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Messages - Corigne

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1
Graphical Mods / Re: [WIP] APZ's New Canon Cloud
« on: 2012-12-24 18:58:50 »
Enjoying a well earned break. I'm going to finish a few characters I have, release my Doom 3 mod (it's done, just not packed for the internet yet) THEN! I'll start on New Canon Cloud again :)
Oh the excitement. :)

2
Graphical Mods / Re: [WIP] APZ's New Canon Cloud
« on: 2012-08-03 05:52:21 »
Well, you have to consider APZ that I have in fact not seen any of the WIP since you started this in the first part (the one you just announced the scrapping of.) Also, if you can get the original APZ Cloud (the one that is 100% original) online, let us know. I very much like the screens you dropped in the thread.

Cheers,

Corigne

3
Graphical Mods / Re: [WIP] APZ's New Canon Cloud
« on: 2012-08-02 09:13:29 »
Hey APZ, I've been gone a long time and I'm glad to hear you've been making progress.  Cheers mate.

Shoot me a message some time, I'm trying to get back in touch with the community since my move put me out of touch with everyone.


4
Quick bump on my previous post.  I don't normally do this, but this model swap issue is restricting my ability to play with custom the custom cloud model.

Cheers,


Corigne

5
Gameplay Mods / Re: Battles playing at 60fps
« on: 2012-05-16 03:39:53 »
Ah, I see. I'll see if I can be of any use then.

Cheers.

6
Gameplay Mods / Re: [WIP] Running all of FF7 at 60fps
« on: 2012-05-16 02:47:52 »
If FF7 can use all your CPU's power, I think you need a new PC. :P

Kidding aside, that's really not a good argument to avoid this option.

Most games do this, any modern game is going to use every CPU cycle it needs to run the game full speed. Assuming the game is using VSync\frame limiting, it will only stop consuming CPU cycles once the desired 60fps has been reached.

If you remove the limiting(ie, no VSync\frame limiting), it will allow the FPS to go beyond 60fps, and it will keep increasing as long as you have CPU power to spare, using all of your CPU power. (Unless of course the programmers added some additional code to keep it under control. By checking FPS vs. CPU usage percentage, but I doubt many, if any do this.)

So it's a bit hard to give you an accurate answer here, but the bottom line is this, if you have a problem with a game using all your CPU cycles, use VSync, or any built in frame limiter the game may have, or else it will.

I hope that explained it, it's kind of a tricky question.

----

As for the rest of the questions.

A game loop is just a loop in the games code, this loop usually updates all the games individual parts. (We are ignoring multithreading, etc,. For simplicities sake.)

These parts include, renderers, physics, controls, sound, etc,. (AKA, game logic.)

Loops work like this.

Loop Start
 Do Something
 Do Something Else
Loop End -> Return to Loop Start, Repeat.

(This process is a loop iteration, ie, going from loop start to loop finish, is one loop iteration.)

Now, in most games, you will not want everything updating every single loop iteration.

So you do this.

Loop Start
 Counter+= 1; // Count Iterations
 Update Sound // Updates Every Iteration
 
 if (Counter >= 2)
 {
   Update Animations
   Counter = 0; // Reset Counter
  }
 
Loop End

That would make animations skip a frame(this is called frame skipping), and animate every other frame. (As opposed to every frame like sound in the example above.)

Using mathematical formulas, you can control when animations get updated, and keep them at the desired speed, no matter how many FPS you are getting.

(FPS is the amount of loop iterations that occur within a single second. A loop iteration is also known as a frame, thus the term frames per second.)

I hope that's more clear.

----

As for benefits, think about loading, if everything is capped at so many iterations per second, say 30 iterations(ie, 30fps), loading is also capped. So the game loads textures, and such, slower than it could.

By locking animations, and unlocking other stuff, you can make the game load faster, and process other stuff faster, while still animating at a fixed rate. (This is great for loading, and processing input, anything you want happening as fast as possible.)

In FF7's case, you can expect faster save times, faster area transitions, smoother overall feel, more responsive controls, and probably no more hitching, stuttering, etc,. (No matter what mods, or resolution you are running, ie, FF7 is NOT that demanding of a game compared to modern games.)

Sorry about the novel, this is why I was being somewhat vague to begin with, it's rather complex.

--

Edit:

@Seif, you are correct, I was just offering a solution that was better than padding all the animations, figuring out how to slow down the camera, slowing down menu's, etc, etc,.

Btw, I also recommend this method for another reason. Think about it, the game is running at super speed @60fps, correct? (I saw the video, it looked pretty fast.)

So, do you think padding animations will fix scripted events? NPC's will move from point A to point B at super speed, regardless of animation padding, so it will have normal speed animation(with padding), but still move at super speed(on their scripted paths), so it won't look right at all.

Seif was right on with the frame based stuff, there is a lot more to fix than you guys are taking into account. So, if you're going to do it, you might as well go all out, and basically fix the port. (Which is what I'm suggesting, and explaining.)

Seif was also right about some things not being designed to work that way, so you will still have figure out some stuff on your own, basically, add what I suggested, then see what's still working wrong, and fix it. (I would tell you if I knew, but I've never re-ported FF7 via hacking b4, so I don't know the specifics, sorry.)

One of the reasons why separate GPU's exist.  All the extra calculation needed to take advantage of graphic enhancement and calculations for VSync and the like use the GPU's cycles, thus freeing up the CPU for non-video calculations. (which as was said before means "If FF7 takes 100% of your cpu, you need a new computer.")

On an interesting side note, TES V: Skyrim actually uses the cpu to calculate shadows separate of the GPU.  I thought that was interesting.

Also, in regards to the limit files... most of them can be found in magic.lgp (I know it's been said but I'm confirming that I've seen them there).  I'm having a hard time locating braver myself, as others have been.  However, my time right now has been limited.  Is there anything else that needs to be worked out on this that I might be able to assist with? I would most definitely enjoy a 60 FPS battle sequence.

7
Q-Gears / Re: Current state.
« on: 2012-05-14 20:37:55 »
As usual first advise - grab lastest version os source from merkurial, compile it, maybe compile utilites an try to understand how it works. Feel free to ask questions =)

Will do, thanks for the response.

Cheers,

Corigne

8
Other Mod Releases / Re: [REL] Menu Overhaul Project
« on: 2012-05-13 08:09:19 »
Can you post your opengl config file for Aali's custom driver? I have a hunch that the problem might be a conflict between settings chosen in the menu overhaul and the Aali config file.  Just a hunch.

9
Graphical Releases / Re: New RedXIII model
« on: 2012-05-13 08:06:54 »
Ahhh. Well that makes things a bit clearer. I must have missed that before. I'm not a fair hand, as I said before, but this makes me want to try doing some model/texture work of my own.

10
Only staff have the ability to delete posts. Just change the content to 'delete this' and someone will get round to it.
Noted. Thank you.

11
Wonderful. I've decided for starters to pick up AoA: HAL for reference before I even touch the binaries.  I appreciate your direction on this one, I hope to quickly grow to be a productive member of the community.  Also, I think I'm going to join on the Q-Gears project as running FF7 on linux and mac is something I am rather desirous of, and building an open source engine would mean having source docs to work with when writing mods.  Getting Q-Gears to a beta phase is a definite must, as I think it would help this community grow to encompass even more users.

Cheers,

Corigne

12
Completely unrelated / Re: Trees
« on: 2012-05-13 01:12:21 »

13
Q-Gears / Re: Current state.
« on: 2012-05-12 21:19:05 »
Hey, Akari.  You just got another developer at your disposal. Well... err, "new" developer. I just got my first development related job and I'm still going through uni, though I'm technically on break for a few months.

I'll have to pick up C++, but that shouldn't be any harder than any other language I've had to learn on the go.

I'm going to wait until later this weekend, or maybe tonight if I can manage it, to register on source-forge and the bug tracker.  I'm also familiar enough with SVN to get myself in trouble, so I'll continue to brush up on its use at work as I have been. (we use it for our development).

If you have anything that needs being done, I'd be happy to take a whack at it with my Conformer.

Cheers,

Corigne

14
Well, I'm interested in possibly spending some time on the world map if that's an area lacking in understanding.  I should get familiar with the assembler first though. I'll take a look and start there  As for FF IX, it's the only FF I haven't owned, so I will have to get back to you on that one once I've managed to find a PSX copy.  My first goal is to write a mod that accesses and displays the item library in an interface that allows you to add entries for new items in FF VII; where a users can select the appropriate models and textures to accompany the item's stats all in a nice gui that helps avoid direct lgp unpacking/packing.  (Personally with my experience as a user I don't mind messing around in the lgp databases, but I've heard a lot of end users aren't confident in doing so.)  That's a bit of a long term goal, but a goal all the same.

Perhaps I should look into any current progress in reverse engineering the FFVII item databases, and see what  I can do to help.

15
Completely unrelated / Re: Trees
« on: 2012-05-12 20:38:08 »
I like trees. Trees don't engage in pointless flamewars or beg for ripped models. Nor do they necro ancient threads with requests for links or post stupid joke threads.

Some people here could learn a lot from trees.
My thoughts exactly Bosola.

16
Graphical Mods / Re: HD vincent project!
« on: 2012-05-12 19:49:22 »
Well, I dunno. I think they suit him, since he's been stuck in a coffin for god knows how many years. I bet he still has one of these babies too: http://tinyurl.com/2czqzb6

Hehehe. Goodness me-- I remember having an old Nokia.

Vincent may have been in a coffin for nigh on half a decade, but in the FF7 universe it's quite clear his weapons, evident from his flashback in dirge, are fairly modern.  Vincent was also a member of the Turks, giving him access to next generation technology as part of that task force.   So if you think about it... last generation's next generation is this generation's modern standard. (In theory.  Often the weapons he would probably be given would be prototypes of the models available today.) 

However I digress, for it's pointless to make the above point when he is acquiring modern weapons from shops across the land.  Go with the modern weapons is my vote.

17
No, you don't need to do that anymore.

I'm glad you could clarify that, I was just being safe. Cheers.

18
Graphical Releases / Re: New RedXIII model
« on: 2012-05-12 19:29:27 »
I would say keep it simple, give his body a bit more definition and shape. (Remember he's a lean creature.  You can accomplish this with a little bit of polygon tweaking.)  Also, I like the texture on the most recent model.  Do you think you would be able skin him with a nice smooth orange/red color set as in the original concept art? You could reduce the opacity on the texture, but the style of the game makes me think some nice smooth colors would look a bit better. Great work so far! I'm a poor hand with models and textures myself, so you're already doing well in my book.

19
I didn't have that issue when I installed the driver, but to be safe I would play through with a vanilla installation and save your first save once in each of the ten memory slots.

Also, if you want to use graphical mods I know the Team Avalanche mod is stable with the driver, and in fact requires it.  You can find that here.  That one gives you updated world graphics, and comes with an updated Barrett model and texture.  As for other character replacements, most anything else you'll find aren't technically legal.  However if you're willing to wait I know APZ Freak is working on a new cannon specific Cloud model, you can keep an eye on the project here.

20
Tools / Re: [0.6b] Deling - a FF8 field editor
« on: 2012-05-12 00:57:49 »
While I don't know Greek, I'd be happy to look into this for you.  As far as I know all you'd have to do is find someone willing to translate the script, or find a translated script. Then you could change the character set to match the script, or something along those lines.

I imagine changing the character set is something that's been done before around here, especially considering the Team Avalanche mod does an entire overhaul on the game's interface.

Cheers,

Corigne

21
Graphical Mods / Re: lots of senseless arguing
« on: 2012-05-12 00:49:32 »
I'm pretty sure this person needs a swift lesson in how to put ones foot in his mouth.
For the person who most likely doesn't understand the above, it means:

"Nobody is going to have the patience to put up with your whining. So get over your petty dislikes and either be calm and patient while doing something about it, or keep that discourteous mouth closed so the mods and rest of the community don't have to put out the flame war that is bound to ensue."

And I don't mean to be harsh, I'm new and this is all common sense and proper etiquette.  If you have an issue, the people in the community are much likelier to help you out, or at least listen, when you approach them calmly and politely.  Starting off a complaint with "f*ck too much rules" is asking to get burned. 

22
Hello fellow code-junkies.

I'm fairly new to the world of coding compared to some-- having only a meager four years experience in the craft, and have been using/tweaking/building/gaming with computers since before I could walk.  A few months ago I got my first programming oriented job, and as my responsibilities have progressed I've found my thirst for code has grown.  I started with only two years experimentation in Java, and self taught C, Javascript, Bash, some Objective-C, and HTTP in that short time.  As you can imagine, while I've been writing algorithms for a little while and my logic is quite sound, I'm still new to the world of mods and hacking.  I've always enjoyed reading this forum, but never had the time to join.  Now that I've joined, I want to develop some necessary skills to take the mods and hacks I enjoy using-- and begin creating them.

I'm curious as to what projects are out there, and in finding who would be willing to break this greenhorn in.

If not, what would people like to see?

Cheers,

Corigne

EDIT: While this is slightly misplaced-- I wanted to draw the attention of only the modding/hacking community here.

23
I'm a long time FF7 veteran, but I'm new to the forums.  Though in all honesty I've been using them as a resource for modding my copy of FF7 PC for a few years now.

Anyway-- to get to the meat of the problem...

I'm using version 0.7.11 of Aali's custom driver, and a friend threw a custom Cloud model my way.  I have packed and repacked battle.lgp many times in the past with custom models and such with no issue-- yet upon entering battle I encountered a critical error.  I've confirmed that the modification of the files did in fact cause the problem through some simple testing and now I just want to know if I've done something wrong to upset the almighty render gods.

I would attach the required logs and crash dumps normally, but I don't appear to have the proper permissions.  Below are the links to the google docs hosted files.

Config : https://docs.google.com/open?id=0B3fw6onZOYJsT2dtc0pXRWt5R2s
APP.log : https://docs.google.com/open?id=0B3fw6onZOYJsbG9Gc1dMLWdIQUE
crash.dmp : https://docs.google.com/open?id=0B3fw6onZOYJsOVZZczVuUm9xQjQ

Best regards and thanks in advance,

Corigne

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