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Messages - Cloud1000

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After playing the demo I can safely say that I won't be buying this piece of shit. I was hoping they wouldn't let me down, I might even add I'm a bit of a "fanboy" when it comes to XIII. But even with that they didn't managed to get my money this time.

Things that were deal breaker for me:
New ATB system is crap, just couldn't get used to it.
You can only walk in a slow circular pattern!!! This was the biggest one, if they gonna do something halfway they could've spent more time working on battle system instead of adding something as useless as this.  I did not wanna walk around but run around freely like in the awesome JRPG, Ni No Kuni. That game may have been developed a bit childish theme, story was nice though. Gameplay was amazing..  And you could move absolutely freely in battle + even jump!

Such a shame and a waste.. Now I'll just wait for the "Lightning Returns: Final Fantasy XIII Movie version" on youtube. So I can finish this story..

this looks absolutely astounding! There must be a way to port it to PC version!

Squenix has finally learned. Why should they spend millions of dollars to make a new series and have to spend years on it. Instead they can use the same engine, re-use same textures and spend minimal effort and cost wise to just make a sequel and release one yearly. It's also great for us because we can now get a ff every year or so. 3rd time is the charm they say. FFXIII was ok, FFXIII-2 was better (content-wise). FFXIII-3 will be awesome one can only hope.

General Discussion / Re: Final Fantasy XIII-2 News
« on: 2012-02-10 19:34:31 »
I'm enjoying this game so far, played & finished ff13 completely. The only thing I miss about ff13 is, (more playable characters) I mean like main party, not monsters :p.
And weapon upgrading system :(. About 7 hours played so far, and at 200AF.
The best parts of FF13-2 for me:
No limits on crystarium I think?
Able to change leader at will.
Tons of monsters to get to party.
Able to travel through time back & forth (Reminds me of Chrone Trigger) :D

Completely Unrelated / Re: Favorite TV shows?
« on: 2011-11-10 09:56:39 »
Favorite shows:
The Ghost Whisperer
Stargate Atlantis
Stargate SG-1
Stargate Universe (I love sci-fi) :D

Have watched all the series on 1st post, except hercules.

Currently following:
The Mentalist
Terra Nova
The Secret Circle
Alphas (it reminds me of "Heroes")

Graphical / Re: A Perfect AC Cloud Model
« on: 2011-10-09 15:53:33 »
There are tons of released "illegal" mods out there. Google is your friend. I will not give link to anyone. But just so you guys know, they've been out there for months/years yet square enix has done nothing. I don't think they care that much. Just my opinion. Like apz cloud, it was released for such a long time, then someone figured out the textures or whatever was copied from Dissidia or KH. So you guys removed it. Don't you think square enix would have done something if they cared in all that time?

They are to busy making games / earning cash to worry about such little things :D

I feel like everyone here is already perfectly aware of that site since at least once a month someone comes here looking for help with it.  IIRC that guy even showed up here once to defend his site/content on it.

you are showing link :(

I guess people end up asking for these ported models as they have no other solution to update the original ones.
As soon as TA finishes their work on the battle models, the threads about porting models will cease.

We just have to wait.

It would be nice if they released parts of current finished stuff. Like the new cloud. It looks awesome. That will probrably prevent at least some ppl from asking for those "ripped" models.

If you make it like this. I might download it. Because atm, i can't figure out many spells what they do ect.

Fire, Fira, Firaga.
Blizzard, Blizzara, Blizzaga.
Thunder, Thundara, Thundaga. (everyone knows this). And it sounds better :)

For void magic, Comet = Comet (better). Judgment = Meteor. Sounds way better.

For Life magic
Revive - life (7)
Full-Revive - life2

Curative magic
cure - cure (0)
cura - cure2 (1)
curaga - cure3 (2)
Fullcure - FullCure (51)

Water spells
Aqua - bio (39) - Shower
Bubbles - bio2 (40) - Bubble
Aqualung - bio3 (41) - Aqualung
Tsunami - resist (6) - Huge tidal wave - good.

Earth spells
Geo - quake (36) - Rock throw
Geola - quake2 (37) - Falling Rock
Geodyne - quake3 (38) - Break
Quicksand - Break (48) - Whirlsand - all good.

Wind spells
Sandstorm - demi (42) - Sandstorm
Garula - demi2 (43) - Great Gale (don't know what this is)
Dragon Dance - demi3 (44) - Dragon Dance
Tornado - tornado (49) - Tornado - good

Thunder Bolt - poisona (4) - Ruby Ray

Flare - Flare (50) - Deen

'Light' spells
Regen - Regen (3) - Light Shell
Protect - Shield (53) - undecided

'Dark' spells
Flee - escape (25) -
Remove - remove (26) - undecided

also make sure cache is disabled when you updated the graphic files.  Although tbh looks lik the graphics are there so maybe Kranmer is spot on.

Will you later on release a compatible with the 9999+ patch that is in aalis driver?

Graphical / Re: sl1982's Field Enhancement
« on: 2011-03-24 21:47:30 »
fps drops at beginning of game where you go at bomb. Ultra laggy. Idk if I set the path wrong or something.
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.10b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 8800 GTX/PCI/SSE2 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1600x1000, output resolution 1333x1000, internal resolution 1920x1440
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 60, 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.
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
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
INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI play: 6
song is already playing...
Entering MAIN
Exiting MAIN
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK

Here is appconfig
Code: [Select]
# ff7_opengl-0.7.10b config file

## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1600
window_size_y = 1000
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = mods

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = off

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp

## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/
enable_postprocessing = no

## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp

## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

Graphical / Re: sl1982's Field Enhancement
« on: 2011-03-23 20:19:47 »
I'm having huge ass lagg when using these field enchancements. I'm using latest aali's driver full install ff7. And also using a windows 7 64 bit machine 8800 GTX graphics card.
modpath = mods
On config.

Troubleshooting / Re: Battle model to field
« on: 2011-03-23 12:04:29 »
1  Copy the battle files
2  Rename the battle pieces to their corresponding field file names and overwrite them
3  Resize appropriately in Kimera
4  ? ? ?
5  Profit

ok is there a wiki or something that tells me what files belong to each character both field and battle?

Troubleshooting / Re: Battle model to field
« on: 2011-03-22 20:21:30 »
well I am pretty certain that you should be able to find a battle to field mod that has already been made, saving you some serious hassle. I haven't seen it for a while but I know its around somewhere. Just look for it.

Well i know there are some out there but thats not what I need. I want to learn how to do it :p The hassle makes me wanna learn even more. But I need a few pointers. XD

Troubleshooting / Battle model to field
« on: 2011-03-22 14:53:18 »
Hello. I'm wondering if anyone can help me with this..
I wanna convert a battle model to field model. How can i do it? Can you give step by step instructions example cloud battle model to field model.

Looks awesome felix :D you guys done awesome work!!!  8-)

Awesome work !!! Now make it like this "similiar" And your a god!!!  8-)

Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2011-02-22 21:56:38 »
almost a month gone by. any progress?

Releases / Re: [REL] FFVII Lost Wing (PSX)
« on: 2010-11-07 00:38:58 »
i extracted the kernel and scene.bin from the new bin file. But I dont know how to convert those files into PC FF7. I can read kernel.bin fine with wallmarket. scene.bin Dont remember what program is used to open it...  :D

Releases / Re: [REL] FFVII Lost Wing (PSX)
« on: 2010-11-06 09:32:12 »
is it possible for you to make this mod PC compatible? That would be even more awesome cuz FF7 PC has way more features / more mods ect. So it will be alot more fun.

Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-08 10:01:00 »
nice work, keep it up ^^


just to show some things are happening, grunt is imported, dont have any ingame shots right now

please release !!!  :-D

Necro post. But was wondering are you done yet with the model ? its been a few years..  :mrgreen:

Releases / Re: [WIP] Shalua Rui: A rebalance
« on: 2010-03-29 22:51:12 »
pyrozen I'm glad I am not alone with the "Join forces" Part ;) Its great idea!! And also if they do join forces it will be done way faster and it will be even BETTER!  8-)

Releases / Re: [WIP] Shalua Rui: A rebalance
« on: 2010-03-29 21:32:37 »
I think this mod looks very very promising. You and bosola should form an alliance and work together merge ya mods and make the best HARDCORE MOD EVAH!  :wink:  :o  ;D

See: Gjoerulv

I don't think anybody will ever make a harder mod (that's still fun).

Gjoerulv's mod is great I love it too especially the new monsters. however its a bit to much health on monsters. Makes gameplay alot "longer" Otherwise its a really awesome hardcore mod ;)

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