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Messages - myst6re

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  • Main layout changes: allow dynamic resizing of the field list and the background preview.
  • Script Editor: Some group script icons was missing for a few versions, there are back.
  • Text and Script Editors: Update used texts when scripts have changed.
  • Script var search: Search by bank when setting the address value to -1.
  • Script var search: new search operators (thanks to Œil de Nuit).
  • New feature: broken backgrounds can be repaired on the background viewer (PC version: lastmap and fr_e partially).
  • Model loader Editor: Changing animation names has no effect (reported by DLPB).
  • Model loader Editor: Fixing display error when removing a model.
  • Background Viewer: Adding Layer 1 sections tab.
  • Background Viewer: Zooming feature (CTRL + wheel) and background autosizing (thanks to Sithlord48).
  • Walkmesh Editor: Fixing 3D Model display & orientation bug.
  • Some changes for HiDPI devices (thanks to Sithlord48).
  • Configuration: autosave sorting order for field list (proposed by DLPB).
  • New recent files menu.
  • Background PS -> PC: Fixing a crash.
  • Disabled doors/gateways/arrows are now displayed in grey in lists.
  • Adding help message to understand bank mechanism.
  • Makou Reactor can be compiled with Qt 5 and MSVC.
  • Many changes for the open source community. (Translating source code strings to English -thanks Sithlord48-, adding Travis and a README file)

As I know, no.

Z values are in each tile. It is hard to test, but you can see standard Z values (used in PS version) on the new "Sections" tab in the background viewer (select a section to see the Z-value in the field below). And for the strange PC Z value, I cannot show it easily... almost each tile in layer 1 have a different value.

I modified the editor for AKAO to display the list of "operations". AKAO is different to AKAO2, because the first param is 8-bit, instead of 16-bit. It is possible that affect vars too, but like you said AKAO is never used with variables.

1. When changing model and animation, the new model does not show up in the preview window.  You have to close and reopen the flevel. This happened to me while removing an item bag and replacing it with a red materia on map anfrst_2 (complete with correct anim).

2. Walkmesh Gateway shows X Y ID for Destination Point.  This would be better as X Y T (for triangle). Less confusion.

3. 'Show 3D models' option in Walkmesh is always ticked when Makou is opened.  Makou doesn't remember user preference.

4. I'd personally remove the Save icon from the tool bar.  It can be clicked by accident very easily.  I've done it :P

5. Akao and Akao2

Argument 7 decides the action.  Argument 7 currently shows numbers rather than their operation.  For example, 192 should be "set music volume" in the drop down menu / argument text.

Parameter 1-5 (argument 8 to 12) also need renaming. For example, Argument 8 /Parameter 1 is Volume.  Its maximum is 127 when setting absolute volume (although, for some reason, 255 is used in some places - perhaps by accident?). 

When playing a sound effect, Argument 8 is the volume and Argument 9 is the ID of the effect.

Argument 7 should be renamed "Operation" or something similar.

Are arguments 1-6 used for setting values based on mem addresses? If not, they can be hidden.  I don't think they're ever used in FF7?

I am not sure how Akao and Akao2 differ?   They look exactly the same in their functionality.

6. Language.

It may be better if I look at the source code and change it myself rather than trying to explain every small English niggle.

7. When selecting "find script > opcode" - makou no longer automatically selects the correct opcode you have highlighted in the script window.

8. Feature request: Archive manager to import more than one file at a time?

9. Feature request: "Recently opened" list on file menu.

10. Should not be able to add more than 0-15 Field models to one map.  Anything over this will likely cause a crash or just be ignored.  Maximum model ID is 15 (this is seen very rarely; for example, in cos_btm). There will be limits to location lines and so on, as well, but I don't know what they are.

I started to fix/implement your requests, I think it can be done for the 1.7.0 release. Except for "6. Language", this is on your side :)

Sometimes opcodes are not fully implemented on the PC version, for example you can't remove materia and a special fade in a cut scene at nibelheim is different on the PC version.

The Z issue when converting PS background to PC is still there.
You can repair the background directly on the flevel.lgp, did you use the repair button on the background viewer dialog? If yes, I'm afraid that the best I can do for now.

Hello everyone, I released a 1.7.0 beta version on GitHub.
There are lot of internal changes: the source code is reencoded to UTF-8, every strings is now in English in the code (the main language was french). Qt version is updated from 4.8 to 5.5.

Please let me know if you find bugs or crashs.

Ok but I need help, please. Where are the coordinate values for wm1?

I guess coordinates are stored in the worldmap lgp file, in field.tbl file.

Would be possible change the value in the sourcecode of makou?

If you want to make modifications of makou, you can clone the repo on github and create a pull request.

Is 1.6.5 one fixed now or should I go with 1.6.4 that the topic says the version is at?

The last downloadable version on github or sourceforge is the best. Don't follow this topic title in case I forget to update it.

Ok, fixed. Thank!

I created a new issue here.

I think this tool dump texts and update text references in WM scripts. I can plan to integrate WM scripts and texts in Makou Reactor, that will be not so complicated.

The PSX to PC background importation was not finished completely, because I wasn't able to convert the Z-value properly. Right now MR uses an approximation to compute this value, but I really don't know how to obtain the right value from values in PS format.

That's the first problem. The second one concern the PC version: it does not support substractive blending. That's why startmap, fr_e and lastmap have issues or worst (sometimes a whole layer was removed/broken by the PC team). With Aali's OpenGL driver, substractive blending now works, but these maps are still broken.

The field list on the main window? I can add an option to remember which order you chosen.
Or is it for the map list in the script editor, when you wan't to set a mapjump?

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-23 12:45:09 »
I posted my informations about CW editor here:
It is easy to test unknown values in the HexaEdit editor (available in advanced mode only, enable it on the Settings menu).

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-21 22:02:11 »
The physical location can be edited in the "Party" editor, but you need to know the map name (if not in worldmap) and the coordinates (X, Y and ID).
I advice you to find the location from another save. You can also use Deling (A Field Editor) to find a location precisely, but that is more complicated.

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-21 21:37:26 »
Hello Cicciolo, I've not really tested the Chocobo World editor, I use informations given to me. I know not everyone here is a programmer, but contributions are welcome!

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-18 21:30:51 »
Good ;D

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-18 20:00:31 »
I think I found the problem: the qwindows.dll does not support self-compression. I re-uploaded again a new archive, I hope this will finally resolve the bug.

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-17 19:48:16 »
Hello, thanks for the quick response, but the problem is still there.

Ok, I cannot reproduce it, it seems that I forgot something when I build Hyne with the microsoft compiler. I changed the archive again on GitHub, it contains a binaries builded with the GNU compiler. It should works like previous version now.

I just made a new  AUR package  "hyne-git"
for arch linux users who wish to install hyne's most current code.
i plan to also make a regular "hyne" package also for the stable release.

Thanks :)

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-17 16:46:26 »
Hi, the new version (1.9.0) gives me this error whenever i want to start the Hyne editor:

''This application failed to start because it could not find or load the Qt platform plugin ''windows''.''

How can i solve this?

I dont have any problems with the previous version.

Hello, a dll is missing, can you download Hyne 1.9 again and see if the problem is fixed?

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-17 12:37:36 »
The submodule is not mandatory for Linux OSes.

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.9.0)
« on: 2016-01-16 21:28:09 »
Hyne 1.9.0 released!

That is basically a minor update, but the Qt library was updated to major version 5, which implies some internal changes.

  • [Draw point editor] Adding indication if located in field or worldmap
  • Fixing keyboard shortcut conflicts if more than one main windows was instanciated
  • Improving detection of user's documents directory on Windows
  • Reencode source files to UTF-8
  • Migrate to Qt 5 library

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-12-28 22:18:14 »
Nope, this kind of list isn't in Hyne.

FF8 Tools / Re: [FF8PC/PSX] Save editor - Hyne (1.8.2)
« on: 2015-12-28 18:51:21 »
Every draw points are listed, the first half is for field and the second half is for worldmap.

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