

https://mega.co.nz/#!7phknAwC!aCK6gIQgPtvB7X1EP0RzKflYPXZYq4SEsClRKoTRuMI

The one you have listed...

iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,joIByBDD,Gameplay - Difficulty and Story.7z

They don't match. Am I looking at this correctly?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.38)
Post by: Iros on 2014-09-27 20:04:21
Yep, I plugged in the same folder ID you have and nothing appears in the box. Here is my applog:

Hm, I have an idea why it is not working - PM sent.

Quote
Alrighty, that makes sense. I tried that format and it does attempt to download now, but it just sits on Calculating... and never proceeds to download. I noticed the file ID for your Mega Links Generator are different from what I pull up in my MEGA account. For example, here is what I get when I copy the link for Gameplay - Difficulty and Story.7z

https://mega.co.nz/#!7phknAwC!aCK6gIQgPtvB7X1EP0RzKflYPXZYq4SEsClRKoTRuMI

The one you have listed...

iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,joIByBDD,Gameplay - Difficulty and Story.7z

They don't match. Am I looking at this correctly?

Hmm, good catch. I guess I am formatting the file ID different to the Mega website. However, since the only thing you can do with these links is use them in 7H - and I think it does work fine to download the file! - that isn't a big problem, just a bit annoying that it means you can't get the link by looking at the Mega website, you would certainly need to use the link generator in 7H.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.38)
Post by: EQ2Alyza on 2014-09-27 23:58:27
Excellent, thank you! Mega Link Generator and MEGA downloads are now working. The ID thing is fine now that I know how it's functioning.

I am still not producing anything with the Generate button for the Mod File tab, and I don't see anything reported in the applog for it. I can generate information from v1.37 and earlier. Any ideas on that?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.38)
Post by: Iros on 2014-09-28 20:01:26
I am still not producing anything with the Generate button for the Mod File tab, and I don't see anything reported in the applog for it. I can generate information from v1.37 and earlier. Any ideas on that?

Ah yes, that broke when I added the Mega link tool. Nothing was (meant!) to change for that in v1.38 so the data 1.37 produces will be fine of course, next version will fix it.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.38)
Post by: genesis063 on 2014-09-28 21:57:20
Glad to see you are back working on this iros.  I love your mod manager/generator it really eases the use and install considerable. Some quick questions.  Does this have support for windows 8 users?  Also I was told you added support for the Kernel and scene bins.  Since the search function is incurring high traffic lately could you please pm me that info so it doesn't get a repeat in here?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.38)
Post by: Iros on 2014-09-29 17:20:49
Some quick questions.  Does this have support for windows 8 users? 
Yes,

Quote
Also I was told you added support for the Kernel and scene bins.  Since the search function is incurring high traffic lately could you please pm me that info so it doesn't get a repeat in here?

It's not that complex! You just need to put the bin files inside a "battle" folder within your mod (for scene.bin) or a "kernel" folder (for the kernel bins).
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.38)
Post by: genesis063 on 2014-10-01 07:08:07
Sweet thanks for responding so quickly.  Hm maybe it has something to do with how the system is.  It seems like no changes take effect unless I force feed them.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.38)
Post by: Iros on 2014-10-02 18:49:45
If you link us to a download I expect someone will be able to figure out why the mod isn't working.


New version v1.39: https://mega.co.nz/#!XZVU3DaL!N9ISIs0zbMsNzegjorCCDR29nWr7TQXAqrBLXe96aZg

-Fix: Mega downloads not working on some computers
-Fix: Mod generator was broken in 1.38
-New feature: Catalogs can specify mirrors/multiple download links for a mod. 7H will try each download link so if one link fails to download it will try the next link instead.

To specify many links for a mod, you just need to add more <Link> tags inside the <LatestVersion> section of your mod details. 7H tries the links in the order they appear in the file so whichever link you put first is the one that will get used if possible.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.39)
Post by: EQ2Alyza on 2014-10-05 18:45:58
Great work. It auto-updated this time :)

Very nice feature with the mirror links. That should all or nearly eliminate any issues with download limits.

Could patches get mirror links as well?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.39)
Post by: Hellbringer616 on 2014-10-05 22:22:02
I hate to sound moronic, But nothing i do seems to get the catalog functioning.. i am using this subscription: #F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg

Is this the wrong one? or am i just inept? haha
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.39)
Post by: EQ2Alyza on 2014-10-06 02:59:20
Ineptly wrong, but no one's counting ;)

http://forums.qhimm.com/index.php?topic=15520.0

Check STEP 3 to find the subscription link. You'll see the Catalog tab updated after you click Workshop -> Check subscriptions now.


@Iros

The progress blue bar for Google downloads doesn't show anymore.

I'm having issues with a particular download: Miscellaneous - CHaOS (Character Overhaul Seven)
The MEGA download is set first, but errors out every time and then moves to the Google download.

Code: [Select]
## MISCELLANEOUS - CHaOS (CHARACTER OVERHAUL SEVEN)
    <Mod>
      <ID>a78ad0d0-0152-4ce4-9d5c-32f529556a18</ID>
      <Author>Kaldarasha</Author>
      <Link>http://forums.qhimm.com/index.php?topic=13960.0</Link>
      <LatestVersion>
        <Link>iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,L94UBTYZ,Miscellaneous - CHaOS (Character Overhaul Seven).7z</Link>
        <Link>iros://GDrive/0B-Q_AObuWRSXaXJSeUxpNVJjSlk</Link>
        <ExtractSubFolder></ExtractSubFolder>
        <ExtractInto></ExtractInto>
        <Version>1.654</Version>
        <ReleaseDate>2014-10-06T00:00:00</ReleaseDate>
        <CompatibleGameVersions>All</CompatibleGameVersions>
        <PreviewImage>http://i.imgur.com/YBWtglK.png</PreviewImage>
        <ReleaseNotes />
        <DownloadSize>40960</DownloadSize>
      </LatestVersion>
      <MetaVersion>5</MetaVersion>
      <Name>Miscellaneous - CHaOS (Character Overhaul Seven)</Name>
      <Description>A field models pack with dynamic weapon changes.</Description>
      <Tags>
        <string>miscellaneous</string>
        <string>field</string>
        <string>models</string>
      </Tags>
    </Mod>

MEGA Generator: #F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg
Subscription: iros://Url/http$pastebin.com/raw.php?i=yhR721Kh

App.log doesn't appear to show anything helpful.

Code: [Select]
Downloading C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\mods\7th Heaven\temp\a78ad0d0-0152-4ce4-9d5c-32f529556a18_Miscellaneous___CHaOS__Character_Overhaul_Seven__1.654.iro - switching to backup url iros://GDrive/0B-Q_AObuWRSXaXJSeUxpNVJjSlk

I'm not really sure if this is related to 7H, but every other mod that calls for a MEGA download first works. This is the only one that is producing an error in the 7H right-side window and skipping to the Google download afterwards.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.39)
Post by: Brokenxwing on 2014-10-11 07:57:11
Hi there, I just got an error after installing a few mods, and this is the error code. I can't understand it so can someone help me?  What is the issue here?

Code: [Select]
_7thWrapperLib.IrosArcException: Signature mismatch
   at _7thWrapperLib.IrosArc.ArcHeader.Open(Stream s) in c:\Iros\7thWrapperLib\IrosArc.cs:line 84
   at _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) in c:\Iros\7thWrapperLib\IrosArc.cs:line 302
   at Iros._7th.Workshop.fImportMod.ImportMod(String source, String name, Boolean iroMode, Boolean noCopy) in c:\Iros\7thWorkshop\fImportMod.cs:line 80
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 151
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.39)
Post by: Brokenxwing on 2014-10-11 11:25:06
New error code that I'm getting now. This crashes when I try to activate my mods. I'm not sure if my file systems are right as I found it hard to follow the tutorial.  I took a screenshot of my desktop so I can show my file system to see if I did something wrong. But I'm not sure how to upload an image to my post.


Code: [Select]
System.IO.FileNotFoundException: Could not find file 'C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\mods\7thHeaven_1.39\95c92c3e-fa0e-47c5-9625-0f508c4317a8_Animations_1.0.iro'.
File name: 'C:\Games\Steam\SteamApps\common\FINAL FANTASY VII\mods\7thHeaven_1.39\95c92c3e-fa0e-47c5-9625-0f508c4317a8_Animations_1.0.iro'
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
   at _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) in c:\Iros\7thWrapperLib\IrosArc.cs:line 300
   at Iros._7th.Workshop.fLibrary.CheckAllowedActivate(Guid modID) in c:\Iros\7thWorkshop\fLibrary.cs:line 501
   at Iros._7th.Workshop.fLibrary.ToggleActivateMod(Guid modID) in c:\Iros\7thWorkshop\fLibrary.cs:line 529
   at Iros._7th.Workshop.fLibrary.bActivateAll_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 793
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.39)
Post by: Sega Chief on 2014-10-13 15:50:06
Hi again,

Quick question, can the 7H tool read the variable used for Party Leader ([3][9])? Was the number of variables/conditions it can check extended from Game Moment and Field ID?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.39)
Post by: Iros on 2014-10-13 19:08:36
Hi again,

Quick question, can the 7H tool read the variable used for Party Leader ([3][9])? Was the number of variables/conditions it can check extended from Game Moment and Field ID?

That is not added yet, but I guess it should be possible. What would make it easier is if you can link to a savegame that is saved just before a party leader change - that way I can add it in then test that it actually works!
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.39)
Post by: Sega Chief on 2014-10-13 21:22:11
Righto, here's a folder: http://www.mediafire.com/download/t82kx8890gli6bu/save.7z

In Slot 5, there's a save point where Tifa is right outside Mideel. Going into the clinic prompts a scene in which Cid ends up as party leader; it's the fastest party leader swap (where there's access to the world map, etc.) that I can think of in the default game.

However, if the NT Mod is installed, then Slot 9 is the fastest because there's multiple save files in Wall Market with all three party leaders (I was using it for testing). Hope it helps.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.39)
Post by: Iros on 2014-10-18 14:20:01
New version v1.40: https://mega.co.nz/#!jAlGTZBS!eVMFZSLG1DbmhjTjDQsF1vE-OqyNOHf6P-lIPgXa2EA

-Fix update check sometimes crashing
-Allow multiple patch links in mod
-Add PartyLeader variable (needs testing)


@Sega Chief: There is a PartyLeader variable in the .var file now, please try it and see if it works? The values it can be set to should match the character numbers in the save files - http://wiki.qhimm.com/view/FF7/Savemap#The_Savemap

@EQ2Alyza: If you specify multiple <Patch> tags with the same VerFrom and VerTo, but different links, this should work on the new version to let you mirror the patches, please try that.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: Fennas on 2014-11-13 22:09:52
Hi there, i have a fresh install of the Game at C:\Games\FF7 and ran the GameConverter but now i get an error when opening the 7thHeaven.exe

Code: [Select]
System.ArgumentNullException: Der Wert darf nicht NULL sein.
Parametername: path1
   bei System.IO.Path.Combine(String path1, String path2)
   bei Iros._7th.Workshop.Settings.<VerifySettings>d__0.MoveNext() in c:\Iros\7thWorkshop\Settings.cs:Zeile 47.
   bei System.String.Join(String separator, IEnumerable`1 values)
   bei Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 120.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Maybe i messed up something while clearing registry with CCleaner

Edit: Just found the tutorial from EQ2Alyza (thx :) ) and was able to fix it by deleting the AppData\Roaming\7thWorkshop folder

Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: Luceid on 2014-11-14 07:35:38
I've been away from FF VII for a while so don't kill me for this stupid question:
Is this the successor of Bootleg?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: Kaldarasha on 2014-11-14 08:27:49
No. Bootleg is entirely different. 7th Heaven is easier to maintain and don't mess with your FF7 installment. So mods can be easier tested out. It has also a lot of other functions for moders, which make some things now possible.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: JamesMask on 2014-11-14 18:53:32
So, in the 7H mod, I've been looking at the Field Models, and I was wondering if it was somehow possible to get some of the Field models from the Bootleg .40 to come over to 7H (Sorry, but from what I've been able to find on the catalog, I really dislike some of the Field models on here, I know lots of hard work was put into them, but I just dislike them..)  I know in Bootleg, there was a mod in it to update all the visual for the game as in the Field sprites and what not, making them less polygon looking and what not...  If I'm doing something wrong please someone help me.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: Vgr on 2014-11-14 23:59:27
Is this the successor of Bootleg?

Is not. I'm still actively developing Bootleg, independently from 7H.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: Kaldarasha on 2014-11-27 10:18:34
@ Iros
Is it possible for you to edit the key bindings of the game? I suppose that these information are the ff7input.cfg. It would be nice to edit the keys or buttons of a controller before the games starts.

It would also be great if you can add native support for DLPB's Hext_Launch or allow 7H to use list of programs which it should start too.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: genesis063 on 2014-12-18 21:42:05
What browser is everyone using to get this.  Internet and firefox seem to not like downloading from mega.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: Kaldarasha on 2014-12-19 10:02:17
I use Chrome.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: darknil on 2014-12-20 17:02:29
Not sure what, precisely, triggered this. Deleted the /apps/roaming files and then tried again, but once I set up again, it started crashing again, same error.

Code: [Select]
_7thWrapperLib.IrosArcException: Signature mismatch
   at _7thWrapperLib.IrosArc.ArcHeader.Open(Stream s) in c:\Iros\7thWrapperLib\IrosArc.cs:line 84
   at _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) in c:\Iros\7thWrapperLib\IrosArc.cs:line 302
   at Iros._7th.Workshop.fImportMod.ImportMod(String source, String name, Boolean iroMode, Boolean noCopy) in c:\Iros\7thWorkshop\fImportMod.cs:line 80
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 152
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: Iros on 2014-12-21 12:53:54
@ Iros
Is it possible for you to edit the key bindings of the game? I suppose that these information are the ff7input.cfg. It would be nice to edit the keys or buttons of a controller before the games starts.

It would also be great if you can add native support for DLPB's Hext_Launch or allow 7H to use list of programs which it should start too.

Hm, do we know the file format of FF7input.cfg? If not we would need to work it out first...

List of programs to start as well: Do you mean as part of the 7H config (you have 'also launch' at the moment? Only one program, but could be extended to more than one?), or do you mean have a mod with a program inside that should be launched when the mod is active?

Not sure what, precisely, triggered this. Deleted the /apps/roaming files and then tried again, but once I set up again, it started crashing again, same error.

One of your IRO files is corrupt. I will improve the next version so it does not crash if this happens, until then, try moving some of your IRO files out of the 7H folder and see if you can work out which one is making it crash.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: darknil on 2014-12-21 16:45:00
Ahh, that'd do it. Found a 0KB file, which seemed to be the issue. Thanks.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: Kaldarasha on 2014-12-24 04:19:15
Hm, do we know the file format of FF7input.cfg? If not we would need to work it out first...

List of programs to start as well: Do you mean as part of the 7H config (you have 'also launch' at the moment? Only one program, but could be extended to more than one?), or do you mean have a mod with a program inside that should be launched when the mod is active?


Seems to be that there is no information about the FF7input.cfg. It's editable with a text editor. But with no information on which position is which button and what the corresponding symbols are for the keys/controller button, there is no hope to ad this feature. So I would appreciate if some one would like to investigate it.

It would be enough to launch more programs as one at once.

Two other questions:
Is it possible to make the Iro mod packer as a standalone CMD tool for moders too. I won't need it and I'm not sure if there is a demand for that, but I could imagine that it could become in handy for those, who needs to have their own installers and are able with that to make an iro mod.
Specially if toughScript is needed for a text patch.

The other question is a bit simpler: Can you make an additional exe to launch the game right a way without the GUI? Would be handy for Steams Big Picture mod. 8)

Before I forget it: I have lost the overview of what 7H is cable to do. A list of the commands with a short description would be nice.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: genesis063 on 2014-12-24 20:50:35
My 7th heaven is acting wonky.  It is giving me this error when I try to launch the game:
Code: [Select]
System.MissingMethodException: The given user library does not export a proper Run(EasyHook.InjectionLoader+REMOTE_ENTRY_INFO, _7thWrapperLib.RuntimeProfile) method in the 'EasyHook.IEntryPoint' interface.
   at EasyHook.RemoteHooking.CreateAndInject(String InEXEPath, String InCommandLine, Int32 InProcessCreationFlags, String InLibraryPath_x86, String InLibraryPath_x64, Int32& OutProcessId, Object[] InPassThruArgs) in C:\Code\EasyHook-2.7.4761.0-Source\EasyHook\RemoteHook.cs:line 944
   at Iros._7th.Workshop.fLibrary.Launch(Boolean varDump, Boolean debug) in c:\Iros\7thWorkshop\fLibrary.cs:line 874
   at Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 773
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: Iros on 2014-12-27 19:10:58
New version v1.41: https://mega.co.nz/#!SRVyQTIJ!40vn7Ol_94u_jLcy1J3LfmPmXPJHrWz4WAUhOvbRdmk

-Can list multiple programs for 'Also Launch' in config
-Fix crash when corrupt .iro file is in 7H folder - should show a proper error message
-Add some more command line parameters

@Kaldarasha: There are some command line parameters you can use with 7H:

/PROFILE:<profilename>  - loads a particular profile
/LAUNCH - launches FF7 as soon as 7H is loaded
/QUIT - quits 7H

They happen in the order you list them so:

7thHeaven.exe /LAUNCH /QUIT

will launch the game and then exit straight away.

7thHeaven.exe /PROFILE:AllMods /LAUNCH

will load the AllMods profile, launch the game, but not quit 7H.

@genesis063; I do not know what this problem is, perhaps try replacing your version of 7H with the new release and see if that helps? :/
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.41)
Post by: Grimmy on 2014-12-28 21:36:54
I cannot get 7H to work on any audio files. I have made a ton of different folder structures to change the audio.dat, and any ogg in vgmstream.  I've also tried to replace individual ?.wav files in a folder named audio.dat. these are file structures that i cannot get to work

sound test/audio.fmt audio.dat
sound test/audio.fmt audio.dat/1.wav
sound test/sound/audio.fmt audio.dat
sound test/sound/audio.fmt audio.dat/1.wav
 
Music test/music/vgmstream/bat.ogg
Music test/vgmstream/bat.ogg
Music test/bat.ogg

replacement files have been tested and work independently of 7H, but are not applied using 7H over original files.

I have tested using versions 1.34, 1.35, 1.40, 1.41

I have also tested 2 iro files that are claimed to work, but not for me however. They both use the sound test/audio.fmt audio.dat format.

Here is a working Iro file for 7th Heaven as a demo:
https://mega.co.nz/#!jcV22RDC!TKG7GzYp1IIpM0v7SRnY2Yya3wz8ebPsXz6PBuYq1KY

Soundfx test iro(from Bootleg install)http://www.mediafire.com/download/zd44vodiidyexj2/sound+test.iro (http://www.mediafire.com/download/zd44vodiidyexj2/sound+test.iro)


This should also work, but doesn't

Music test iro(ff1 battle music looping ogg)http://www.mediafire.com/download/mc3mqalhza12adh/music+test.iro (http://www.mediafire.com/download/mc3mqalhza12adh/music+test.iro)

Any help would be very appreciated.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.41)
Post by: genesis063 on 2014-12-29 19:56:43
Unfortunately the new one doesn't work.  I think it is saying something about the library but I've deleted the cache and re-launched it and it keeps griping about it.  Also not sure if it is on my end but the catalog wont download sometimes.  I'll retry the download again and post what it says soon.  I am not sure why all this is coming up now usually my desktop does not have these issues.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
Post by: Kaldarasha on 2014-12-30 11:55:16

-Can list multiple programs for 'Also Launch' in config
-Fix crash when corrupt .iro file is in 7H folder - should show a proper error message
-Add some more command line parameters

@Kaldarasha: There are some command line parameters you can use with 7H:

/PROFILE:<profilename>  - loads a particular profile
/LAUNCH - launches FF7 as soon as 7H is loaded
/QUIT - quits 7H

They happen in the order you list them so:
7thHeaven.exe /LAUNCH /QUIT
will launch the game and then exit straight away.
7thHeaven.exe /PROFILE:AllMods /LAUNCH
will load the AllMods profile, launch the game, but not quit 7H.


So I simply need to make a shortcut with the destiny  ".../7thHeaven.exe /LAUNCH /QUIT" to start FF7 with mods straigth away? This better as I imagine it.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.41)
Post by: Iros on 2015-01-02 19:22:19
Unfortunately the new one doesn't work.  I think it is saying something about the library but I've deleted the cache and re-launched it and it keeps griping about it.  Also not sure if it is on my end but the catalog wont download sometimes.  I'll retry the download again and post what it says soon.  I am not sure why all this is coming up now usually my desktop does not have these issues.

Yes, I will really need to see the exact error message before I can try and find out what is making the error happen!
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.41)
Post by: Kaldarasha on 2015-01-06 18:38:14
I have a problem to modify a vanilla high-us.lgp (motorbike minigame). I can wrap files in a modified one but if the file is untouched the game crashes.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.41)
Post by: seijuro on 2015-01-16 14:33:26
Love what you guys are doing with 7th Heaven, keep it up 8)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.41)
Post by: EQ2Alyza on 2015-01-16 22:41:00
I can't get the patch tool to work now. I am getting multiple error popups followed by Windows needing to "close the program" due to crash.

Code: [Select]
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Enumerator.MoveNext()
   at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
   at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
   at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source)
   at _7thWrapperLib.IrosArc.CleanCache() in c:\Iros\7thWrapperLib\IrosArc.cs:line 443
   at _7thWrapperLib.IrosArc.GetCache(DirectoryEntry e) in c:\Iros\7thWrapperLib\IrosArc.cs:line 501
   at _7thWrapperLib.IrosArc.GetBytes(String name) in c:\Iros\7thWrapperLib\IrosArc.cs:line 515
   at _7thWrapperLib.IrosPatcher.<>c__DisplayClassc.<Create>b__5() in c:\Iros\7thWrapperLib\IrosArc.cs:line 616
   at _7thWrapperLib.IrosArc.CompressWorkThread(Object param) in c:\Iros\7thWrapperLib\IrosArc.cs:line 223
   at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
   at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.41)
Post by: Iros on 2015-01-17 19:07:24
I have a problem to modify a vanilla high-us.lgp (motorbike minigame). I can wrap files in a modified one but if the file is untouched the game crashes.

Any change at all makes it crash? Do you have an example mod (and a savegame close to it would be useful!)

I can't get the patch tool to work now. I am getting multiple error popups followed by Windows needing to "close the program" due to crash.

OK, I have not seen this error on my PC, but I think I know from the error message what the cause is. Next version will have a fix that I hope will solve this.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.41)
Post by: Iros on 2015-01-19 19:44:13
OK, update v1.42: https://mega.co.nz/#!GU9VAaDK!cARZj8QYJUzX5xlcWjnsDaokFJz4Ni8ZJCaXY7yzpLs

-Fix crash in patch tool, hopefully
-Fix crash on high-us.lgp file
-Fix crash when importing mod without required fields in mod.xml
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: EQ2Alyza on 2015-01-19 20:16:48
OK, update v1.42: https://mega.co.nz/#!GU9VAaDK!cARZj8QYJUzX5xlcWjnsDaokFJz4Ni8ZJCaXY7yzpLs

-Fix crash in patch tool, hopefully
-Fix crash on high-us.lgp file
-Fix crash when importing mod without required fields in mod.xml

Thanks. Will give it a go tonight :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: seijuro on 2015-01-19 22:55:49
Hey guys I posted these questions in another section but no luck, so hopefully I'll get some help here.
I’ve been trying to help install NT mod and all the HD mods on my buddies’ computer but I ran into a few problems though and I can’t figure out a solution as to how/why/etc... so I am in need of some help.

• Windows 7 Tower: Did a fresh uninstall and reinstall of FF7 and the latest 7H. Downloaded all the new mods via catalog subscriptions. Everything works great EXCEPT the field graphics mod (6.8GB one). I see it activated in the "Active Mods" list. In-game the field graphics are pixelated and looks like nothing happened/activated. I keep activating/deactivating it but…. nothing happens. Everything else works fine though.

• Macbook Pro bootcamp running Windows XP (yes really): The downloader keeps crashing on this machine when I’m downloading the field graphics update (once again, the 6.8GB one). Does OS have to do anything with the download?

OR

Is there a simple external link where I can just do a single download of the field graphics mod .IRO file, then after done downloading, just drag & drop inside the folder? I literally tried a bunch of times downloading it. When it gets to half way, the whole program crashes. If this method still works and I could just get an external link for this 6.8GB field texture file alone, that would be great.

• Game doesn’t load movies even though the path to movies is correct in the settings…. maybe my own error? I made sure path is correct.

• Is there a way to disable glitch error notifications in the game? Don't see a setting in the menu at all.

There's probably more but I'll get back to you guys. Thanks in advance.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: EQ2Alyza on 2015-01-20 04:16:55
It could be something to do with the Macbook and Boot Camp. I don't know though, never touched an Apple before. What all mods are activated besides Field Textures?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: seijuro on 2015-01-20 05:40:54
It could be something to do with the Macbook and Boot Camp. I don't know though, never touched an Apple before. What all mods are activated besides Field Textures?

All my setups, I have pretty much every mod activated except the custom red13 wolf model.

And Actually the Windows 7 tower is a native PC and wont load the field texture file even though it's successfully installed and downloaded.

The macbook with bootcamp can't even get the download to 100% before crashing. Do you happen to have a direct link where I can externally download the 6.8gb .iro field texture file on a browser and manually place the file myself?

ALSO! On ALL machines, Aeris' weapons are all white during battle when I choose mike+slayersnext in the weapons menu in 7H. If i choose Mike alone, or slayersnext alone, it shows up fine (is it all the weapons though?)

Hopefully we can figure all this out...


EDIT: Midgar highway bike game crashes before loading on the macbook with bootcamp. At least when you load the save there it takes you right to the Boss.




Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: EQ2Alyza on 2015-01-21 04:58:12
@seijuro

You say this is for a friend? I assume then it's okay on your own computer, so you've got the files to provide for them in the mods\7th Heaven folder.

That's a bug on my end. I didn't compile the files correctly.

Motorbike Chase (Midgar and Gold Saucer) crash on all machines, but we've hopefully fixed it for 1.42. Looking into it still.

Can we move this discussion to the 7H Tutorial please? This thread is more for asking questions and bug fixing the tool. Also make sure to keep your questions in one spot rather than copy/paste the same thing in multiple threads.


@Iros

It looks like <ApplyPatch> is working, but I don't know how to get <Patch> to go. What it appears to do is download both the IRO and IROP at the same time, but since the IROP is smaller, it finishes first while the IRO finishes and installs afterwards. The IROP doesn't get applied though and remains in the temp folder as id_filename_patch0.iro.

Code: [Select]
<?xml version="1.0"?>
<Catalog xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
   <Mods>
   
## GAMEPLAY - DIFFICULTY AND STORY PATCH TEST
    <Mod>
      <ID>3caefc89-8908-4961-96cf-a2e7a7106a96</ID>
      <Author>Qhimm Modding Community</Author>
      <Link>http://forums.qhimm.com/index.php?topic=15520.0</Link>
      <LatestVersion>
        <Link>iros://MegaSharedFolder/#F!awJUhTqI!M-aUNnyOGn2wNenQXgjUEg,asRDDQYI,Gameplay - Difficulty and Story - v1.2.iro</Link>
        <Link>iros://GDrive/0B-Q_AObuWRSXX1NKOHZraHl4N3c</Link>
 
        <ApplyPatch>iros://GDrive/0B-Q_AObuWRSXYVFMZ2ozbk0xUzA</ApplyPatch>
 
        <ExtractSubFolder></ExtractSubFolder>
        <ExtractInto></ExtractInto>
        <Version>1.3</Version>
        <ReleaseDate>2015-01-20T00:00:00</ReleaseDate>
        <CompatibleGameVersions>All</CompatibleGameVersions>
        <PreviewImage>http://i.imgur.com/gOrwPYi.png</PreviewImage>
        <ReleaseNotes/>
        <DownloadSize>126976</DownloadSize>
      </LatestVersion>
 
      <Patch VerFrom="1.2" VerTo="1.3">iros://GDrive/0B-Q_AObuWRSXYVFMZ2ozbk0xUzA</Patch>
 
      <MetaVersion>22</MetaVersion>
      <Name>Gameplay - Difficulty and Story PATCH TEST</Name>
      <Description>Various mods that alter the gameplay difficulty and story.</Description>
      <Tags>
        <string>gameplay</string>
        <string>difficulty</string>
        <string>story</string>
      </Tags>
    </Mod>
 
  </Mods>
</Catalog>

Also, it looks like MEGA downloads are always giving the Error Downloading message now. Could this be bandwidth related? Thankfully Google Drive has worked okay for the backup link so far.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: Kaldarasha on 2015-01-21 05:43:30
Quote
Motorbike Chase (Midgar and Gold Saucer) crash on all machines, but we've hopefully fixed it for 1.42. Looking into it still.

I can confirm that it is fixed now. :D
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: Iros on 2015-01-21 18:59:55
It looks like <ApplyPatch> is working, but I don't know how to get <Patch> to go. What it appears to do is download both the IRO and IROP at the same time, but since the IROP is smaller, it finishes first while the IRO finishes and installs afterwards. The IROP doesn't get applied though and remains in the temp folder as id_filename_patch0.iro.

Hm, can you clarify? ApplyPatch is the tag for having a patch that is applied to a fresh install, is that the one you are seeing does not work?

I tried your test catalog / mod now and it applies the patch OK for me - but it doesn't delete the patch file afterwards which I guess is not ideal! But it did actually apply the patch.

Quote
Also, it looks like MEGA downloads are always giving the Error Downloading message now. Could this be bandwidth related? Thankfully Google Drive has worked okay for the backup link so far.

Ah, this is actually a bug. They are not working for me either but I can fix this. I am not sure why they have suddenly stopped working really, but the code is definitely not correct - it was timing dependent (so might work or might not depending on how fast the Mega server was to respond). Next version will fix this.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: EQ2Alyza on 2015-01-21 19:53:23
Ahh, it's <ApplyPatch> I'm referring to then. What I did was first use that test catalog without any of the the patch links put in. I downloaded/installed and used that as my base version. Then I input the patch lines and updated the subscription. Bingo, it said there was an update and downloaded/installed with no error. Then I uninstalled all of it, and tried to download/install/patch without any base version installed yet. Bin...hmm, I get an error downloading message. The Download window showed both IRO and IROP being downloaded, but when I opened the IRO after it downloaded/installed, it still has 6,459 files inside the Sega Chief - New Threat\battle.lgp folder. I used the Patch Adv. to delete 126 files from it, so that folder should now only have 6,333 files. How many files are in yours?

http://forums.qhimm.com/index.php?topic=14490.msg218376#msg218376 --- I followed these directions for manually typing in the paths to be deleted.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: Iros on 2015-01-21 21:04:07
I am not sure you have set up the paths to be deleted correctly: the first few files in the list to be deleted are

Code: [Select]
New Threat - Sega Chief\rsaa
New Threat - Sega Chief\rsab
New Threat - Sega Chief\rsan
New Threat - Sega Chief\rsao

From the file name I am guessing that instead it should be:

Code: [Select]
New Threat - Sega Chief\battle.lgp\rsaa
New Threat - Sega Chief\battle.lgp\rsab
New Threat - Sega Chief\battle.lgp\rsan
New Threat - Sega Chief\battle.lgp\rsao

Does that explain it?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: EQ2Alyza on 2015-01-22 00:12:31
Code: [Select]
New Threat - Sega Chief\battle.lgp\rsaa
New Threat - Sega Chief\battle.lgp\rsab
New Threat - Sega Chief\battle.lgp\rsan
New Threat - Sega Chief\battle.lgp\rsao

This is how I typed in all 126 entries, from rsaa through smda.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: seijuro on 2015-01-22 15:38:59
Hey EQ2Alyza I just PM'd you yesterday, not sure if you got it at all.

Just wanted to ask if you had a direct link to the 6.8gb field texture .iro file so I can download it manually via web browser and place the file in the folder manually. That's the only file that's giving me trouble via 7H, and I don't have it on any machine. Let me know when you can and feel free to PM it to me if you'd like. Thanks a bunch.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: Iros on 2015-01-22 16:33:19
This is how I typed in all 126 entries, from rsaa through smda.

Then I am very confused, whatever you put in the 'files to delete' box should get stored straight in the patch without any changes, but the patch in your catalog does not contain the right paths :/ Can you try making the patch again?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: moundar on 2015-01-23 08:54:45
Are there any known incompatibilities with the german version of FF7 and the Menu Overhaul mod in 7thHeaven?

My history:
I played a save with Bootleg before i have to go to the Shinra Tower.
Then I switched to 7thHeaven. In the Shinra Tower I did not fight against Sample: H0512 and later I did not have to fight against Hundred Gunner.
Later when you normally have to fight Rufus with Cloud I fought Sample: H0512 with only Cloud.
The next boss would be Motor Ball but I fought Hundred Gunner with the current party.

First I thought it is because of the change to 7thHeaven within a saved game. So I tried to start a new game.
But then the first fight against the two soldiers I have to fight against Yuffie which kills me with one attack.
Picture:
(http://fs1.directupload.net/images/150118/7d22w93x.jpg)

I made a few reinstall with clearing the registry with the tools from Tifa's Final Heaven every time but it did not help.

Next I tried to find the mod which causes the problem. When I only activated Menu Overhaul the problems occure.
Then I switched to the english version of FF7 and now all is working correctly

This is what Kaldarasha wrote in the Tifa's Final Heaven Thread as he decompressed the Menu Overhaul from 7th Heaven:
To the MO:
Chunk 9 are the backgrounds, so they are not needed. The Kernels could have a wrong table for the scene.bin and are only important for the retranslation. I'm not sure if it was the intension to use the retranslation as well, but I would kick out the chunks (I guess chunk1 was actually the plan to use  ;)) and the both kernels and compile them to a separate mod.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: EQ2Alyza on 2015-01-23 17:57:49
Hey EQ2Alyza I just PM'd you yesterday, not sure if you got it at all.

Just wanted to ask if you had a direct link to the 6.8gb field texture .iro file so I can download it manually via web browser and place the file in the folder manually. That's the only file that's giving me trouble via 7H, and I don't have it on any machine. Let me know when you can and feel free to PM it to me if you'd like. Thanks a bunch.

I did get it. Be patient, I have a multiple PMs and working with Iros to get the tool ironed out :)

I'm not providing a personal download because I don't want to start any trend of giving them out. The Catalog serves as just that, and also installs/updates them for you, so you're taking those features away by not using the Catalog link. Giving a personal download also doesn't fix the problem you're facing. What if someone else runs into the same issue? If we resolve it now, we can then help others who may run into it.

Your issue has been posted in I believe three different threads, and you've sent a PM about it. The PM doesn't state the issue, and the previous postings have been edited for some reason, so I've kind of forgotten the exact issue now. Send me another PM please, and tell me exactly what happened.

Also, read below what I write to the other poster.

Are there any known incompatibilities with the german version of FF7 and the Menu Overhaul mod in 7thHeaven?

My history:
I played a save with Bootleg before i have to go to the Shinra Tower.
Then I switched to 7thHeaven. In the Shinra Tower I did not fight against Sample: H0512 and later I did not have to fight against Hundred Gunner.
Later when you normally have to fight Rufus with Cloud I fought Sample: H0512 with only Cloud.
The next boss would be Motor Ball but I fought Hundred Gunner with the current party.

First I thought it is because of the change to 7thHeaven within a saved game. So I tried to start a new game.
But then the first fight against the two soldiers I have to fight against Yuffie which kills me with one attack.
Picture:
(http://fs1.directupload.net/images/150118/7d22w93x.jpg)

I made a few reinstall with clearing the registry with the tools from Tifa's Final Heaven every time but it did not help.

Next I tried to find the mod which causes the problem. When I only activated Menu Overhaul the problems occure.
Then I switched to the english version of FF7 and now all is working correctly

This is what Kaldarasha wrote in the Tifa's Final Heaven Thread as he decompressed the Menu Overhaul from 7th Heaven:

This is for seijuro as well, but please keep mod related questions over in the 7th Heaven Tutorial thread. This thread is specifically for the 7H tool, and Iros doesn't deal with any of the mod compiling that I've done for the Catalog. If there is something we can't answer over there, I'll talk with Iros specifically to see if it's tool related or just an error on my part when compiling the mod.

I responded to Kaldarasha in the other thread, so keep your eyes open over there as we work this out :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: moundar on 2015-01-23 18:21:41
Sorry EQ2Alyza, I didn't know that.

Nevertheless thanks for the help  :D
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: EQ2Alyza on 2015-01-24 05:57:14
Sorry EQ2Alyza, I didn't know that.

Nevertheless thanks for the help  :D

It's alright. No apologies needed :lol:


@Iros

Looks like I may have had a typo. I have the patch working now.

The download window isn't showing the blue progress bars while downloading. Can we fix this for the next release?

I noticed that when a patch downloads and installs, the id_name_ver.iro doesn't update its version. Is it possible to have that renamed to the current version after an update is installed?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.42)
Post by: Iros on 2015-01-24 11:03:29
Hm, progress bars were annoying - Google has changed the way they respond to download requests which caused it to stop working. I have worked around this but it is annoying when things break and it was not even my code that was wrong  >:(

New version 1.43: https://mega.co.nz/#!XVEVjbBR!S3sNMQhc0IJh1iExqdBiXyP8pio-wEFjoJ-CcuFdwsU
-Fix progress bars on GDrive downloads
-Fix Mega downloads sometimes (often?) not working

@EQ2Alyza: I will look at renaming the files after download, it should be OK but I need to check that all the places storing the filename get updated, so perhaps in next version.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.43)
Post by: TheHurtmaster on 2015-01-24 12:54:25
For some reason I'm getting a crash everytime I start it. Can you help me? Here's the log.
Code: [Select]
System.TypeInitializationException: The type initializer for 'Iros._7th.Workshop.Sys' threw an exception. ---> System.InvalidOperationException: There is an error in XML document (0, 0). ---> System.Xml.XmlException: Root element is missing.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlTextReader.Read()
   at System.Xml.XmlReader.MoveToContent()
   at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderSettings.Read8_Settings()
   --- End of inner exception stack trace ---
   at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
   at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
   at Iros._7th.Util.Deserialize[T](Stream s) in c:\Iros\7thWrapperLib\Util.cs:line 10
   at Iros._7th.Util.Deserialize[T](String file) in c:\Iros\7thWrapperLib\Util.cs:line 14
   at Iros._7th.Workshop.Sys..cctor() in c:\Iros\7thWorkshop\Sys.cs:line 100
   --- End of inner exception stack trace ---
   at Iros._7th.Workshop.Sys.get_Catalog()
   at Iros._7th.Workshop.pTags.Init() in c:\Iros\7thWorkshop\pTags.cs:line 20
   at Iros._7th.Workshop.pTags..ctor() in c:\Iros\7thWorkshop\pTags.cs:line 29
   at Iros._7th.Workshop.fLibrary.InitializeComponent() in c:\Iros\7thWorkshop\fLibrary.Designer.cs:line 44
   at Iros._7th.Workshop.fLibrary..ctor() in c:\Iros\7thWorkshop\fLibrary.cs:line 17
   at Iros._7th.Workshop.Program.Main() in c:\Iros\7thWorkshop\Program.cs:line 18
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.43)
Post by: Iros on 2015-01-24 13:17:56
Your settings.xml file - in the %APPDATA%\7thWorkshop folder - has been corrupted somehow. Delete it and you should be able to start 7H, but you will need to configure your paths etc again.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.43)
Post by: TheHurtmaster on 2015-01-24 13:57:54
Your settings.xml file - in the %APPDATA%\7thWorkshop folder - has been corrupted somehow. Delete it and you should be able to start 7H, but you will need to configure your paths etc again.
Probably because I had a bluescreen. Due to my.. Bad ways of handling USB stuff.
edit: deleting settings.xml didn't work. deleted the entire folder. Now I'm redownloading everything.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.43)
Post by: Iros on 2015-01-27 20:07:05
Updated version v1.44: https://mega.co.nz/#!bEklTIiK!Yo-ko1Bjgr7lsxO0fM9d8ZQSgYVrCicGBGVgF9AeMi4

Only one change: Accessing files in a .iro archive from FF7 is now a bit quicker. The speed up seems especially large for loading .PNG files for Aali's driver; I did not see loading models get quicker, but the delay to go into the world map when using the hi res world map textures is about twice as quick on my PC now.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Gausak on 2015-01-28 11:48:31
Great work! But there are several problems with the program ... The battle textures do not load in any way, either by changing the load order of mods or in any way, I am using the STEAM version in Spanish. Any ideas? :D

Also I have the following error ... When I install menu overhaul, game text is in Spanish, while other texts (menus, battles, description of weapons and objects, etc.) come in English!
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Kaldarasha on 2015-01-28 12:49:02
Great work! But there are several problems with the program ... The battle textures do not load in any way, either by changing the load order of mods or in any way, I am using the STEAM version in Spanish. Any ideas? :D

Also I have the following error ... When I install menu overhaul, game text is in Spanish, while other texts (menus, battles, description of weapons and objects, etc.) come in English!

EQ2Alyza has fixed the Menu. Though the battle textures doesn't load for me either.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Gausak on 2015-01-28 13:25:01
MenuOverhaul not working for me, here the images, in spanish without MO and semiSpanish/english with MO.

http://i62.tinypic.com/sfxwlf.jpg <--- Here in spanish...

http://i60.tinypic.com/20s66vm.jpg <--- And here in Spanglish :D :D :D
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Kaldarasha on 2015-01-28 13:42:05
MenuOverhaul not working for me, here the images, in spanish without MO and semiSpanish/english with MO.

http://i62.tinypic.com/sfxwlf.jpg <--- Here in spanish...

http://i60.tinypic.com/20s66vm.jpg <--- And here in Spanglish :D :D :D

http://forums.qhimm.com/index.php?topic=15520.msg223242#msg223242
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: EQ2Alyza on 2015-01-28 15:46:40
I've taken out the flevel and kernels of MO for the next update to the Catalog, so you'll need to wait for that release. I never thought MO would work well with other languages though. Aren't the texture PNGs made for English letters only?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Gausak on 2015-01-28 20:27:42
The funny thing is I did run MO entirely in Spanish, but the funny thing is I do not know how I did it and I have not gotten back to put it back (I think I used MO.exe installation directly into the game files)

Here older images (february 2014, surfing the net xD)

(http://imagizer.imageshack.us/a/img197/7517/mdiz.jpg) (http://imagizer.imageshack.us/a/img69/7750/ckxy.jpg) (http://img577.imageshack.us/img577/9654/sweepercambiado.png)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Gausak on 2015-01-29 11:03:53
One more question... What command line should put to adapt dialog boxes in the ff7_opengl.cfg file? Or if not touching the cfg file ... What should I do to adapt the text boxes? I have almost everything in Spanish except the failure of the text boxes that are too large compared to the text shown on them. (or otherwise too small boxes for text displayed in them)

EXAMPLE:

(http://www.subeimagenes.com/img/textboxes-1213773.jpg)

Now that I look in detail ... The characters are again "small" compared to the scenarios again ... sh.t. If I get to run something, get a new error elsewhere ....
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: EQ2Alyza on 2015-01-30 12:26:05
That's the main problem with MO being used on languages other than English. You have to manually go and change every text and dialogue box in the game for it to fit properly. DLPB did this with the English text already. This is not a 7th Heaven issue I'm afraid, so I wouldn't expect much more help in this thread.

@Iros

Any idea what this error may be? I believe I've seen it before, but it's been a long time and can't remember.

(http://i107.photobucket.com/albums/m312/seijuro1/s14%20wheels/error7H.jpg)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Gausak on 2015-01-30 15:45:48
Thanks a lot for everything!
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Iros on 2015-01-30 20:36:27

Any idea what this error may be? I believe I've seen it before, but it's been a long time and can't remember.

(http://i107.photobucket.com/albums/m312/seijuro1/s14%20wheels/error7H.jpg)

Hm, the field textures mod downloads fine for me, so I cannot say what error you were getting!
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: EQ2Alyza on 2015-01-30 21:29:56
It downloads fine for me also. Someone else sent me the image, so thought I would ask.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: RedManMark86 on 2015-02-01 19:33:46
Hi Iros,

Thanks for the great modding tool as always but the last two updates have caused breakages in another area.

As of 1.43 (may have been in 1.42) when you go to get the choco/mog materia, just as the chocobos are about to finish the dance it causes a crash to desktop. It also happens if you try to rest at any Inn, once the rest tune is about to finish playing it crashes to desktop. As the only change to my FF7 was the updates to 7th Heaven I reverted back to 1.40 as that is what I had in my download folder and there was no crash at either of the said times anymore.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Iros on 2015-02-02 19:02:12
What mods do you have active? I have just tried resting at an inn (using v1.44) and it does not crash for me.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: RedManMark86 on 2015-02-03 04:01:21
I have all of EQ2Alyza mods active minus the game play mod.

This crash only appeared with 1.43 and maybe it is due to me using windows 10 but i doubt it as 1.40 doesn't cause an Inn to crash
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: EQ2Alyza on 2015-02-03 04:13:12
I can confirm that 1.44 causes a crash at the end of the Chocobo Dance and the end of resting (only tested Junon rest). I loaded up 1.43 without changing any mods and they played through without a crash.

If you need my saves, Dbgview report, APP.log, crash.dmp, mod list, etc. just let me know.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Iros on 2015-02-03 17:27:52
Dbgview logs would certainly be useful; also maybe a save, resting at an inn did not crash for me, but maybe it depends on the inn - although that would surprise me.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: EQ2Alyza on 2015-02-04 05:03:33
http://www.mediafire.com/download/fmgptg8z7u4w009/1.44_Crashes.7z

Save 1, Slot 2 is outside Junon.
Save 2, Slot 2 is outside the Chocobo Ranch.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Iros on 2015-02-04 19:04:39
Hm, annoying - still does not crash for me using your saves :/

Can you try running in debug mode (right click on the launch button)? Since this logs a lot, I suggest disabling most of your mods first. Also since a crash may prevent it writing everything to the log file on disk, have dbgview running - it should capture all the log messages.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: RedManMark86 on 2015-02-04 19:46:18
Hey Iros,

Are you running EQ2Elyza music and sounds mod? The crash will only happen if that mod is active with any of the music selections (no change will mean no music plays and so no crash will happen). All the other mods don't cause the crash to happen, just that particular at those particular times.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Iros on 2015-02-04 19:48:55
Ah, no. I did try making a test mod to change the music for the chocobo event and that worked, but it must be something specifically to do with that mod. I will download it.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: RedManMark86 on 2015-02-04 20:02:56
no problem, if there is anyway I can help let me know :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.44)
Post by: Iros on 2015-02-04 21:07:02
Update v1.45: https://mega.co.nz/#!yAFkRaRJ!RrvfgGlxr_d7JOxOzFDMMu5Epso87xRnOHwCIUoGI-E

Fixes crashes with some vgmstream files

Not sure why the crash only with the mod from the catalog, perhaps the .oggs in it are corrupt in some way ... but of course it should not cause the game to crash. Should be fixed now.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: RedManMark86 on 2015-02-05 00:23:25
Thanks Iros, you are the best!
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: IcedHulk on 2015-02-11 00:08:48
[ QUESTION MOVED TO http://forums.qhimm.com/index.php?topic=15520.300 ]
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: Iros on 2015-02-11 17:08:48
You are probably best posting in the catalog topic - http://forums.qhimm.com/index.php?topic=15520.0 - since it is unlikely this is a bug in 7H itself. Either some of the mods conflict, or you have somehow managed to alter the actual game files.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: IcedHulk on 2015-02-11 17:16:22
Thank you for the suggestion.  I have moved the question!
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: theonyxphoenix on 2015-02-18 20:25:20
I had everything working fine with the mod manager and I hadn't played it for a few weeks.  I tried to load up the game like I had done before, but it appeared to load with a black square appearing in the upper right corner of the screen, and then it ctd.   I hadn't made any changes to the manager. I tried to update but still had the same problem.  I even deactivated mods and still had the same problem.  I hadn't done anything different but perhaps update my graphics card driver. 

Any suggestions on a fix?  Will I have to uninstall/reinstall?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: masamunex on 2015-02-27 13:36:35
7th Heaven not working help pls!

System.ArgumentNullException: Der Wert darf nicht NULL sein.
Parametername: path1
   bei System.IO.Path.Combine(String path1, String path2)
   bei Iros._7th.Workshop.Settings.<VerifySettings>d__2.MoveNext() in c:\Iros\7thWorkshop\Settings.cs:Zeile 48.
   bei System.String.Join(String separator, IEnumerable`1 values)
   bei Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 120.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

FF7 game converter worked fine but when i clicked on 7th Heaven exe with admin this error message came
also its the steam version and i have steam and the game installed on D if thats important
and is it possible that i need to first run the game onece for it to work if yes is it before or after i used the FF7 game converter?
i got the game from german steam store but updated its language to english will it count as english version?
after installing the latest version its working now but kaldarashas character overhaul wont download for some reason
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: Kaldarasha on 2015-03-04 10:11:23
I don't want to hunt down at all pages until I found an answer:
I used the mod generator to make my own catalog, pasted the output on paste.bin and used the Raw data for the subscription. I assume that this is the wrong way, because it doesn't work and the code of the catalog EQ2Alyza had send to me looks a bit different. My problem is that I don't want to write down my catalog by hand (of course I will use EQ2Alyza catalog as template but that's not the point) and a catalog generator would be more as welcome to me.
I plan to make a basic tutorial for 7th Heaven because the current documentation isn't well sorted at all and makes the tool less accessible for new moders.

Btw. what does the Mega link generator do? Found out how it works.

Edit:
Well I found out my self a bit more. You really should change the mod generator to produce a catalog code (Atm line one and two are conflicting code in the catalog).
Like:
Code: [Select]
<?xml version="1.0"?>
<Catalog xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <Mods>

<Mod>
  <ID></ID>
  <Author></Author>
  <Link></Link>
  <LatestVersion>
    <DownloadSize></DownloadSize>
    <Link></Link>
    <ExtractSubFolder />
    <ExtractInto />
    <Version></Version>
    <ReleaseDate></ReleaseDate>
    <CompatibleGameVersions>All</CompatibleGameVersions>
    <PreviewImage></PreviewImage>
  </LatestVersion>
  <MetaVersion></MetaVersion>
  <Name></Name>
  <Description></Description>
  <Tags>
    <string></string>
  </Tags>
</Mod>

</Mods>
</Catalog>
Maybe an 'add mod' button which open a window with the settings of the current mod generator would be good to add multiple mods to the catalog. Also a list of predefined Tags might be useful as well.

7H has problems to load more than one subscription at the start and only displays the mods of the last subscription. After letting it check all the subscriptions it loads all mods of the subscriptions in the catalog.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: Hellbringer616 on 2015-03-11 14:12:48
About to give this thing a whirl for the first time and i had a quick question.
Is this compatible with Reunion? I couldn't imagine that it's not. But better safe than sorry eh?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: Sega Chief on 2015-03-14 17:31:14
I plan to make a basic tutorial for 7th Heaven because the current documentation isn't well sorted at all and makes the tool less accessible for new moders.

That'd be handy; I'm a bit lost with how 7H works these days.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: Kaldarasha on 2015-03-14 17:58:19
I have written down my notes here:
http://forums.qhimm.com/index.php?topic=15985.0

The next thing is to write how to make a catalog. After that I will go more into detail how to make a mod from the start.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: genesis063 on 2015-04-05 15:32:40
Just got this error:
Code: [Select]
System.IO.FileNotFoundException: Could not find file 'C:\games\FF7\7thHeaven\cd1050af-170a-4391-9633-b0754cb043d3_Battle_Models___Enemies_1.0.iro'.
File name: 'C:\games\FF7\7thHeaven\cd1050af-170a-4391-9633-b0754cb043d3_Battle_Models___Enemies_1.0.iro'
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
   at _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) in c:\Iros\7thWrapperLib\IrosArc.cs:line 300
   at Iros._7th.Workshop.ProfileItem.GetRuntime(LoaderContext context) in c:\Iros\7thWorkshop\Profile.cs:line 65
   at Iros._7th.Workshop.fLibrary.<Launch>b__7e(ProfileItem i) in c:\Iros\7thWorkshop\fLibrary.cs:line 841
   at System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
   at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
   at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
   at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
   at Iros._7th.Workshop.fLibrary.Launch(Boolean varDump, Boolean debug) in c:\Iros\7thWorkshop\fLibrary.cs:line 836
   at Iros._7th.Workshop.fLibrary.bLaunch_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 782
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: Yuffie1983 on 2015-04-06 14:19:00
Hello I tried to run 7th heaven mod but I am coming up with this error every time I do not know what to do thank you in advanced


System.ArgumentNullException: Value cannot be null.
Parameter name: path1
   at System.IO.Path.Combine(String path1, String path2)
   at Iros._7th.Workshop.Settings.<VerifySettings>d__2.MoveNext() in c:\Iros\7thWorkshop\Settings.cs:line 48
   at System.String.Join(String separator, IEnumerable`1 values)
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 120
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: EQ2Alyza on 2015-04-06 14:28:37
You need to setup Workshop -> Settings. It can't be left blank. Here is a guide for 7th Heaven: http://forums.qhimm.com/index.php?topic=15520.0
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: Yuffie1983 on 2015-04-06 15:11:50
You need to setup Workshop -> Settings. It can't be left blank. Here is a guide for 7th Heaven: http://forums.qhimm.com/index.php?topic=15520.0

But when ever I double click the 7th heaven EXE it just crashes with that message I posted above.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: EQ2Alyza on 2015-04-06 15:44:03
Go to that thread I linked and scroll down to the Troubleshooting and FAQ section. Read what to do there for your crash.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: genesis063 on 2015-04-17 04:40:50
I'm getting a little pissed of right now.  Even when I put the compat and admin settings the launcher just plain refuses to load after like a week or two.  Anybody got windows 10 to see if everything works better on there?  Because I may need to switch to it.

edit: I think I may have fixed it for now.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: Iros on 2015-06-27 16:10:15
New version 1.49: https://mega.co.nz/#!eVEVDSoI!FsepAhS-GoTdPH-jkQiC5CaVglrGp6e4bwpPBDxOe2I

I have not put this on the auto-update, because the new feature is probably not useful until mod / catalog authors have updated the mods, this version is really for the authors to test using the new feature and see if it works properly.

There is a new tag you can put in your mod.xml file, Compatibility. With this you can:

-Require another mod (so if your mod is turned on, you say another mod must also be turned on)
-Forbid another mod (so if your mod is turned on, you say another mod must be turned OFF - e.g. the two mods are not compatible)
-Restrict settings on a mod (e.g. if I turn the music option on for this mod, you can still turn on another mod but the music option for that mod must be turned off).


The first two options are simple:

Code: [Select]
  <Compatibility>
    <Require ModID="bc6f1dec-022f-4f16-934e-4959aca1ea53">Test mod 2</Require>
    <Forbid ModID="bc6f1dec-033f-4f16-934e-4959aca1ea53">Test mod 3</Forbid>
  </Compatibility>

This says, when my mod is turned on, Test mod 2 MUST be turned on, and Test mod 3 MUST be turned off. The ModID is the important part, the text is a description that is useful to work out which mod we are talking about (e.g. you REQUIRE a mod that is not installed, the mod name could be useful so the user can work out what mod they need to find and install.)

The tag for a setting is a bit more complication:

Code: [Select]
  <Compatibility>
    <Setting>
      <MyID>MusicOpt</MyID>
      <MyValue>1</MyValue>
      <ModID>bc6f1dec-022f-4f16-934e-4959aca1ea53</ModID>
      <TheirID>Music</TheirID>
      <Require>2</Require>
    </Setting>
  </Compatibility>

What this says is, when MY option "MusicOpt" is set to value 1, then in the other mod, THAT mods option "Music" must be set to 2.

Another option is, instead of saying "the other option must be set to this" you can say "it must not be set to this":

Code: [Select]
  <Compatibility>
    <Setting>
      <MyID>MusicOpt</MyID>
      <MyValue>1</MyValue>
      <ModID>bc6f1dec-022f-4f16-934e-4959aca1ea53</ModID>
      <TheirID>Music</TheirID>
      <Forbid>1</Forbid>
      <Forbid>3</Forbid>
    </Setting>
  </Compatibility>

This is saying, when my option "MusicOpt" is set to 1, in the other mod, you cannot select options 1 or 3. But any other option is OK.

Also, you can leave MyID and MyValue out. Then you are saying, whenever this mod is active - does not matter what my settings are - then restrict the other mods setting.

This feature is a bit complicated, so any questions about what to put in your mod.xml, ask me :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: Kaldarasha on 2015-06-27 16:56:47
 Has some used a Pheonix down?  :-P

Welcome back.
V1.45 has a minor problem with more then one catalog. Rigth now after I start 7H I have to check the supscription now to use all catalogs.


So now we can only do a Karma action once a day? ???
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: EQ2Alyza on 2015-06-27 17:59:46
Has some used a Pheonix down?  :-P

Welcome back.

Yes, I used it and finally got a response from my PMs :P We now have emails shown in the profiles, so it might be easier to stay in touch outside the forums.

Thanks for the update Iros! This looks exactly like what I was asking for :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: Iros on 2015-06-27 20:25:02
V1.45 has a minor problem with more then one catalog. Rigth now after I start 7H I have to check the supscription now to use all catalogs.

OK, I have found this problem, next version will fix it.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: n1honomaru on 2015-06-29 09:47:48
i have a different request :S could some kind soul reupload latest ali patch ff7_opengl-0.8b.zip ? coz original thread is closed and link is dead ;/ i need this one file exactly vgmstream_music.fgp and on google is only one link to that closed thread ;/
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
Post by: EQ2Alyza on 2015-06-29 13:18:54
You don't have to buy a subscription. Go to the Catalog tab and click the "Search" button to refresh the list.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: Kaldarasha on 2015-06-29 15:17:33
Have you filed the subscriptions with at last one link as described in  step 3 (http://forums.qhimm.com/index.php?topic=15520.0)?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: dAmonyo68 on 2015-07-16 05:05:55
I've just downloaded MISCELLANEOUS - Red Werewolf and this is what i get after click SETTINGS...

(http://i.imgur.com/r7BstnW.jpg)

I beieve it gave me the GAMEPLAY - Difficulty and Story mod instead ???
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: EQ2Alyza on 2015-07-16 05:50:21
You need to select the matching mod in Gameplay - Difficulty and Story as well. Be warned, there may be issues with wrong battle encounters. Those bugs should be smashed out next Catalog update.

Also, post your questions in the thread for the 7th Heaven Tutorial. This thread is just questions about the tool itself.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: israelssilva1989 on 2015-07-16 21:29:37
You need to select the matching mod in Gameplay - Difficulty and Story as well. Be warned, there may be issues with wrong battle encounters. Those bugs should be smashed out next Catalog update.

Also, post your questions in the thread for the 7th Heaven Tutorial. This thread is just questions about the tool itself.

yes, i had boss battles on field and dungeons on every encounter and the boss battles became normal monster battles it started after shinra president death
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: CirasdeNarm on 2015-07-21 18:45:37
Hello,

as it is a part of the menu overhaul... is it possible to make just the battle menu transparent, without any other change?
Hope, that anyone can help me with that.

Thank you.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: TurBoss on 2015-08-05 17:25:19
Hi,

Is posible to launch the game directly without showing the 7thHeaven window?

like silent mode or something :D

thx
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: Kaldarasha on 2015-08-05 17:58:00
Hi,

Is posible to launch the game directly without showing the 7thHeaven window?

like silent mode or something :D

thx

http://forums.qhimm.com/index.php?topic=15520.msg225994#msg225994
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: TurBoss on 2015-08-06 14:28:52
Thx Kaldarasha


Another thing i would like to know is where are the program settings stored ?, Like plugins loaded or something, I would like to pack a configured version of 7thHeaven

edit: I also have some mods that are shown as Installed that are not currently Installed :P
edit2: Ok I found Right click / Unistall :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: Kaldarasha on 2015-08-06 15:53:35
Code: [Select]
.../User/AppData/Roaming/7thWorkshop
AppData is a hidden folder.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: Zara9 on 2015-08-07 11:42:05
hey

does 7th heaven work on windows 10 yet
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: TheReviewCorps on 2015-08-09 17:08:32
7th Heaven worked fine the first time i opened it but now i keep getting this error message< i've already un-installed the program and re-installed it numerous times and this keeps popping up. any fixes??
System.ArgumentNullException: Value cannot be null.
Parameter name: path1
   at System.IO.Path.Combine(String path1, String path2)
   at Iros._7th.Workshop.Settings.<VerifySettings>d__2.MoveNext() in c:\Iros\7thWorkshop\Settings.cs:line 49
   at System.String.Join(String separator, IEnumerable`1 values)
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 120
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: EQ2Alyza on 2015-08-09 17:36:15
Looks like your path directories in Workshop -> Settings are not pointing to the correct folders anymore. Read two posts above where Kaldarasha points out. Delete everything in that folder and start over with your Settings.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: TurBoss on 2015-08-09 18:36:08
I would like to make some suggestions to 7thHeaven

I'm making a ff7 mod and I would like to share it with 7thHeaven installed

1º Make the config reside on the same folder as 7thHeaven is located

2º Search for ff7 install path via registry and update it

example I configure 7thHeaven for my ff7 path but if I share it allready configured other people maybe have ff7 in another path

is that posible and doable?


thx
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: nodough on 2015-08-15 15:24:29
I am getting an error every time i try to open it.

System.ArgumentException: The path is not of a legal form.
   at System.IO.Path.NormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
   at System.IO.Path.GetDirectoryName(String path)
   at Iros._7th.Workshop.Settings.<VerifySettings>d__2.MoveNext() in c:\Iros\7thWorkshop\Settings.cs:line 47
   at System.String.Join(String separator, IEnumerable`1 values)
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 120
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: genesis063 on 2015-08-28 06:22:42
I also got another suggestion not sure how hard it could be and also if anyone like to invest the time.  One thing is could it be possible to get a grouping/sorting thing going?  So like each mod with known battle files will be sorted together and also if it had menu items changed it fall under that or however else they are labeled.  I think it would be awesome to have like a drop down thing so it looks neat and easier on the eyes.  Also you could like maybe assign a mod a number so it'll be quicker and easier.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: Blazerunner1988 on 2015-09-16 12:01:13
Hey really enjoying 7th heaven, thanks for all the hard work. I was wondering can you use the wall market editor with the 7th heaven tool? I tried editing the kernel that wall market automatically points to but to no avail. It would be great if it could be possible  ;D
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: Jvms20 on 2015-10-27 03:17:59
Hey guys I'm trying to look for a solution to my issue. So this is my second time installing 7th Heaven and before I uninstalled it I had cleaned up all the mods I had downloaded from my computer. I'm trying to get 7th heaven back onto my laptop but every mod on that catalog already says "installed" but it isn't. I'm guessing something went wrong when I last deleted 7th Heaven from my computer and it acts like the downloads are still stored on my laptop but they're not. I deactived one of my mods then activated it again and it gave me an error:

System.IO.FileNotFoundException: Could not find file 'C:\Games\FF7\steamapps\common\FINAL FANTASY VII\mods\2838d002-b3d9-4a63-bfbb-2e74d06de8e7_Battle_Models___Weapons_1.0.iro'.
File name: 'C:\Games\FF7\steamapps\common\FINAL FANTASY VII\mods\2838d002-b3d9-4a63-bfbb-2e74d06de8e7_Battle_Models___Weapons_1.0.iro'
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
   at _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) in c:\Iros\7thWrapperLib\IrosArc.cs:line 300
   at Iros._7th.Workshop.fLibrary.GetModInfo(InstalledItem ii) in c:\Iros\7thWorkshop\fLibrary.cs:line 831
   at Iros._7th.Workshop.fLibrary.ToggleActivateMod(Guid modID) in c:\Iros\7thWorkshop\fLibrary.cs:line 746
   at Iros._7th.Workshop.fLibrary.bActivateAll_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 1087
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


How to I do I clean install of 7th heaven so that way I can re-activate the mods again?

Nvm I got it. I deleted Appdata and it reset the program to the way it was during 1st install.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: anime on 2015-11-10 06:19:45
When i try to open up 7 Heaven     it say this                                       System.ArgumentException: The path is not of a legal form.
   at System.IO.Path.NormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
   at System.IO.Path.GetDirectoryName(String path)
   at Iros._7th.Workshop.Settings.<VerifySettings>d__2.MoveNext() in c:\Iros\7thWorkshop\Settings.cs:line 47
   at System.String.Join(String separator, IEnumerable`1 values)
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 120
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)                                    How do i fix this                                                                                                       
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: EQ2Alyza on 2015-11-10 07:32:23
Check out the 3rd question in the FAQ section: http://forums.qhimm.com/index.php?topic=15520.msg218297#msg218297

What the message says is that you typed in a wrong path in the Settings.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: MegaSmash185 on 2015-11-25 07:53:44
Hello, I have a problem, i'm getting 2 errors when i try to launch the game, the first is from the converter and says "Unable to locate registry key. Please re-install Final Fantasy VII." The second is from the game and says"Please insert FF7 Game Disc 1, 2, or 3 and try again." Any idea of what i could do? I have the steam version (just got it a few days ago) if that helps.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: genesis063 on 2015-11-29 03:52:25
You need to get the disc mounting if you converted it.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: Delian on 2015-12-12 14:13:36
Hey!
Is the MEGA link broken? If I want to download the 7thHeaven.zip MEGA tells me that a download is "temporarily" not possible - this "temporarily" is now more than 2 hours  :-\

Is there another source for this file?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.49)
Post by: Iros on 2015-12-12 20:16:11
New version 1.50:  https://mega.nz/#!yAl3mBZB!Xx7YcDefzDaC6k6_qj65qcu7YYGfirXNN4J9k8ZDj8A


-Support for mods to have 7H specific plugins
-Fix one or two minor crashes

The main feature is that now the mod can have DLLs included that are either loaded into FF7 or into the 7H. If the DLL is a .NET assembly then it is given an object that lets it load files from the mod (even if they are packed into a IRO). So your plugin can access files that are included in the mod. There is a text file (and a example plugin) included in the download.

Also I added a command line tool to create/process IRO archives, which may help make creating them quicker for mod authors, you could eg. make a batch file to create the archive.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Kaldarasha on 2015-12-12 20:48:15
Is this somehow useful to pre-set the control?
http://forums.qhimm.com/index.php?topic=16501.0

Nice you are back :)

By the way is it possible to add nexus support?
http://www.nexusmods.com/games/?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: ficedula on 2015-12-13 12:15:54
Brilliant, that's just what I needed. I've added 7H plugin support to Ultrasound (http://forums.qhimm.com/index.php?topic=15342.msg234266) so it's easier to distribute mods using it (needed some manual setup to get things working, previously.)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Iros on 2015-12-13 16:46:10
Is this somehow useful to pre-set the control?
http://forums.qhimm.com/index.php?topic=16501.0

It is a start although it does not contain enough information to completely decode the file. What would we use it for, a key configuration screen in 7H?

By the way is it possible to add nexus support?
http://www.nexusmods.com/games/?

??? How would that work? What would 7H do?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Kaldarasha on 2015-12-13 18:40:32
Quote
What would we use it for, a key configuration screen in 7H?
Yes it would be nice if we could do that. Not a must have, but a nice addition.

Quote
How would that work? What would 7H do?

The Nexus has its own modmanger maybe this helps you:
http://forums.nexusmods.com/index.php?/topic/1327971-start-here-and-faqs/

I would like Nexus support because files are save there, have a fast download speed and because it is a huge moding community it is some kind commercial for FF7 moding. The problem will maybe the need of an account on the Nexus. But it is up to you if you add it or not.

One last thing: the design.
The Custom GL config button isn't needed anymore. The right info column is also useless for the most and could be hided (maybe a setting to hide/unhidden it?).
The arrows to move a mod up and down could be made smaller and placed on top of each other.
I have seen Insight has made a nice UI for Bootleg (until I bombarded it with my concerns...  :-[)
http://forums.qhimm.com/index.php?topic=15391.msg217139#msg217139

Maybe he could help you to give it a more professional look (get me right the tool by itself is very professional).

Overall I would like to have it looks like the menu from FF7.  ::)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2015-12-16 10:21:34
The Nexus support would be amazing, but I can certainly see some issues with mod compatibility.

I like everything about the current built-in subscription catalog to 7H except that hosting on Google Drive and MEGA has been a bit cumbersome. It's not a deal breaker for me, but Nexus servers would allow for an infinite amount of space to host whatever quantity and size of mods. I think download speeds could potentially be faster on average as well.

Welcome back Iros. You sure know how to make people worry with your many-month breaks you take :)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Noctis_Caelum on 2015-12-17 02:59:21
hey guys, new to modding ffvii. I saw this message when i tried opening the 7th heaven application - "System.TypeLoadException: Could not load type 'Iros._7th.Workshop._7HPlugin' from assembly '7thWrapperLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
   at Iros._7th.Workshop.fLibrary..ctor()
   at Iros._7th.Workshop.Program.Main()"

(without quotes of course)

I was following the step by step guide, successfully ran the game converter patch, and when i clicked the program it just gives that "oops" message.. I probably messed something up but if anyone could just spoon feed me I'd really appreciate it. :-\
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Iros on 2015-12-17 17:26:06
Yes it would be nice if we could do that. Not a must have, but a nice addition.

The Nexus has its own modmanger maybe this helps you:
http://forums.nexusmods.com/index.php?/topic/1327971-start-here-and-faqs/

It is still not clear to me what their modmanager does. Is it a download tool that downloads mods and installs them? If yes, I'm not sure how this would work with 7H - because 7H needs to do things like manage the mod configuration as well.

If they have an API to allow searching and downloading mods, I could integrate that. But I haven't seen a thing like that.


One last thing: the design.
The Custom GL config button isn't needed anymore. The right info column is also useless for the most and could be hided (maybe a setting to hide/unhidden it?).
The arrows to move a mod up and down could be made smaller and placed on top of each other.
I have seen Insight has made a nice UI for Bootleg (until I bombarded it with my concerns...  :-[)
http://forums.qhimm.com/index.php?topic=15391.msg217139#msg217139

Maybe he could help you to give it a more professional look (get me right the tool by itself is very professional).

Overall I would like to have it looks like the menu from FF7.  ::)

If somebody wants to make a new design, I can look at it and see if it can be made, certainly.

hey guys, new to modding ffvii. I saw this message when i tried opening the 7th heaven application - "System.TypeLoadException: Could not load type 'Iros._7th.Workshop._7HPlugin' from assembly '7thWrapperLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
   at Iros._7th.Workshop.fLibrary..ctor()
   at Iros._7th.Workshop.Program.Main()"

(without quotes off course)

I was following the step by step guide, successfully ran the game converter patch, and when i clicked the program it just gives that "oops" message.. I probably messed something up but if anyone could just spoon feed me I'd really appreciate it. :-\

Are you sure you have downloaded and unzipped all the files properly? It looks like a file is missing or not the right version?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: olearyf2525 on 2015-12-18 20:34:41
I've been trying to get Satsuki's texture packs to work today and since I did that 7th heaven has stopped working. I get the message "Windows cannot access the specified, device, path, or file. You may not have the appropriate permissions to access them." It then deletes the 7th heaven exe, or it dissapears somewhere. So i extract a new 7th heaven exe, same thing happens, then I deleted the 7th heaven folder, made a new 7th heaven folder, extracted into there, same thing happens.

Edit:So I placed Satsuki's textures into the mods folder under a folder named SWY because that's how it does it with his installer. When I moved the SWY folder out of my ff7 folder and onto my desktop I could run 7th heaven but then when I click launch it says please insert ff7 disc 1,2,3. I already have the disc 1 blank iso mounted. Kinda confused.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: olearyf2525 on 2015-12-18 21:09:12
So I decided to re-install from scratch ff7, removed the keys, reinstalled steam, and when I run the converter I'm getting this message "The paramater is incorrect". When I run as administrator I sometimes get this message instead "you may not have the appropriate permissions."

So apparently moving the converter to the desktop allowed me to run it, and everything is working fine including the mods.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Noctis_Caelum on 2015-12-19 05:39:22
It is still not clear to me what their modmanager does. Is it a download tool that downloads mods and installs them? If yes, I'm not sure how this would work with 7H - because 7H needs to do things like manage the mod configuration as well.

If they have an API to allow searching and downloading mods, I could integrate that. But I haven't seen a thing like that.


If somebody wants to make a new design, I can look at it and see if it can be made, certainly.

Are you sure you have downloaded and unzipped all the files properly? It looks like a file is missing or not the right version?


well i mean, i did what the person in the video did, but i kept getting that error. T-T
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2015-12-20 13:19:15
It is still not clear to me what their modmanager does. Is it a download tool that downloads mods and installs them? If yes, I'm not sure how this would work with 7H - because 7H needs to do things like manage the mod configuration as well.

If they have an API to allow searching and downloading mods, I could integrate that. But I haven't seen a thing like that.


If somebody wants to make a new design, I can look at it and see if it can be made, certainly.

Are you sure you have downloaded and unzipped all the files properly? It looks like a file is missing or not the right version?

Since Kaldara asked me, i will reply to this thread as well.

Getting things straight: i did abandon bootleg not because of the concerns of Kaldarasha, but instead of acknowledging 7th heaven as the future mod managing tool and it was going well, so why should i interfere. both approaches (7th and bootleg) had the right to exist, but 7th made its way to the top, so ... ;)

I responded to Kaldarasha that i would be willing to help, if you ( the community ) want(s) my help and want a redesign that suits 7th heaven. I dont have my tools from work, but i can provide with basic free frameworks a decent ui overhaul.

The choice is up to you.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Vgr on 2015-12-20 13:35:54
Getting things straighter: 7th Heaven is the future of FF7 mod management; Bootleg is part of the past ;)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Iros on 2015-12-21 17:03:25
I responded to Kaldarasha that i would be willing to help, if you ( the community ) want(s) my help and want a redesign that suits 7th heaven. I dont have my tools from work, but i can provide with basic free frameworks a decent ui overhaul.

The choice is up to you.

Sure, I would be interested to see what other designs someone could make. Design is not my strong point so I don't think the current layout is great, it is just what I came up with while writing the code ;)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2015-12-21 23:02:06
Sure, I would be interested to see what other designs someone could make. Design is not my strong point so I don't think the current layout is great, it is just what I came up with while writing the code ;)

That is just the ordinary case. 7th heaven is working and that is the most important part. I take a look and come back to you.

Btw, you are using Windows forms, right? I am using wpf and mvvm-pattern. Hope it doesnt conflict. Wont use any source files from yours, since i would need to start from scratch anyway (when it comes to UI).
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Kaldarasha on 2015-12-22 22:45:12
Is it possible to devide the kernel also in chunks?
http://wiki.qhimm.com/view/FF7/Kernel/Kernel.bin
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2015-12-22 23:27:24
Kernel chunks would great, if possible.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2015-12-23 10:41:26
Sure, I would be interested to see what other designs someone could make. Design is not my strong point so I don't think the current layout is great, it is just what I came up with while writing the code ;)

I created a simple UI with not much functionality (but you can click on everything, its just a suggestion at all). Just take a look, share your ideas.
I made a minimalist approach and similar like the existing 7th heaven client. I'd keep it simple and clean.

https://mega.nz/#!dkEyQbrJ!mE8-LTrV8wCxYlo2lBvAuNnbdEno3evrNh560esYENs -> password is tifa.

You need to have .Net 4.6 btw.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2015-12-23 10:55:58
Insight did a rough draft for a new Tifa's Bootleg UI last year when the project was still alive. He did an amazing job (imo), and I would 100% endorse his work. Iros, you would be in good hands if you choose to work with him :)

@Insight - I typed in tifa for the decryption key but the page refreshes and continues to ask for a key.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2015-12-23 11:21:05
oh, the password for the zipfile is tifa. didnt know i need a decrypt key for accessing the download. i edit the dl link.

thx for endorsing me :D
and like the last time, its a draft again.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2015-12-25 00:32:36
@Iros I can't remember if this is something I can change or not. Can I have these for default settings whenever 7H is run for the first time?

Library Location: [gamedir]\mods\7th Heaven

Aali Modpath: [gamedir]\mods\Textures

Extra Folders: music
                     direct
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: amm092434 on 2015-12-26 16:32:24
I was wondering If someone could help fix a mistake I made when installing this, I accidentally told the program so not use subscriptions and now I cant see mods, Is there a way to fix that or to make the program show me those settings again?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: lionheart82 on 2015-12-26 16:46:49
I was wondering If someone could help fix a mistake I made when installing this, I accidentally told the program so not use subscriptions and now I cant see mods, Is there a way to fix that or to make the program show me those settings again?
From what i remember you need to delete 7H folder in c users yourusername roaming, thats where 7H settings are stored, activate it again and it will be reset, so you can set it up again.

Edit: Ah sorry c-users-username-appdata-roaming-7thworkshop is the folder path.

Please use the "Modify" button at the top right of your messages when you need to add something. ~Vgr
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: amm092434 on 2015-12-26 17:54:10
Ah sorry c-users-username-appdata-roaming-7thworkshop is the folder path.
Thanks for the help, I did that and it gave me those settings again, that being said the program still isnt showing me mods, even when I tell it to search from the catalog screen, do you know what my issue is?

Edit: Ignore this I figured it out and have everything working now

Please use the "Modify" button at the top right of your messages when you need to add something. ~Vgr
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2015-12-31 05:25:08
@Iros

Small thing with the compatibility option. I've set 3 of them for a specific mod, and after I go into Configure and then hit the OK, I will get 2 of the options in the pop-up window giving the warning about what has been enabled/disabled. The third one I set does not appear until I click the Configure button and hit OK a second time. It's not a huge deal, but it could be confusing to some users who don't understand all this behind-the-scenes stuff we have with the code.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: lionheart82 on 2015-12-31 07:31:55
Hey guys im having problems getting into the sleeping man cave in junon area second time after getting tiny bronco. when i first got buggy it was ok but now it crashes. here are screen and all the files in question it asks. i tried removing all but 1 mod in 7H and its the same. dont know what could be wrong. not a big deal since im only after aeris 4 limit and not doing aeris revival but itd be trouble to get this in some other game critical area. can anyone look into this?

https://app.box.com/s/j1286zj9dyab54jequ6sy8z9bu8ft6zr

https://app.box.com/s/lrx1i0t2xp6yxanz7ob2rctzqbu3cid3
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2015-12-31 08:23:38
That's not a question about the tool itself. You should post that over in the 7th Heaven forum where all the FAQ and Problem Solving is posted for modded gameplay.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: lionheart82 on 2015-12-31 09:45:25
Thx alyza, just so i dont make another wrong post do i post it here:
http://forums.qhimm.com/index.php?board=37.0

make a new thread, or is there a specific thread for this problem?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2015-12-31 10:46:23
Yep, post there and label the topic well so others who might have the problem can read it.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Iros on 2016-01-03 11:31:52
Is it possible to devide the kernel also in chunks?
http://wiki.qhimm.com/view/FF7/Kernel/Kernel.bin

Possible, I suppose. If it does not happen in the next few weeks, reminds me please :)

I created a simple UI with not much functionality (but you can click on everything, its just a suggestion at all). Just take a look, share your ideas.
I made a minimalist approach and similar like the existing 7th heaven client. I'd keep it simple and clean.

I like it generally. A few questions would be I guess:

-It doesn't separate Active and Installed mods. I supppose it doesn't have to, but maybe it makes it a bit confusing because you can re-order mods that are not active (but it won't do anything!). Perhaps instead there could be two lists (one above the other) showing active & inactive mods? Not sure really...

-Maybe should make it more obvious that a mod has configuration? Some mods don't do anything until you configure them, so I think perhaps this should be very obvious?

@Iros I can't remember if this is something I can change or not. Can I have these for default settings whenever 7H is run for the first time?

Library Location: [gamedir]\mods\7th Heaven

Aali Modpath: [gamedir]\mods\Textures

Extra Folders: music
                     direct

This is set up when 7H is run for the first time, so not something you can change. It's before any catalog is downloaded at all. I can change this for the next version, I guess.

Also, what other errors are people running into a lot? I can change the way 7H displays the error, or maybe stop it occurring at all, depending on the error, so it is clearer what the problem is.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2016-01-03 17:09:08
yep, i know what you mean. i will think of something. havent thought about displaying the information in general. i liked the idea of having all info in one screen,in one grid. but i can change that if it improves handling and reduces possible errors.

for the configuration part: on activating the mod, there will be displayed a configuration-window where the user is forced to config it for the first time and after the configuration is applied, the mod is active. if there are mods which must not be configured, this information must be a flag which i can read (for skipping the config-window e.g.)

i will change the UI in the next few days and make a new suggestion.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Kaldarasha on 2016-01-03 19:58:30
 Please add a donate link function for the mod authors. I would also like to see a donate button for the tool author.  ;)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2016-01-03 21:02:26

This is set up when 7H is run for the first time, so not something you can change. It's before any catalog is downloaded at all. I can change this for the next version, I guess.

I suggestion creating a config folder in the application path and store all information there. I would not go about global paths like appadata roaming and so on.


Please add a donate link function for the mod authors. I would also like to see a donate button for the tool author.  ;)

I can add that too, for the next set up.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2016-01-04 08:39:31
This is set up when 7H is run for the first time, so not something you can change. It's before any catalog is downloaded at all. I can change this for the next version, I guess.

Also, what other errors are people running into a lot? I can change the way 7H displays the error, or maybe stop it occurring at all, depending on the error, so it is clearer what the problem is.

Nah, you don't need to change if it you don't want. It sounds kind of unnecessary now that I think about it again.

The most common errors are these, in order of occurrence:

Code: [Select]
System.ArgumentNullException: Value cannot be null.
Parameter name: path1
   at System.IO.Path.Combine(String path1, String path2)
   at Iros._7th.Workshop.Settings.<VerifySettings>d__2.MoveNext() in c:\Iros\7thWorkshop\Settings.cs:line 49
   at System.String.Join(String separator, IEnumerable`1 values)
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 120
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Code: [Select]
System.IO.FileNotFoundException: Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII\95c92c3e-fa0e-47c5-9625-0f508c4317a8_Animations_1.0.iro'.
File name: 'C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII\95c92c3e-fa0e-47c5-9625-0f508c4317a8_Animations_1.0.iro'
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
   at _7thWrapperLib.IrosArc..ctor(String filename, Boolean patchable) in c:\Iros\7thWrapperLib\IrosArc.cs:line 300
   at Iros._7th.Workshop.fLibrary.GetModInfo(InstalledItem ii) in c:\Iros\7thWorkshop\fLibrary.cs:line 831
   at Iros._7th.Workshop.fLibrary.ToggleActivateMod(Guid modID) in c:\Iros\7thWorkshop\fLibrary.cs:line 746
   at Iros._7th.Workshop.fLibrary.bActivateAll_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 1087
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Code: [Select]
System.InvalidOperationException: There is an error in XML document (0, 0). ---> System.Xml.XmlException: Root element is missing.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlTextReader.Read()
   at System.Xml.XmlReader.MoveToContent()
   at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderProfile.Read5_Profile()
   --- End of inner exception stack trace ---
   at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
   at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream)
   at Iros._7th.Util.Deserialize[T](Stream s) in c:\Iros\7thWrapperLib\Util.cs:line 10
   at Iros._7th.Util.Deserialize[T](String file) in c:\Iros\7thWrapperLib\Util.cs:line 14
   at Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 107
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object.
   at Iros._7th.Workshop.fLibrary.CheckAllowedActivate(Guid modID) in c:\Iros\7thWorkshop\fLibrary.cs:line 511
   at Iros._7th.Workshop.fLibrary.DoActivate(Guid modID) in c:\Iros\7thWorkshop\fLibrary.cs:line 564
   at Iros._7th.Workshop.fLibrary.ToggleActivateMod(Guid modID) in c:\Iros\7thWorkshop\fLibrary.cs:line 804
   at Iros._7th.Workshop.fLibrary.bActivateAll_Click(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:line 1087
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2016-01-04 19:09:59
Yo Iro, made an update:

https://mega.nz/#!NhlA3LQA!SWeon8yLltpuJeQLmDGufSj3z0qYisYdporO4GVfpeA

pw is tifa, like last time. Click and experiment if you want. it's not perfect, but you should get the hang of it.

Edit:
If we agree on the design, my next approach would be to get to the backend and the models. It is just a showcase in which direction it can get. I would grab your sourcecode and remake some stuffs,but also transfer your code into a library for easier use with the client. Changelogs would be posted here or into another thread, as you like.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2016-01-07 08:11:32
@Insight

On the right side, could we have a collapsible window pane to show the mod previews and display the description underneath it?

Can we allow Activation of multiple mods highlighted together? Same for Deactivate?

Can we have an Activate All/Deactivate All option, perhaps as a drop-down or right-click menu on the current Activate/Deactivate buttons?

The Donation button should just open another Window with Mod Authors listed and a donation link next to their name. Only authors who provide their own links will be added.

Drag and drop feature for arranging mod orders, like we spoke about before :P
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2016-01-07 09:55:51
@Insight

1.On the right side, could we have a collapsible window pane to show the mod previews and display the description underneath it?

2.Can we allow Activation of multiple mods highlighted together? Same for Deactivate?

3.Can we have an Activate All/Deactivate All option, perhaps as a drop-down or right-click menu on the current Activate/Deactivate buttons?

4.The Donation button should just open another Window with Mod Authors listed and a donation link next to their name. Only authors who provide their own links will be added.

5.Drag and drop feature for arranging mod orders, like we spoke about before :P

I edited the quote. ;)

1.yes
2.yes
3.yes (i have an idea about that)
4.my thought ;)
5.not sure, with this datagrid, probably not possible.


edit:
@iro
Since i have some time to spare, i am working on the UI and so on. I will let you know what my status is.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Ace on 2016-01-08 03:09:13
Was suggested to post here: http://forums.qhimm.com/index.php?topic=16604.0

Content:

Under Workshop > Open GL Driver Configuration; the help text stating the "Should be" are the wrong way around... right?


Another:

Using space bar to raise priority of a mod makes the block appear out of sync and behind other blocks.

Reproduce:
Disable Miscellaneous - Dynamic Cloud Weapons
Enable it
Go to bottom and click on up arrow
Hit space bar to raise item to the top.

Closing and reopening 7H resolves bug.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2016-01-08 22:29:34
@iro
for setting the default config, you read the registry to get the path for the directories and the exe file of ff7, right?

edit:

nvm. i have found a solution.

i uploaded a new version. i have implemented ClientSettings and GameSettings (icons in the upper left corner). As of now, ClientSettings are being saved for now.
Just try it out. It just takes a bit time....

https://mega.nz/#!EgFzRDQL!9CjCDrdtaiFfb4WP6fuRIIoEhjwT6LVvZp9rkI9t4uY

no password required.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2016-01-09 02:58:42
It seems functional for me. Only thing that feels funky is how you can keep pressing the icons and produce more than one of the same tab. I didn't quite see the Save/Cancel buttons at the bottom at first, so I thought pushing the icons again was a way to close the window (like a minimize button).

Edit: I also notice the ClientSettings are not saving after I close and reopen 7th Heaven. The message for detecting the startup settings only appears the first open, so I'm left with blank settings every time I open now.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2016-01-09 08:29:39
Ah, i missed the restriction for the tabs.i forgot ^^ hm, i will see what i can do for the rest.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2016-01-09 08:34:38
@Iros

Is it possible to have a file saved upon a game launch that shows mod load order and it's configure options? This could make posting load orders for problem solving much easier on the forums.

Also, I cannot create a patch for the current Gameplay - Difficulty and Story category in the latest Catalog. 7H will eventually crash and state how it's run out of memory. I would post the errors, but Windows gives the "...has stopped working" message and closes 7H + error messages. Here are the two .iro I am trying to create a patch for.

Original: http://www.mediafire.com/download/hbpy3imrarcc7bo/Gameplay_-_Difficulty_and_Story.iro
New: http://www.mediafire.com/download/a3vcj8ileek1m0d/Gameplay_-_Difficulty_and_Story_-_2.1_Update.iro

Lastly, the default auto Settings need some tweaking. Currently, the following is set:

Library Location: ...\7thHeven
Aali Modpath: ...\mods\bootleg

I need them changed to the this:

Library Location: ...\7th Heaven
Aali Modpatch: ...\mods\Textures

First time users are not setting things up properly through that confusion, and there's been enough reports of "mods not working" when it's just a setup issue.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2016-01-09 09:33:39

Edit: I also notice the ClientSettings are not saving after I close and reopen 7th Heaven. The message for detecting the startup settings only appears the first open, so I'm left with blank settings every time I open now.

my clientsettings have been saved. do you have any logs in the log-folder? you are on windows 10 i guess hm?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2016-01-09 09:37:23
Yep, Windows 10. I have no logs in the log folder.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2016-01-09 10:05:41
found the problem. it is not being loaded when launching the app. fixed this and the tabitems. i have put the buttons, like in the modlibrary, to the top for better navigation.

edit:
uploaded a new, fixed version. gamesettings are now included. it is password free.

https://mega.nz/#!wk03lZCQ!fMMStvyC-dGoBqwqNLR8uwtV0Eawmtz5SFiX9EC3-ZA
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2016-01-10 00:36:34
i made another update:

log is implemented and you can directly check the it in the application. click on it to show and a second time to hide it.
i can read the library (Catalog) from iro (pastebin), but i have made changes. so it does work similar,but it is still different. just click on "check subscription" and load the library.
=> i have my own catalog with some changes.

more will come, but thats it for today.

https://mega.nz/#!MhMHDIiB!Ll9sMsk_9AkVKuf9e1NeMHPZ0tbb_i37ZKPc599FKoA

have a nice day everyone.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: EQ2Alyza on 2016-01-10 01:45:33
There's an error in the auto settings...C:\Games\Steam\steamapps\common\FINAL FANTASY VIIdata\movies\

There needs to be an \ placed before data.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Iros on 2016-01-10 13:27:37
New version v1.51: https://mega.nz/#!OM1QFa4C!nim0JGhMBntu17ThE6oyqfWeBRztLcoHzhBm_5yFIEs

Changes:

-Fixed bug in patch creation process
-Fixed a number of startup crashes
-Added 'Profile Details' button. This shows which mods are active, in the order you have set up, with all the config options for each mod. You can copy these details into a forum post to help with debugging.
-Tweak default settings when running 7H for first time


@EQ2Alyza: I think this is all the bugs you reported, hopefully at least


@Insight: I like how the design is going, but I will need to make some changes to the code before it can be made to work with a xaml layout.


@Ace: Sorry, cannot reproduce your problem using space bar to change priority :/ can you take a screenshot of how it looks when it goes wrong?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.50)
Post by: Insight on 2016-01-10 13:32:01
as always, thank you alyza. double checking is always a good thing.

i want to take the time to explain some stuff about the new UI and what will change due to better handling and managing files and mods.


1. Settings
The Settings consist of two classes, ClientSettings and GameSettings. If you start the application for the first time, folders and default settings are being generated and placed in the folderstructure of 7th.
ClientSettings will set the configuration of 7th Heaven and GameSettings will configurate the video and audio settings for the game itself (take a look at aali's driver).

The planned folderstructure as of now is like:

7th Root
- Config
--Settings
---ClientSettings.xml
---GameSettings.xml
-Subscriptions
--Subscription_X.xml (x is an integer)
-Library
--Mod files (*.iro)
-Log
--yyyy-mm-dd.txt

The idea of having everything you need to know /change for 7th is in one place, is more userfriendly imo.

What will change in the ClientSettings?
Just two things:
- The default settings will set the library path to 7th root/Library/
- The subscriptions box just needs the ID of the pastbin catalog. I access  them via an api and save the content to the xml.

No change for the GameSettings.

2.Logging
As far as i remember, the current 7th has no real adequate logging feature. It is important to trace errors in a more userfriendly way, so everyone can help each other in the forums better.
Every action will be logged and saved in the Log folder. Additionally, all tasks that have been done, will be logged in the Log-Tab / -Window. You can check it via the screen if a task was successfully or created an error. If you see it for yourself, you get the hang of it. Hope you know what i mean.

3.Online Library
First of all, there are changes.

The current class looks like this:

Code: [Select]
[Serializable]
    public class Mod
    {
        public string ID { get; set; }
        public string Author { get; set; }
        [XmlIgnore]
        public Uri ForumThread { get; set; }

        [XmlElement("ForumThread")]
        public string ForumThreadString
        {
            get { return ForumThread?.ToString(); }
            set { ForumThread = new Uri(value); }
        }

        public LatestVersion LatestVersion { get; set; }
        public int MetaVersion { get; set; }
        public string Name { get; set; }
        public string Description { get; set; }
        public List<string> Tags { get; set; }

        [XmlIgnore]
        public Uri Patch { get; set; }
        [XmlElement("Patch")]
        public string PatchString
        {
            get { return Patch?.ToString(); }
            set { Patch = new Uri(value); }
        }

[Serializable]
    public class LatestVersion
    {
        public string Version { get; set; }

        [XmlIgnore]
        public Uri Mega { get; set; }
        [XmlElement("Mega")]
        public string MegaString
        {
            get { return Mega?.ToString(); }
            set { Mega = new Uri(value); }
        }

        [XmlIgnore]
        public Uri Google { get; set; }
        [XmlElement("Google")]
        public string GoogleString
        {
            get { return Google?.ToString(); }
            set { Google = new Uri(value); }
        }

        [XmlIgnore]
        public Uri Patch { get; set; }
        [XmlElement("Patch")]
        public string PatchString
        {
            get { return Patch?.ToString(); }
            set { Patch = new Uri(value); }
        }

        public string ExtractSubFolder { get; set; }
        public string ExtractInfo { get; set; }
        public DateTime ReleaseDate { get; set; }
        public string CompatibleGameVersions { get; set; }

        [XmlIgnore]
        public Uri Image { get; set; }
        [XmlElement("Image")]
        public string ImageString
        {
            get { return Image?.ToString(); }
            set { Image = new Uri(value); }
        }

        public string ReleaseNotes { get; set; }
        public int DownloadSize { get; set; }
         
In that case, the library has to be altered. I did that and the result is working really good. I havent the time to make more of it right now, so i just put it to the DataGrid...
As i already mentioned at another thread, i would like to add an additional field for Auto-Order. Thats for something later.

Thats how far the progress is.

When i can handle the online library, downloading stuff, activating and deactivating mods, i need the help of iro, because i cannot do the "inject mod etc." stuff.

All is still WIP.

ps: if you are interested about the new catalog, check:  http://pastebin.com/raw/Ra9wUPab

Thank you for your attention.


@Iro (the last post)
Maybe, but not necessarily. The core part, the injection, is the most important part and it is already working. There might be the case that some stuff has to be rewritten for wpf than it was working in the winform-application. I mentioned earlier that i would put your core functionality to a library which can be accessed by the ui (which it is already doing, for other stuff). would that be alright with you? I am not at this point yet, but it might be in the future.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.51)
Post by: Eeketh on 2016-01-10 15:05:22
Howdy,

I'm looking for a new programming project to do in my spare time, and EQ2Alyza directed me here :)
Is there anything I can do to help out?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.51)
Post by: Insight on 2016-01-10 15:39:29
Hm, that depends what you can do ^^
Do you have knowledge about C# and the Windows Presentation Foundation (short:WPF)?
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.51)
Post by: Eeketh on 2016-01-10 15:56:36
I work as a C# developer, but have no experience with WPF I'm afraid.
At work, we use WinForms for the desktop client, and outside of work I tend to play with Unity or Java, so never touched it...
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.51)
Post by: Insight on 2016-01-10 16:05:31
Hm, C# developer is good. I am one as well. We left winforms years ago and now using WPF all the way.

If you don't know WPF, it doesnt matter. That means the UI and so on is still on my side and the rest, well, i am not sure.

I started to write about the WIP from my current version. There has been changes again, which i havent listed, but oh well.
The first goal is that i am trying to achieve a nearly functional 7th what we already have (with optimizations and so on). As you may know, the current 7th heaven is written in WinForms and thats why i have started from scratch, because both are not really compatible. The only thing which stays (nearly) the same ist the core, the injection part.
Since i haven't seen the project source itself, i can't tell you what can be done or not. A good approach would be to wait for a response on Iro's side. He may have a suggestion where you could support us if you are still willing to help. ... if that is ok with you, i don't know ^^
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.51)
Post by: Insight on 2016-01-11 19:25:18
i made an update.

please check subscriptions and after its completed, load the library.

i can display the information as i have implemented now, with rowdetails. or i can display the data within a seperate frame. i am not sure what you might like. so check it out and tell me.

https://mega.nz/#!JwMWTDZB!pk-KYCB1ofMfXjojEDxpHX9IDJTyI2ClBFMlNo8uro8
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.51)
Post by: Iros on 2016-01-12 19:58:27
New update v1.52: https://mega.nz/#!aQdXiZYA!aJnVbQH5kWSi5sC6QMdgPmjKmhfUdsP-87R70j90ub4

-Support audio preview (e.g. for music mod) in config screen
-Support tags in XML to specify load order rules, to say a mod should come before/after other mods


1) Audio preview files:

Add a attribute 'PreviewAudio' to your Option tags, e.g.

Code: [Select]
<Option Value="0" Name="Orchestral" PreviewFile="preview\orchestral.png" PreviewAudio="orch\jukai.ogg"/>
<Option Value="1" Name="Lifestream" PreviewFile="preview\lifestream.png" PreviewAudio="ls\ayasi.ogg"/>

The file must exist in the mod of course. The audio does not play automatically, but the user can click a button to preview what that music sounds like.


2) Specify mod ordering:

Add tags to the mod like this:

Code: [Select]
  <OrderConstraints>
    <Before>73271161-6402-46a9-8cd8-72bf3c19a9c5</Before>
    <After>bc6f1dec-5cef-4f16-934e-4959aca1ea57</After>
  </OrderConstraints>

This sets the mod to say it must come AFTER a particular other mod in the load order, and BEFORE another mod in the load order.

If the other mods are not active, it will not complain at all. But if they are, it will warn the user if the order is not correct.

For now, it will only warn, not try and correct the order. That may come later. It is not super simple because if lots of mods have order constraints, there may not be a correct order, and it can be complicated to calculate.

@EQ2Alyza: I expect you will make the most use of these tags, let me know if you have any questions :)


@Insight: I would not suggest changing any of the XML formats as the core 7H libraries use them internally. Of course perhaps we will add new fields in the future.


@Eeketh: Not sure there is much to be done right now? Thank you for the offer of help though. There are probably many other tools that could use some coding help though. Perhaps it is a good idea to ask mod authors what tools would help them.
Title: Re: [FF7PC] Mod manager - 7thHeaven (v1.52)
Post by: Insight on 2016-01-12 20:09:19