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Messages - Isuldor

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With the local government asking citizens to stay home, I'm quite glad to have R06c.

Thanks, these improvements are just beautiful.

I don't see file hashes or file sizes listed here, so here's what I got:

Code: [Select]
$ sha256sum *
b7410b67ec899d2e62a32e0ea7910669f8b2ed17c147d2ee1214adf725436263  FF7.Kela51.Magics.(V1.04).iro
d50ed1689402d664b39256e0eb0f8d49aeba104d3c2fc8b1b6201054fb1a8449  FF7.SYW.Battle.(V3.17).iro
76777da2a4cc08f97c0782304888633d1332403b0e5f2b92116325c4d8eb4d7b  FF7.SYW.Fields.Chars.(V4.01).iro
b0b282a6ba526b1a4f9e4019eadcbdc02275275076f9160022c16a94566ad236  FF7.SYW.Movies.(V4.01).iro
dea1a8b3f1e0919b49b52a15fdd970e3864f2490fe92fdf7498f39360a6a1422  FF7.SYW.World.(V4.10).iro
$ du -h *
1.1G    FF7.Kela51.Magics.(V1.04).iro
432M    FF7.SYW.Battle.(V3.17).iro
3.9G    FF7.SYW.Fields.Chars.(V4.01).iro
1.6G    FF7.SYW.Movies.(V4.01).iro
34M     FF7.SYW.World.(V4.10).iro

A glorious day draws near.  Yep, I'm pretty excited about this.

Releases / Re: Improved and added unshaded characters
« on: 2014-01-31 00:19:50 »
Looks great!

FF7 Tools / Re: FF7 Game Converter -BETA-
« on: 2014-01-30 23:52:04 »
Not converter obsolete; ff7config obsolete..

We don't use midi anymore so when does it crash?  Works for me so far. ff7config + nvidia can crash as Kaldarasha said

FF7 Tools / Re: FF7 Game Converter -BETA-
« on: 2014-01-30 09:26:23 »
This is a known bug of Nvidias Optimus solution. The wraper.dll conflicts with it.

C:\Program Files (x86)\NVIDIA Corporation\coprocmanager  --> 'Nvd3d9wrap.dll' rename it to '_Nvd3d9wrap.dll'. Change it back after you have setuped the config.
Oh fascinating.  Thanks  ;D

Update: The issue I reported before must have been my own fault, sorry about that. Out of curiosity I went back and formatted that machine, using process monitor and winmerge to watch the registry and diff the folders.  I had made a backup of a previous configuration including registry keys that worked. After observing what your app does (hoping to identify the bug) the game ended up working afterall. So your patch definitely works on win7 64-bit.  My apologies!

Second edit: I can run ff7.exe without running ff7config.exe at all by setting the following registry key:

Code: [Select]
[HKEY_CURRENT_USER\Software\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Square Soft, Inc.\Final Fantasy VII\1.00\Sound]
There, no more dependency on ff7config.exe!  You can test this by setting the key back to its default, and ff7.exe will require ff7config to be run again:
Code: [Select]
[HKEY_CURRENT_USER\Software\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Square Soft, Inc.\Final Fantasy VII\1.00\Sound]

FF7 Tools / Re: FF7 Game Converter -BETA-
« on: 2014-01-30 08:03:31 »
Sorry about that, I was posting from my phone while heading off to work.  That was a Windows 7 x64 system. UAC on. Non-system directory. Subsequently I realized "New Folder" is a product of Kranmer's conversion app, while trying to set it up for a friend I saw the same issue. I suspect "New Folder" gets created and then it should be removed after files are moved to the correct location, so seeing that folder is a symptom of the patch failing.  It would be nice if either of these apps were open source, or if the process that they execute were described in detail.  Otherwise I'm left to diff the directory and registry for changes to try to figure out what you're doing.

On an side note (nothing to do with this conversion app), ff7config.exe was just crashing on friend's pc. It made me wonder why it's still necessary when we're using Aali's opengl driver.  I'm tempted to diff the registry and document all the records necessary for the game to run so we can make that file obsolete.  I ended up telling my friend to wait for MO R02. 

FF7 Tools / Re: FF7 Game Converter -BETA-
« on: 2014-01-29 11:34:18 »
I just tried it on a newly installed machine with steam and New Folder\ff7.exe closes promptly after being run.

update: as a workaround, I uninstalled this and used Kranmer's  conversion patch instead

General Discussion / Re: [REL] The Reunion
« on: 2014-01-21 04:42:30 »
After playing for awhile, it seems strange to see Cloud running around with the buster sword when he hasn't had it equipped since the beginning of the game.  Any chance you plan to include kaldarasha's dynamic weapon model project? (assuming it's moved past the proof of concept of course)

General Discussion / Re: [REL] The Reunion
« on: 2014-01-18 23:01:39 »
Is this line weird? It sounds weird to me but I'm not much of a culturally fluent person so it could just be me.  After you finish the Gi Cave boss, Bugenhagen says, "Because of you people, we survived." It made me think of this.

Also I hope I'm not nitpicking, I'm just trying to provide as much feedback as I can since this is r01.  Overall the localization feels spot on and already very polished.

Just passed the Dyne's fall FMV and it was perfectly synced for me
Thanks. It's probably just my discs then.  Out of curiousity, are you using the Steam version?

Troubleshooting / Re: Dyne fall animation
« on: 2014-01-17 06:07:52 »
I would have to confirm for that this doesn't happen using the D3D driver.  It could just be that my disc has deteriorated over time.
For better or for worse, I've got the latest cccp codec pack installed, but I didn't see any truemotion in supported filters.  I'll try installing the "Movie Player" from the install disc to see if the FMVs will play in D3D mode.

The fmv that plays when Dyne falls seems to be out of sync. Here is some video capture: <redacted>

Troubleshooting / Re: Dyne fall animation
« on: 2014-01-15 23:38:43 »
Got it.  I made a separate installation of the game with only Aali's mod and can confirm it still happens.  I'll mention it in his thread.

Troubleshooting / Re: Dyne fall animation
« on: 2014-01-15 22:10:59 »
/headslap. Yes I actually fat fingered his name up, and I meant to fix it later with Black Chocobo, but forgot.  That reminds me of something but I'll post in the Reunion thread since it isn't related to this topic. Nevermind, I set up a second install to compare default menu behavior and the issue I encountered wasn't due to the menu overhaul.

Anyways, I think you're right:

It seems like the fmv playing in the background is actually just out of sync. Weird.

Troubleshooting / Dyne fall animation
« on: 2014-01-15 20:11:56 »
I'm not sure where to report this issue.  Barret seems to fall instead of Dyne, here is some video capture:
I'm using Reunion, but I don't think this scene was altered by that mod other than the use of Kaldarasha's models.

General Discussion / Re: [REL] The Reunion
« on: 2014-01-14 20:34:39 »
It's funnier with Yuffie.
Nice, you are totally right about that!   :D
If Barret is in your party on the rope bridge, he just says "I'm back."  I'm guessing that means he was distracted or having a vertigo moment, though it's not really clear.

General Discussion / Re: [REL] The Reunion
« on: 2014-01-14 19:18:49 »
Man, I'm having alot of fun.  It's interesting how certain scenes really stand out now. The conversation that Sephiroth and Cloud have about materia being the knowledge from the Cetra rather than just a mysterious power recalls Authur C. Clarke's famous quote about "sufficiently advanced technology."  The dialog between Tifa/Aerith/Cloud while crossing the rope bridge to Corel is a little corny, but the original text must have been unmemorable or confusing because I can't even recall it happening before.  I don't think that conversation even has impact on affection.

That reminds me of a old feature request I had for the menu overhaul.  What do you think about the idea of adding an optional hint in the menu about affection status?  Like a subtle indication of who currently has the highest value. This should be off by default, but could be toggled in the installer.  Maybe a second option could even show the actual values on the status page.  Then again, I could understand if this opened up a slippery slope for menu features. Like showing how many times a limit has been used, or how many kills a character has, or how many times you've run away.  Some information in the game is probably unavailable to the player intentionally.

Releases / Re: Final Fantasy VII OST Symphonic Remaster
« on: 2014-01-13 19:08:14 »
This project is great!  Thanks for all your work.

General Discussion / Re: [REL] The Reunion
« on: 2014-01-12 21:38:24 »
FF7music seems to cause problems. It isn't necessary anymore with Aali's new driver, so don't use it.  Instead, just put your ogg files into music/vgmstream and enable the plugin in ff7_opengl.cfg.

General Discussion / Re: [REL] The Reunion
« on: 2014-01-12 12:04:38 »
Howdy!  I'm still just getting started on my play-through, these two lines seemed to have awkward question marks.  Please ignore my post if I'm just being grammar incompetent:

"Hey, you did ask for a bodyguard?"

"This must have been a real thrill for you?  Did you enjoy?

I'm not sure if anyone's maintaining this mod at this point, but I'll just leave these here in case it does get some attention again in the future.I'm not sure if any of this is due to Aali's driver, of which I am using 8.1b.
This texture seems to be behaving strangely when you walk out of the door (shown in the screenshot):
Here's another misbehaving texture:
The railing at the corel reactor looks a bit blocky:

Releases / Re: Improved and added unshaded characters
« on: 2014-01-11 19:41:35 »
I still need to go back and take a screenshot, but I thought it looked like Cloud's sword clips right through his torso after climbing up the wire from the Wall Market.  It's when they pose to look up at the Shin-Ra tower.  I'm using the version included with Reunion r01. 

There seems to be an issue with faces/hair and transparency:

Here Seph's hair is still opaque, and Aerith's face can be seen while Cloud's seems to be properly transparent. Here's the original for comparison.

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