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Messages - Insight

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7thHeaven / Re: PS4 Controller now working. [FIXED]
« on: 2019-02-28 06:33:40 »
My solution is:
Use steam, add an external game to the library and let the controller support inject their driver to the game. Works without a problem.

Troubleshooting / FPS drop while texture loading
« on: 2019-02-12 21:10:34 »
Hi everyone,

I searched the last 4 pages for a similar problem, but i haven't found anything, so i thought, I post a solution of my problem and might help others as well.

I am playing this game on 4k resolution with different (texture) mods (Echo-S, Kelas magic mod, avalanche arisen battle, reunion r05c).
Whenever i entered a new area, a battle, I encountered a fps drop. For example the game runs fine with 30fps and then drops to 17 fps and back to 30 fps. If the textures are once loaded, this drop does not happen again.
Still, i don't like this "feature" and so i began to search for a solution where i can experience a fluid gameplay.

There were only two things which did actually work and removed this fps drop.

1. Lower my resolution, for example to 1920x1080 => This is not really helping for 4k gaming ...
2. Using not fullscreen, but windowed.

Now, playing the game in windowed mode with a titlebar is not what i wanted and so i tried to get a borderless window. There is a tool I have used and worked without any problems at all.

If you are in the need for playing in windowed mode and want a borderless window, there you go =>
I also tried autohotkey, but it didn't work under windows 10 for this game.

If you think, this thread doesn't belong here or shouldn't exist, you are free to delete it. :-)

Kind regards

Thanks for the input. I haven't checked everything in detail (not possible now).

I am working on the basics of the UI and then adding further (core) functionality.

First check-in might be at the weekend. Distributing a link so on later.
Any update which is usable might exist by the end of the year or next year.

Won't consider anything from DLPB until it is finished and is a real alternative to 7h.

The only issue we have is the need of the downpatch. Most problems occurs there. Once Aali's driver works with the re-release and 7H works with FF7_en.exe a lot of the troubleshooting will be gone.
7H does a very good job to increase compatibility between mods. If I want to change only one model I can do it for every mod. It also allows breaking through the limitations of the game. We could make for example an ingame difficulty selection by swapping scene.bin through another or make the early areas enemies harder when Meteor appears.
I don't think that the new modmanager will replace 7H, but I could imangine that 7H in return could make use of it. For example files which doesn't need to be activated through a certain condition, could be written to the new modmanagers folder and 7H takes care only of the conditional files. This may decrease load times when many mods are selected.

yup, and there lies the problem. the "might" and "when" and "if" make it even more complicated. if you design from the ground a solid architecture and include all benefits from the tools there are, merging them into one tool, you need to design it carefully. if i look at the code from the winForms application, it is really ... not good. hard to read and to manage if you aren't the creator, and even then.

i have to admit, i dont know how the system works from iro (injecting stuff and so on), but that is not necessary. this injecting thing can be managed by his library. the rest will be redone and redesigned as it needs to be done.
i am still figuring stuff out and it will take time.
If there is another, better way for handling the mods (technically spoken) with DPLBs system, then this might replace the procedures iro has written.

The problem is, it was like with bootleg.i invested time for it, then 7th came and it was all for nothing. I don't want to repeat that again. It's like with all the guys you have encountered as well which did not finish -it-.

So you are going to do something awesome, i see. :-)

from my perspective, it is not impossible to generate a UI from a different language as long it is possible to execute your desired with the respective settings. since i dont know anything from your architecture or what you are doing, i cannot say.

But to be honest, this case is exactly what i meant. Why not develop something together in a way where everyone can benefit from. making it open-source is also a good approach in the end, so it will be available to anyone who wants to contribute or want to take over.

Hi everyone,

i just think we should discuss something about 7th heaven.

Mentioning in the other topic, I am interested to overhaul the current 7th heaven. Reasons e.g. is the overall UI and bugs. Sticking to WPF, C# and so on, since my strong point is in WPF and UI ...
I started to redo the UI in the past, but iro was not really helping at all and not willing to make his project open-source (at that time, but it is more or less now). So i stopped. now he is vanished, the tool itself gets maintained somewhat by ficedula, but i don't see an overall agenda.

I got in touch with Elyza and we have discussed some stuff and she is willing to help and support me. Probably this goes for every project that is getting DONE, really done. My time is as scarce as everyone else i guess. This means, the progress is slow, but there would be progress at some point.

As I was about to start this topic, I have seen a post from DLPB at discord who is going to make a new or similar system. Maybe others and myself don't want to spend time for nothing, so i was just going to ask everyone who is working on something for us / themselves.... why dont we join up and make something good?

I won't get into any details, because it doesn't matter currently, so I was wondering what the feedback would be ...
You're welcome and thank you for reading!

FF7 Tools / Re: [PC] Mod manager - 7thHeaven (v1.54)
« on: 2018-04-24 20:14:50 »
Well, since iros dropped it and it is now (or for a while) open source, I could go on with the project I have started in the past for recreating the UI and implement additional functions or merge existing stuff like the game converter.

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.54)
« on: 2018-04-24 15:18:57 »
I am trying my luck here, since in the discord channel no one seems to be able to answer my question :3

Is ficedula still working on the tool? Are there any plans for improving the interaction with the tool?

7thHeaven / Re: Game Converter not working
« on: 2018-04-23 20:57:09 »
You are right,i didnt know. Thank you ;D

changed it and now it worked as expected :-)

7thHeaven / Re: Game Converter not working
« on: 2018-04-23 16:17:56 »
Same error with me. Cant change that. unfortunately it is not open source ... would have changed some stuff in order for my windows 10 build.
the latest win 10 build doesnt like the current converter.

General discussion / Re: Unofficial Qhimm Discord
« on: 2017-12-15 22:15:21 »
Edit: I've decided to just post it. Be aware that if I do get a request to remove it, I will. Also be aware that since it's just starting it will not have much in terms of support, but we can always talk about what are the best mods!

okay, i joined. would be nice to see some familiar faces :-)

General discussion / Re: Unofficial Qhimm Discord
« on: 2017-12-13 21:16:03 »
Just wanted to know if there is now an official server :-)

Havent seen it explicity: What is the difference between 1.4 and 1.5? Will there be other versions as well? Are you finished or just bug-fixing for now? =)

7thHeaven / Re: Using ps4 Controller with 7th Heaven Mod?
« on: 2017-04-23 16:44:47 »
Just tried perfectly with ds4windows.
You need to create a profile for your ff7.exe and set the buttons of the controller corresponding to the keyboard settings you have set for your game.

I'm about to upload the Dark Cave patch; I've added a fix for this Lambda AI issue too.

The way this is going to work is that, because of how temperamental this sidequest has proven in the past, I'll be keeping these patches separate to the current Hotfix ones. I'd recommend only using them once you're ready to take on Dark Cave:

It's unlocked on Disc 3, by talking to Dio after visiting the bottom of the North Cave once. Then head for Bone Village and head through the Sleeping Forest to find the excavation site, with the Cave up above and accessed via a hanging vine. The sidequest is still a little rough in places, so please report any issues with fight balancing, sound, or soft-locks/crashes.

Both patches are available from the front page of this thread and are both required to enable and operate the Dark Cave sidequest.

Question to the revisited SP feature: When i hit 200+, each upgrade in rank removes only 100, not 200 SP. Is it a bug or a feature? :)

i have found a bug,i think...

when i fight lambda calcule and i poisoned him and transforms into the spellcaster form, he is being healed by poison and is doing calcule clear in an endless loop.

Yeah, well, i can cope with this, but i will wait for an official solution on your side for recruitment then :=D

Wow, thanks for this fast reply. Good to know :-)

A final question though: can i replace Vincent with sephiroth? Does the nt game get buggy if I do this?

quick question: fighting of the soldiers at the phoenix reactor, do i get a special (equipment) item everytime i fight them off on the "map" where you place those ally units? if i fight them off when they reach the shed, i don't gain anything. is this on purpose?

Great stuff, finally the community will be able to progress even further :)

When I have free time, I could help out,but it is the same with Kaldarasha, life calls atm.

7H tool is currently on its last breath I fear. If Iros can't check in at least once a week to just read messages and PMs from those testing the current version, then it will never improve. It's a good tool atm that is functional,  but it still needs work.

The only thing keeping it afloat are catalogs and the few modders who provide IRO versions of their mods to import manually.

If we need to develop a new tool again, then my vote is to create it identical to the current functions of 7H but have a written gameplay on what to develop/fix to make it a complete 1.0 version.

I can't code, nor do I want to learn. I can certainly provide ideas and testing though. Also consider me a good PR admin for all the users coming with questions.

That's what I am thinking as well. There can be a lot of improvement,especially when it comes to handling the mods itself. I am not a friend of the current XML structure e.g.

I understand that you don't want to learn a coding language and you don't have to. You are doing fine as now, if you are counting the stuff you have done in the past. :-)

I can offer front-end (wpf) and back-end programming in c#. I will only support an open source approach.

I have no knowledge about the stuff Iro has programmed which is the core of 7th heaven ^^" it should be someone who has already experience in that topic. I could learn that, but my time is scarce.

Just my thoughts about this.

Because Iro has been absent for eight months and we dont know if he is coming back or not, like i have written in the OP.

Here is the copy of the APP.log

[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: Intel Intel(R) HD Graphics 4.0.0 - Build
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 64, vert uniform 4096, frag uniform 4096
[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.dll
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] : unhandled exception

what I see is the ff7 launch window, I hear a faint beep, then an error that goes something like oops something horrible has gone wrong.
I reinstalled the game converter and tested all the audio stuff and the test worked. I only have one mod going and its just the weapon mod. I have triple check on the config options.
I hope there is a fix for this
I used the steam version of the game and made a new dir c:/games/final fantasy 7

thanks in advance

Have the same error on my win 10 notebook,64-bit, machine.

Check your event log and you will see probably a clr.dll error. I have to figure out what to do in that case. You might want to update your .net version.

I fixed it. Try this:

- Rerun the GameConverter (as admin) -> Give 7th and the appropriate ff7.exe admin rights. Try it again.
- If its not working, delete everything from 7th and install it, download the mods again and it should work.

It seems it depends on acivating certain mods. Describe what you have done from the beginning.

I am following this forum for around (let me check my profile :-P) eight years now and i have seen great tools / mods / changing stuff for different games, but mainly ff7.
Most mods have been started within their own little universe and contributed to the modding scene. That's great. But it got highly complex with the time with those different mods and dependencies of each other.
As far as i can guess, that was the time when the "Bootleg Configurator" (for FF7) came into action. It deserved its purpose, but couldn't withstand the advanced mechanics of the 7th tool.

It has now been around eight months and i am asking myself: Is Iro is coming back or not? What will happen to 7th?
I mostly fear that we might being stuck with the current version which is far from being perfect (imo).

Since the last two projects were being developed by behind closed doors, which always is a risk if it gets abandoned, and it got shot down because the key developers have been absent (like now with PitBrat? and Iro).

I am just wondering what will be the next step when it comes to modding for ff7 (or 8, other titles)?
I currently see three options:

1) Recreate 7th heaven (checking the compiled code and try to continue the work, and put it on GitHub e.g.)
2) Start a fresh community project on GitHub (or other platforms, idk) where the code can be viewed and might continued by any person who is strong in coding.
3) Moving to another platform which already implements the features we have. Idk if such a platform already exists.

What do you guys think? Any opinions / leads?

Greetings :-)

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