Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - SwordofAeons

Pages: [1]
1
Select a shader in the drop down menu in 7H Aali Driver Settings and it'll be changed in the config file. No need to do that manually.

That is what I did.  The drop down menu in 7H Aali Driver Settings changes the config file to the first line.  There is an extraneous sub-folder in the first line that needs manual correction.

2
7th Heaven / Config error causes post processing to fail
« on: 2019-02-08 19:18:11 »
Problem: following the installation instructions for 7H results in this error on game load: "Postprocessing initialization failed, check APP.LOG for more information."

Solution: in ff7_opengl.cfg, change the line

Code: [Select]
# post-processing shader, used to apply fullscreen effects
post_source = shaders/ATI_SmartBloomAdvanced/SmartBloomAdvanced.post
enable_postprocessing = yes

to

Code: [Select]
# post-processing shader, used to apply fullscreen effects
post_source = shaders/SmartBloomAdvanced.post
enable_postprocessing = yes

or analogous for your selected shader.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-02 20:10:39 »
Hey thanx for the reply a few days ago! Sorry being late on that. I am now experiencing my 1st issue with the game crashing. I am on the cargo ship and was about to fight Jenova for the 1st time and the MOMENT it goes to load the battle I get a "an unknown exception has occurred" error message pop up and the game crashes. I downloaded the mod very recently so it was after the dates shown on your fixes. The music was also still playing when the message came up. Any ideas? I really wanna play this game but can't get past that part.

Any chance you're running the 7th Heaven version?  I was getting that same issue and tracked the problem down to a mod conflict.  Disabling everything except for New Threat allowed me to progress past the fight.

4
Catalogs / Re: Catalog v2.2 Report / Mod Requests
« on: 2016-07-26 06:30:55 »
Could you double-check the version of New Threat included in the catalog?  I was getting a consistent crash following the Air Buster fight, and I resolved the issue by using the stand-alone .iro provided in Sega Chief's release thread: http://forums.qhimm.com/index.php?topic=14938.0

Might've just been a corrupted download, but as long as it's not too much trouble... :D

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-26 06:17:46 »
Edit: Also, forgot to mention I'm using the stand alone IRO mod file I imported manually and not loading NT 1.4 15th July through the Gameplay - Difficulty and Story mod.

Ah, this is something I didn't think to try!  Using the stand-alone I was able to successfully start the church scene after Air Buster.  Looks like it was either a corrupted download or an error in the catalog;  I'll make a post on the 7H thread to get that checked.  Thanks a bunch everyone!

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-25 15:47:24 »
What is a naked New Threat?

I'll load your save and see if I can duplicate, but you need to post your Profile Details so that I can enable an identical mod loadout.

Hmm, I can't find where the profiles are saved.  If you can point me to the likely location, I'll upload the file.  In the meantime, here's a pastebin with the Profile Details output: http://pastebin.com/qKibbata

The save was created with those mods, but I also tried a profile with only New Threat enabled and with various different OpenGL settings.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-25 12:23:58 »
I'm getting a hard crash following the Air Buster fight using the 7H version from July 15th.  The cutscene with the fall will play, but after it fades to black and Cloud is meant to wake up in the church, it freezes on the black screen.  I had originally activated some other cosmetic mods, but the crash persists even when booting with a naked New Threat.

Here's my save file right before the fight: https://drive.google.com/folderview?id=0ByVm1e2MFeP4OEJQeWR5WEJ4cFk&usp=sharing

Anybody else made it to the church with the 7H version?

8
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-09 00:14:12 »
Haven't gotten to it in a while;  I'll pay attention next time I boot it up.

9
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-08 22:56:11 »
in theory, each point should be 4%, making 63 252%,
At least that is what you'd think
63 in hex is 99 though
however, you cannot add actual hex values
this has led me to believe drop rates in PC are actually limited to the dec range of hex 00-63
this creates some very obvious problems because you're missing 36 total entries (0A to 0F, 1A to 1F and so on) of percentages for drops.
the available ones are 1-9, 16 - 25, 32 - 41, 48 - 57, 64 - 73, 80 - 89, 96 - 99
Or, if 63 is actually 100% and 01 is actually 2% (for whatever reason this seems possible, considering 63 is max and there has to be a way to guarantee a drop)

This is pure speculation but since the check runs on random0-63, this might very well be a problem.

That'd require some pretty bonkers programming.  Can you set an enemy to drop multiple items?  If so, it might not be hard to test.  100 samples should give a result that's within 10% of the set percentage.

10
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-04 00:51:16 »
Thanks for the heads-up, Kaldarasha. The installer doesn't go near the .exe anyway, it's just overwriting files in the data folder (unless changes to the kernel or Field can influence it in some way; the Kernel, Field, and Minigame modules are linked, right?)

In any case, if Class C is dispensing Megalixirs as a prize then I've got no problem with that; it's tough to bet on a winner in the CPU races. The only thing that'd be an issue is if the prizes themselves were bugged in some way but I think the actual inventory additions are handled on the related field screen and those weren't changed.

It's just a temptation to waste a ton of time ^.^

Cleared up to the Buggy.  The X-ATM fight was extremely easy with Bolt2 which I learned from the random encounters in the area preceding, but my heavy use of Double AP may not be the norm.  Dyne was a pushover since Choco/Mog inflicted him with Stop and his Molotov attack kept missing, but that may have just been luck.

11
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-03 22:51:16 »
Don't know anything about that; I left chocobo racing alone. In fact, I think prizes are only handled on the field screens when it dishes out the rewards. Have you installed any other mods through Bootleg that could have made alterations to the game's .exe?

Possibly one of the bug-fixes messed with it.  Thought you might've removed the Enemy Away materia which'd otherwise be winnable then.

12
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-03 21:40:33 »
Makes sense.

Megalixers are showing up as rewards for C-class chocobo racing.  I'm pretty sure that's not supposed to happen...

13
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-03 20:06:24 »
I could rein in Choco-Mog to roughly the same power as Fire, Ice, etc; it has that Stop status on it which is very powerful so that should balance out the decreased power. I had high MP costs for summons in the previous version but it didn't seem to help. For the summons you're about to get, Shiva and Ifrit come in roughly around when magic materia starts to level up for tier 2 spells; they have less base power than those spells overall but the damage isn't 'split' over multiple targets and they all have a status ailment attached to them so I'm hoping that'll square them off against Fire2, etc. All that said, the animation of a summon cast has to be taken into account because it takes time to sit through them.

Just picked up Ifrit and my most advanced spell materia is about 3000/6000 to tier 2, though I did just pick up some double AP equipment.

Quote
That's unfortunate with the double waves, but I'm thinking that's a good trade-off for Poison; it leaves you with less control over when he dies.

Agreed.

Edit:  The shop in North Corel is still selling the Transform materia.  You replaced the one that'd usually be picked up on the way with a Seal, so I'm wondering if it's supposed to be available here?

Edit2: Cait Sith comes with Transform?  Now I'm confused.

14
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-03 18:07:18 »
Just got through Junon.  Choco/Mog has made random encounters trivial, maybe up the MP cost so it isn't so spammable?  On my first try against Bottomswell, he died to a poison tick right after casting his wave attack normally.  Double waves = 900 damage ouchies.

I got the Rune Armlet from the minigame, did you change the HP Plus and Silver Glasses rewards too?

15
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-03 16:13:37 »
I got a HP plus from Canyon Cosmos shop. I also got a Exp plus (it was early in the game, don't remember where). Long range twice (one in Mythril Mines and one in Coral Valley Cave).

I'm the kind of people who only fight what they run into so maybe I'm too strong for this point of the game (expecially with HP plus). I know it's tough to balance a game. I'm just giving my thought.

If I max stat (which depend of the need/easyness), I'll do it in-game.

Thanks for your answer.  :D

I haven't gotten to the rest of that yet, but for me the Long Range materia in Mythril Mines was replaced with a(n enragingly useless) Gil Up.

16
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-02 18:30:04 »
No, Proto-Turk Light was just supposed to be a regular attack that he throws around, like Electroprod. I actually saw this in action this morning, when watching someone's playthrough. The Pyramid enemy moves around but the 'effect' stays on the original Pyramid target, from what I can tell. Seems (sort of) harmless but it's too confusing so I'll probably remove the attack.

EDIT: I'm currently making a char.lgp using ULGP that'll hopefully be able to decompile through that program. Could you let me know if you were able to decompile and recompile the battle.lgp and flevel.lgp?

Battle.lgp and Flevel.lgp both worked fine on my end.

Edit:  Just cleared the Shinra Tower.  The difficulty really seems to be picking up;  I'm loving it. 

The elevator battle seemed far too easy, though.  Aerith and Barret are definitely back-row characters, and Red XIII arguably is too with his fairly high magic stat.  I only had to cure-all once throughout the fight :/

Motor Ball, on the other hand, was brutal.  His phase-change attack (something Flames, I forgot) was hitting for almost 600 damage on unprotected party members.  Wound up having to give Barret and Aerith Fire-Elemental armor, give Cloud the Talisman, and start the fight with MBarrier.  When I finally brought him down, Cloud was dead and Barret and Aerith were both in critical.  Dunno how the fight would be possible without that second Elemental materia.

17
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-02 16:01:21 »
Took down Reno on my second try, didn't realize he could Interrocage everyone at the same time >.>  Ran into a small graphical glitch.  When he uses Proto Turk Light, it moves the graphic (but not the effect) of Interrocage onto whoever he targets.  I'm guessing it's supposed to target someone already in a cage?

18
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-02 02:53:03 »
The animation for Reflect is in the magic.lgp file so the mod installer should leave this alone, but what do you mean by a crazy animation? Was the spell animation messed up? If it was, perhaps it was related to a battle UI mod? I've seen graphical glitches occurring with stuff like that when things like Countdowns are present. If this is off the back of a Bootleg installation then it might be something has 'invaded' the magic.lgp file; have you installed any mods in the past from Bootleg that affect magic/spell textures?

I was referring to the turning animations of Air Buster. 

19
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-02 01:24:52 »
Got the battle models imported, but ULGP threw an ".lpg read error" when I tried to open char.lgp, which is mildly concerning.  Oh well, I actually like the default field models because nostalgia goggles.

Played through the second reactor;  Air Buster kicked my buns once because I forgot items were a thing.  His facing bug was even worse than before, flipping in one frame to attack a direction and then flipping back so his facing was only ever correct by accident.  Don't recall how reflect pierce is supposed to work, but I was getting some funny results.  Trying to cast cure on one of my party members resulted in the spell bouncing 10 or 12 times, finally landing on the original target, and wiping reflect from the target (and maybe the boss?  didn't check).

The crazy animation might've been screwed up by my other mods, but I don't think I put in anything that would mess with reflect.

Edit: Air Buster save Link

20
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-01 21:36:27 »
Ok, awesome!

Yeah I'm looking into a manual decompile and install; it doesn't look too messy.  I'll stay away from the npc models.  I always seem to spend way more time creating the perfect experience than I do actually playing the games *cough*Elder Scrolls*cough*.  Eh, I find it fun.

Edit: It was the field backgrounds I noticed.  Couldn't tell with the battle backgrounds.

21
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-01 20:33:09 »
So I'm trying to get New Threat working with other mods since I can't live without my auto-run.  I ran your installer over a basic Bootlegger package and played through the first mission.  Everything related to New Threat worked fine (loved seeing Jesse get to kick ass btw), but some of the graphical upgrades got reverted.  The updated music, backgrounds, and menus were all there, but the field, battle, and weapon models were all back to base.  Do you think it'd be possible for me to patch those back in?  I'll figure out how to do it;  I'd just would like to know if there's some obvious, "sorry that will never work."

The field music carrying over into battles was working, but is it supposed to also carry into boss fights?  I also wasn't getting the victory fanfare after the bosses;  was I supposed to or is that something else I gummed up?

Thanks for the mod!

Pages: [1]