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Messages - Chrysalis

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26
My feedback I guess is same as DLPB's, most of everything looks awesome, but gold saucer seems odd, kinda blurry, I am guessing due to interpolation?

27
General discussion / Re: Modders Haven
« on: 2019-07-23 15:54:30 »
So its just modders sharing with modders?  I dont see the purpose if people cannot use the mods and learn from discussions, larger community equals better, and it can kill site's like this.

28
You be please to know I added No Battle Boxes to enhanced stock :)

I been running around testing different areas and so far so good, but will do a quick run of a new game to see if its ok with clock at start of game and name dialog boxes.

I got no method for finding position using Hext as I said my skills are low, I found that value by guessing which one of the hext values was modifying the default behaviour as by default the value is visible, but it stands to reason that the X Axis position will probably be a neighbouring hex value so I will play some more to see if I can find it.  I didnt know that was the Y Axis, nice find to catch it.  I guess 70 takes it off screen as a means to hide it.

29
I fixed the niggling issues on Enhanced Stock.  As I put in earlier post the divider was easy for HP and MP.

The missing X?

Clue came from enabling aali driver debug option for failure to load missing png's.

Code: [Select]
[00000345] START OF MENU SYSTEM!!!
[00000345] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_00.png, failed
[00000461] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_07.png, falling back to palette 0
[00000461] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_00.png, failed
[00000776] INFO: tried to load F:\games\Square Soft, Inc\Final Fantasy VII\/mods/textures/menu/btl_win_a_l_00.png, failed
[00000776] END OF MENU SYSTEM!!!

I made copies of the 01 file to 00 and 07 and it shows now fine.  I will make a newer package and hopefully this can go in the new catalog.

30
EQ2Alyza the hext you need is in file '01-Base_4.txt'

Disable or comment out this line

is near the bottom

006DFF51 = 70

Then you see screen like this in battle, see where the arrow is pointing.



So need to move that number then you good, I wouldnt bother with the X after it, thats definitely too much trouble.

31
Gameplay Modding / converting exe to hext addresses
« on: 2019-07-23 10:17:46 »
Is there a formula for this, since I dont want to not patch my exe anymore, I need to convert some addresses I was using to hext format.

Interestingly I originally got all these addresses from qhimm but now cannot find any posts at all related to people sharing addresses.

The addresses I need are.

Each individual result of tifa's wheels.
Vincents kill divider for his ultimate weapon damage.
Speed adjustment for speed square aimer.


Any other address's people willing to share would be nice also.

32
General discussion / Re: Modders Haven
« on: 2019-07-23 10:13:56 »
is that another ff7 modding site?

I just registered but seems admin approval is required.

33
Ok I am seeing now why support text wasnt implemented in menu overhaul mod.

Right now I have the following scenarios on Enhanced UI bear in mind this uses parts of menu overhaul mod so same issues would be encountered, currently I am forced to choose from 3 lose scenarios, and no win.

This assumes the hext isnt loaded that disables the function.

1 - Use stock 'btl_win_a_l_01' this makes the X symbol appear whilst using modded menus, no crashes or other issues.  But prevents the use of modern icons on enhanced stock and would pretty much break overhaul menu mod.
2 - Use modded 'btl_win_a_l_01' and enable the hext options to use new font in battle UI and menu UI, everything is almost ok but black box replacing X symbol.
3 - Disable one single hext the value '00919DE6 = 6C' seems to not damage any fonts, and everything looks ok with working X symbol, strangely even works if isnt present in 'btl_win_a_l_01', menu UI looks good, no alignment issues including on check menu function which emulates battle menu, however in battle menu when trying to access a spell with support effect, game crashes.

I assume DLPB was fighting these same issues which is why we are where we are. :(

34
7thHeaven / Re: Postprocessing Initialization Failed
« on: 2019-07-23 02:14:28 »
yeah the png files used in menu.lgp need to be redone with those icons.  I stayed away from it for now on enhanced stock.

35
Graphical Modding / Re: keep icons transparent in menus
« on: 2019-07-23 01:50:42 »
For those who dont know, the answer was simple I had to save in RGBA format instead of RGB.

36
7thHeaven / Re: Game only starting about 1 in 30 tries
« on: 2019-07-23 01:35:33 »
I had this yesterday was caused by my mod I am working on.

The cause was badly ordered hext, if hext is in wrong order it becomes a lottery to start the game successfully.

So if you using hext loaders, that may be why.

37
I probably wont re position the bar this keeps most of stock layout, but you can hold the switch button to see it on stock.  I will maybe look into it as low priority after other stuff done, but I think its unlikely as moving stuff around is complicated hence how big the menu overhaul mod is.

I think I have an idea why the X is missing, so will try to fix that later, and also to make the item menu compact like menu overhaul since it now has the small icons.

I dont know who made the enhanced icons and thinner bars, are you ok with those been in this mod?

38
ok

https://drive.google.com/file/d/1Lt9x8wFejsb6ur-SnALNKT5lA6NP3XAg/view?usp=sharing

If you still get the crash after FMV I dont know what to say on that one, as that hasnt happened at all for me and I am using a clean exe.

Use this ^^ link, it has the .off folders completely removed, works from .iro and has the proper mod.xml.

39
I found out why the .iro is crashing, I renamed two folders to .off at end and it makes 7thheaven freak out when loading from .iro but not when loading from folder.

A new package will be up in 5 minutes.

40
Ok I did a post thinking it was certian things but this is basically whats happening.

If I import the mod from the folder it starts every time.

If I package an .iro and then import that, it crashes on launch.

So I cannot share the mod as an .iro with that issue.

It seems having to unpack the .iro on launch is freaking it out somehow.

41
I want to get the support information fixed as well. The All materia also doesn't show how many uses are left. I wonder if it's an issue with the menu PNG files...

The icons are a Menu Overhaul option, so it'd be best to package them with your IRO. Is there a drastic difference between "Stock Enhanced" and Menu Overhaul, or is everything just a fix to the original MO?

Most of it is differences in hext used (Enhanced UI uses only a fraction of the hext as it uses stock window layouts and sizes), I also had moved various menu png files around to suit how I wanted it packaged.

However about 8 hours today I decided to enhance the package before sending it to you to have a look and it caused me to do loads of work on it today.  It took me a few hours to find good working tools for lgp extraction and tex to bmp conversion so I could get some stock including the stock X image for support materia in battle menu.  I also added options in my package for the shiny materia etc. but also for bright text/digits and gradient text/digits (on menu overhaul mod those are linked to shiny/standard materia options).    Finally I have spent some hours manually redoing some of the menu png files for the Enhanced UI to polish it up.  So e.g. I have the coloured icons fully functioning on it now, previously a couple were not due to not having some stock data.

Now however there is one issue left and the X is also now not working on enhanced stock, just a black box instead LOL, but I am too tired so will leave it at that until I look at it again, but will send you the package.  I think they should be separate packages given all the work I have done.

However given I have used lots of DLPB's work for the hext etc. and your work also for the enhanced icons, this isnt really my mod, I just kind of mixed parts of them together, with stock to come with this result.

https://drive.google.com/file/d/1iqwHvrJkpZamfRnzsQQCCy-WVUjxOHvD/view?usp=sharing

Also this isnt really extensively tested either.  In different parts of game which potentially could cause problems, no battle square, chocobo racing, name selection etc.  But you can look at what I have done.  Obviously dont enable this at same time as menu overhaul.

For menu overhaul I know which hext disables the support materia text, its easy to turn back on, but also would need new hext to move it in the new location to fit in menu overhaul UI, and also would have to overcome this weird X symbol issue as well.  As right now the X only works with no custom btl_win_a_l_01.png in place. (my new custom btl_win_a_l_01.png does have the X symbol but unlike all other symbols it doesnt work in game).

Here is my todo list.

Spoiler: show
Add missing divider on battle screen for HP and spell MP cost menu (should be easy add it to one png file its missing)
Reduce line gap on item menu now all icons modernised.
Diagnose missing X on support info, very strange as icon is added.


Planned readme below.

Spoiler: show
I present a early testing version of the Enhanced Stock UI Mod.

I am not calling this my mod, because it combines work from other people on this forum.

It is a combination of the stock UI and DLPB's older Menu Overhaul Mod, and also includes icons from InsertNameHere menu overhaul mod for the new catalog 3.0 on 7th heaven.

My motivation was to have a nicer looking UI which included all the features from the stock UI, as some features are lost on the menu rehaul MOD.

This Enhanced Stock UI has the following enhancements.

Some of the Menu Rehaul design changes are present in the menu, including optional thinner bars.
It uses the Sleaker and Thinner font from the Menu Rehaul Mod. So for those of you who have added text in text boxes, this UI supports more text content.
It extends battle screen size to full screen.
It has field UI enhancements same as menu overhaul.
It is higher resolution, so aside from the issues with stock icons listed below, it will have very little blockyness.

It also maintains the fast menu opening speed that stock has (menu rehaul opens very slowly).
The support materia information inside battle is present.
It keeps the original barrier bars in battle UI.

It is worth noting this mod is not perfect.

The known problems are listed below.  I consider none of them gamebreaking.

In battle UI, the barrier bars have no outline.  The fix is probably to update one of the menu image files, but to do this I need stock texture files converted to png, as and so have not managed to find any.  A tool I used to convert .tex files to .png is creating corrupted files.  What I may end up doing is just ripping game images from stock to insert into the necessarily files manually. - PARTIALLY FIXED
In battle UI, the TIME text at top right is missing the last one and half letters, fix and cause is same as above. - FIXED
In menu UI, the bars on main screen have no proper borders, fix is likely same as above again.
In item's menu, the weapons and consumable items have the old stock ugly icons, I have not fixed this yet for the same reason as stated above.  All materia's, armour, other weapon types, and accessories do have the enhanced icons. - FIXED
Loading screen bar is not sized correctly, but you only see this for a second when loading a saved game.
In the 7th heaven config, when selecting no change for icons, you will actually have coloured icons and enhanced materia icons as default, this is because stock icons are not yet available in the files.  Every single known problem is menu.lgp related.  Same causes and fix. - FIXED
Double/Triple growth equipment slots, have same icon as normal growth.

Previous nasty problems, but should now be fixed.

Crashing PHS screen (was also present on namehere's menu overhaul mod) - FIXED
Crashing config screen - FIXED
Dialog boxes with npc/shops crash - FIXED

At least for now this mod will only be available for use in 7th heaven, its by far the easiest way to use it, it does not require a custom exe, any required exe based modifications are done via hext loading.  It is fully compatible with the majority of other mods such as avatar mods, texture mods, gameplay mods etc.  The only mod you shouldnt be using with this mod is of course menu overhaul mod.

Note the mod itself does not change any game text or avatars as seen in the screenshots, those are present due to other mods in my game.

Of course I welcome other bug reports.  This has not been extensively tested, no chocobo racing, no battle square, no full game run.



42
Graphical Modding / keep icons transparent in menus
« on: 2019-07-22 09:42:40 »
How are people doing this?  thanks

I downloaded GIMP to edit the images, and it says its keep the background transparent, but when I load in game, I get black boxes round the icons.

For files like btl_win_b_l_01.png

43
Thanks for filling my feature request so quickly Sega Chief :)

44
I cannot put the names of the buffs there as there isnt enough room, other summons do have the names of the buffs, but KOTR applies too many to fit.  It would be Applies [Shield/Haste/Resist/Crits] to targets (it used to also have peerless as well in the version you got).  It may fit now with the new UI possibly, I will try it, but I think it wont.  But it was like that because I was trying to make it fit on the old UI.  That isnt part of the UI mod tho remember that, its a separate change for my balance mod.  I can work on that later, I did try the change just now and it does not fit, I would have to remove "extreme summoned monsters".

Summons Knights, Often Grants [Shield/Haste/Resist/Crits] to target, almost fits, it loses the last 3 letters, this is why punctuation isnt a priority, so I can remove the apostrophe, and the 2 brackets and that would just fit.  But only on enhanced stock and menu overhaul.  The stock game it wouldnt fit.

If you are already fixing things on menu overhaul I am not sure the point of me carrying on, especially as you prefer the new barrier icons, I will leave the barrier alone and just see if I can get the support information visible again, if I cannot then I think I have done all I can on it.  So by support information I mean all 5x, or quad cast 3x, that type of information which is currently missing.  Hopefully you keep my sadness/fury changes as they are useful in battle.  The version I posted earlier had a little issue with an extra hp text showing, the version I sent you now on discord that is fixed.

Also I will put enhanced stock in a separate mod but are you ok with me packaging your enhanced icons with it, like you did with menu overhaul?  Shiny materia, and coloured inventory.  I will send you the package and it can be added to catalog 3.0.  As I think enhanced stock is ready now.  I fixed all my big issues with it.  It only has very minor issues left.

45
The one issue with enhanced stock is missing independent and command materia icons as can see in equip screen.

This is enhanced stock.


46
This is proving difficult.

I dont think I will be able to do all my wanted improvements to the menu overhaul but there is good news.

I have made an "enhanced stock".  Using a few of the hext mod's from the menu overhaul and font changes.
The enhanced stock UI has the following changes.
1 - Battle background full screen extending to behind UI.
2 - Font from the menu overhaul, making menu look stil a lot sleaker, and also allows more text to fit in battle menu.
3 - Enhanced icons same as menu overhaul. (not all added yet).

Menu overhaul I am making some fixes, I have found which hex edits manipulate the support materia text on spells and summons (these of course work on the enhanced stock, but working on getting it working on menu overhaul UI), but they look like they will be difficult to fix with my skill level, its still a work in progress.

47
After I rebooted PC I tried it again and the range error vanished.

Functionally after that is done it looks good, the only issue I see left is that if the txt file is already created and you hit txt again, it will ask if you want to overwrite but wont actually, I get a box saying test -> delete.  But if I manually delete the old file it makes a new one ok. 

My request is if a file can also be generated using hext addresses not hex edit, so memory based addresses instead of exe.

I can supply the starting addresses for each 16 byte's.

So instead of

Code: [Select]
4FD8C8
4FD8D8
4FD8E8
4FD8F8
4FD908
4FD918
4FD928
4FD938
4FD948
4FD958
4FD968
4FD978
4FD988
4FD998
4FD9A8
4FD9B8
4FD9C8
4FD9D8
4FD9E8
4FD9F8

For the hext patch file use these addresses (same order)

Code: [Select]
8FEEC8
8FEED8
8FEEE8
8FEEF8
8FEF08
8FEF18
8FEF28
8FEF38
8FEF48
8FEF58
8FEF68
8FEF78
8FEF88
8FEF98
8FEFA8
8FEFB8
8FEFC8
8FEFD8
8FEFE8
8FEFF8

48
Sure, that's fine. Nothing stopping you from downloading the 3 options from Catalog 2.0 and archiving them yourself.

There will be 3 choices in Catalog 3.0 using AI enhanced texture packs, so there isn't a change in choices. Their quality is superior to older methods, so it's not worth keeping around options no one will use.

Thats good to hear you adding all the new packs.

49
R06 wont be compatible with 7thheaven tho, DLPB said as much :( and this 60fps option on the animation mod works fine for me, I used it for an almost complete playthru with 102 hours on it.  So it might not be perfect, but I think it is "good enough".

50
Yeah dont worry I can tell you the wheels are 60fps and smooth :)

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