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Messages - Kranmer

Pages: [1] 2 3 ... 29
1
Audio Releases / Re: [REL] Roses and Wine (for FF8)
« on: 2013-06-17 09:16:58 »
Sounds to me like a problem with 64 bit installation.  Prob does not belong on this thread.  Post on Aali's thread and see what happens :)
Well i am currently using Win7 64bit Home edition SP1 and it works OK, tested with w02 + DLL 2.2 + Aali's Custom Driver 0.7.11b and 1.2 non-geforce English.
It all seems to be working OK (sound effects and new music :))
The reason it isn't working looks like it could be pretty obvious, your app.log should look like this
Code: [Select]
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Loading external library RaW
MATRIX INITIALIZE
but yours looks like this
Code: [Select]
INFO: FBO extension detected, using fast scaling/postprocessing path
MATRIX INITIALIZE
Which mean's that RaW isn't installed correctly, i am guessing this is probably a UAC problem ? First check your FF8 directory and see if the RAW.DLL is inside the folder, if it isn't then that's your problem :), if it is there then Aali's driver isn't using the DLL which means you need to add this to FF8_opengl.cfg (just open it in notepad and copy and paste the following line anywhere on a new line)
load_library = "RaW"
I hope this helps :)

2
Troubleshooting / Re: Re: [REL] Roses and Wine (for FF8)
« on: 2013-06-13 12:36:01 »
OK well i don't have the "Everything is made of light" bug fix but you could try disabling shaders (open up ff8_config and edit the shaders line from "use_shaders = yes" to "use_shaders = no" and that might help).
Removing the EAX.DLL disables Aali's driver so you should only do that if you have a problem with Aali's Driver (which it was loads of problems right now with FF8 and makes the game very hard to complete due to all the bugs).
Also post your App.log again so we can see what is happening now, we might be able to see why the music is not playing from that.

3
Troubleshooting / Re: Re: [REL] Roses and Wine (for FF8)
« on: 2013-06-13 10:48:28 »
True!!
Furthermore, on the error lines of the app.log, the wrong path is c:\ff8\data\eng\menu\sysfnt.TEX
Saying it is searching for english files that aren't there anyway.
I'll try with the french patch (if i can find it...) but I hope Aali's driver is working with the french version, otherwise I'm screwed.

Edit : there it is : http://forums.qhimm.com/index.php?topic=12909.0
I'll try this asap
OK good luck :), if you need anymore help just post back here.

4
Troubleshooting / Re: Re: [REL] Roses and Wine (for FF8)
« on: 2013-06-13 09:02:03 »
Im not sure if i am the only person who noticed this but in your first post you wrote
i have the french version installed
but your app.log says
Here is the app.log

INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
You may very well be using a English 1.2 Non-geforce EXE on a French game which is causing the problems you are seeing at the bottom of your app.log (its looking for English files but you have the French version). So try the French Patch instead of the English one and see how you get on.

5
Troubleshooting / Re: Glitched? Need help..
« on: 2013-06-01 23:14:46 »
You could use the teleport trainer (either of them) to get out of that situation.

6
Not sure why this is happening, maybe i messed something up with it, If i get chance i will take a look at it but anyway this trainer is out of date now,
DLPB has made a new trainer which works superior to this one (has most of my options and a few more), and u can get his trainer here
http://forums.qhimm.com/index.php?topic=14194.0
hope that helps

7
Troubleshooting / Re: FF7 Re-Release Sound Effects Issues
« on: 2013-04-30 09:30:59 »
Well this really is a odd problem, other people on the forum have had this problem before but there was no clear answer on how to fix it (the last person with this problem just bought a new PC which to me seems a little extreme to fix 1 problem). You could try messing with your sound acceleration settings if you have any, or if you have a integrated sound card you could try switching to that instead.
But to be perfectly honest i have no idea how to fix this problem, Sorry :(, It seems to be quite a rare problem.
And just so you know the sound files (apart from music) are the same as the original 1998 game so i don't think its a re-release problem since it uses mostly the same files (only major differences are the music, EXE, flevel.lgp and the location of a few files), But if you have the 1998 version you could try installing it just to see, Also let me know how you get on with installing it on your other computer, i am interested in this problem and if it can be fixed or not.

8
Troubleshooting / Re: FF7 Re-Release Sound Effects Issues
« on: 2013-04-30 00:17:31 »
well "couldn't lock sound buffer" error is due to the new movies being in a unsupported format, you can convert them into a different AVI format or download DLPB FMV Restoration http://forums.qhimm.com/index.php?topic=10980.0
or any other FMV pack,
But the MULTIMEDIA ERROR is a new one to me, is it actually having any effect on your game ? if not you can disable all onscreen error messages by adding this line to ff7_opengl.cfg
disable_popup = on

9
if you want to alter the layout of the font you may be able to do it with a program called hack7 by lasyan
http://lasyan3.free.fr/progs/ff7/Hack7v3b.zip
its for the PSX version of the game but the Window.bin manager works on the PC version as well as the PSX version. And it will allow you to alter the width between different letters and various other things in window.bin

10
Troubleshooting / Re: FF7 Re-Release Sound Effects Issues
« on: 2013-04-29 21:17:07 »
Well there are a couple of patch's on this forum that convert the re-release to the old 1998 release, you could try these patch's and see if converting to the old game fixes the problem.
There are 2 patch's that can do this.

First is my patch that converts new to old, but is NOT compatible with UAC or languages other then English.
http://forums.qhimm.com/index.php?topic=13429.0

Second is the newer patch by Kompass63, this patch is compatible with UAC and works on multiple languages
http://forums.qhimm.com/index.php?topic=14047.0

after running either patch you should be able to run the 1998 version of the game, and also you should have a app.log which may help diagnose any problems you have with sound effects (if you still have the problems in the 1998 release)

11
Troubleshooting / Re: FFVIII save anywhere bug
« on: 2013-04-25 09:39:51 »
OK i had a few moments today to take a quick look at this, And you are right on your save the ability option access's the save option.

But then i loaded your save up normally (on a unmodded EXE) and noticed you do not have any ability's yet (its greyed out) and this is the reason why this is happening.
If you get an ability you will be able to access the ability menu (this is probably why this problem has gone unnoticed till now) so it is only a minor problem.
But i will admit it probably does need fixing, so when i get time i will try and fix this, but the game is fully playable, and when you get some ability's you should be able to access it.

12
Troubleshooting / Re: FFVIII save anywhere bug
« on: 2013-04-24 22:11:36 »
Well i am pretty sure when i posted the save anywhere patch for FF8 i said it hadn't been fully tested, it was never meant to be used as a mod as such, i used it for test purposes only.
I hope there where no other modifications to the exe that I used. Is there any other save anywhere patch?
What other modifications exist for this game that patch the EXE ? even if you didn't backup your EXE you could just redownload the Official 1.2 patch to get a clean EXE.
And as far as i am aware there is no other saveanywhere mod for FF8, you may be better off using a trainer if you can find one, or maybe make one.

If i get chance over the next few days i will take another look at this problem and see if i can fix it, but i make no promises, life has been getting in the way of me having fun recently.
Also if you could upload your save for me and tell me what version of the game you are using (language and version number and type, for example "English 1.2 Non-Geforce") it may make it easier to sort the problem.

13
OK to start with if a key is in
[HKEY_CURRENT_USER\Software\Classes\VirtualStore\]
this means its made by UAC (virtualstore is related to UAC).
Since i have UAC disabled since right after i installed my system this area doesn't even exist in my registry.
So when i run FF7config and change something it happens at
[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Square Soft, Inc.]

And Set3 and Set4 may be made but are not required to run the game without UAC (i haven't checked if they are needed to run with UAC),
On my system i have neither key (since i didn't install FF7 on this computer i just copied the files across from my old PC so i could test exactly which registry keys where needed) and the game runs fine without them (well runs fine on a computer with UAC disabled).

14
Tools / Re: [BETA] Ochu (FF7 Trainer)
« on: 2013-04-15 09:29:40 »
Nice work Dan, i had been meaning to go back and remake my FF7 Trainer, but now i don't have too :) (i feel yours will be superior anyway)
I posted a bunch of values a long time ago that i use in my trainer here (including a code that allows teleport and instant battle etc)
http://forums.qhimm.com/index.php?topic=11703.msg162756#msg162756
if that helps, the only thing i don't see there is my load savedgames code (which i probably made after that post) and i also documented all the random battles so i can fight any battle at any time now :)
and if you need any help with anything else just let me know.
And as for suggestions it would be nice if we could set events and progress on the fly so we can redo events instantly for testing.

15
Kranmers "convert new to old" Patch, which is integrated into bootleg 040, sets too few registry keys, I think.
OK just to let you know i have fully tested my new to old patch and it sets registry keys fine in both X86 and 64bit systems, the only time the keys are not set correctly is when the game is installed as admin and then the patch isn't or vise versa due to UAC, but other then UAC my patch sets all the needed keys to play FFVII (i have checked this numerous times on different systems with different OS's).
Anyway nice work, at-least this will help people who have any UAC problems :)

16
I wouldn't think so.  Depends on how Kranmer did it, if he allowed for the use of the new flevel, no...  and I am sure he did.
Well to be 100% honest all i did was patch the new flevel to the old flevel (i didn't take any fixes into consideration since i wasn't sure what part of the new flevel makes touphscript crash so i thought it best to just convert the whole thing), before patching you could just use makou reactor and extract the map in question and then replace it in the patched flevel if its a problem.

17
Troubleshooting / Re: BUG Save FFVIII PSX.
« on: 2013-01-07 10:17:45 »
I just took a look it and won't open in hyne1.6.1 (hyne1.6.1 just crashes, possibly due to the memory card being corrupt but if you extract the save first with PSXMemTool then run hyne1.6.1 it will load) but it will open in hyne1.6 and 1.4 and using those you should be able to set your characters and items back to how they should be.

If you still can't do it yourself if you post your characters exact levels/names/items/GF's etc i can edit it and upload it for you (or if you just want them all set to max level i can do that).

18
FAQs and Tutorials / Re: [Tutorial] Tifa's Bootleg
« on: 2012-11-25 14:00:30 »
Jreeds26,
If you're using the 2012 ReRelease and Bootleg .039 or earlier, then you must first run the Kranmer New to Old patch:

Kranmer's New to Old Patch for FF7 2012

Then rename ff7_en.exe to ff7.exe.

Finally, run Bootleg.

If you run my New to Old patch you do NOT need to rename FF7_en.exe to FF7.exe, the patch comes with FF7.exe 1.02 official patch, just make sure to run my patch before running bootleg.

19
I am not sure which version of my trainer is in bootleg (i don't use bootleg) but awhile ago i did release a fix for the problem with GP (i am not sure if i released it publicly, i may have only released it privately), the problem was with the max number of GP can only be half of FF FF so i fixed it (it displays the higher value but doesn't work), try this version and let me know how you get on.
http://www.mediafire.com/download.php?f58bta7baaah4dy

20
Tools / Re: FF8 Battle Model Viewer Repack V2
« on: 2012-10-11 14:41:39 »

21
FAQs and Tutorials / Re: [Tutorial] Tifa's Bootleg
« on: 2012-10-10 18:16:01 »
if your app.log is empty its likely that Aali's driver is not installed properly, have you fun FF7Config and made sure "Custom Driver" is selected on the graphics page ? if it is installed correctly try setting FF7 to run in a window instead of fullscreen inside "ff7_opengl.cfg" and then try running ff7.exe again and see what happens, if it comes up fullscreen still even though it was disabled in the cfg then its the driver not installed properly, if it runs in a window but still just black then its a different problem.

22
i still have the source for image2tex by borde here
http://www.mediafire.com/?q9o0o1owrwnp66u

23
Graphical Mods / Re: New Opening
« on: 2012-09-26 00:30:18 »
1] i just looked at the video and saw it was 1280x720 so reason the video doesn't fill the screen is because it isn't that the correct ratio, to get a video to fill the screen in FF7 it needs to be a multiple of the native FF7 movies, and the original movies are something like 320x224, this means that to fill the screen your movie has to be around
320x224
640x448
1280x896
So try 1280x896 and see if you are happy with the results, if it still isn't filling the screen try 1280x960 and that will probably do it.

2] I think someone went into this before and the result was that when you use higher FPS then the original movie the guards wouldn't show up (the original movies are 15fps where yours is double that 30fps) if you still want the guards to turn up try lowering your movie to 15fps or try altering the script in "Makou Reactor" to make the guards show up at a different time.

Anyway i hope this helps, and good luck with your project.

24
Also, hotdog963al once shared an app on these forums called MNU-TIMjector (in the thread HERE), which has since disappeared from the face of the earth (it was on MegaUpload.com, which has since been taken down). Does anyone have a copy of this app? I've PM'd the author, but received no response thus far...and people have already been penalized for reviving the dead thread itself to request the app (apparently, here at Qhimm.com, we're so flooded with traffic that a few threads being brought back from the dead is more of a problem than stifling everyone's ability to ask for help from more than one long-absent user at a time).
I still have that program, i have just uploaded it here for you
http://www.mediafire.com/?2cbc3e9qey723t8
i did see you post a few days ago but i wasn't sure if i had the program or not (i had to go look for it on one of my HDD backup discs which took a few hours/days (i did a few each day) since i have over 200 backup discs of data from the last couple of years)
Anyway i hope this helps.

EDIT:- this should also probably be posted in the topic about it as well so if anyone who has posted in the original thread could edit their post and add that link to it i would appreciate it.

25
FAQs and Tutorials / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-07 16:52:54 »
I recall there being a DEP issue with the menu overhaul that wasn't fixed (as far as I know) in any of the new releases. I would not jump to the conclusion that its a pirated copy because of a DEP crash, plenty of other things could cause that.
Old versions of the menu overhaul did have a problem with DEP but i am pretty sure lusky fixed it in the lastest version.

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