Author Topic: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.7.1)  (Read 730231 times)

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #950 on: 2011-05-20 19:16:21 »
He DOES look unique... And yeah, check in the Tool section.

Vanderlain

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #951 on: 2011-05-20 19:22:52 »
Are not his two latter forms based on the Iron Men, who appear at the Final Descent to Sephiroth, and his first form a copy of the Wolframators from the Corel Train Mission?
So, he does not have a unique enemey model but only a unique variation (size and color) of a non-unique enemy model (or might I be wholly mistaken and his last form is indeed different from the Iron Man enemy model?).

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #952 on: 2011-05-20 19:23:40 »
Yes, you're right, but it is a pain to create brandy new model.

Vanderlain

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #953 on: 2011-05-20 19:29:00 »
I see. And now to spoil the last remaining surprise ahead of me: To what extent is Safer S. actually supposedly harder than Emerald and Ruby Weapon, as Gjoerulv stated himself? It is the only boss (together with Jenova Synthesis and Bizarro Sephiroth) of the hardcore mod I could not find videos of.

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #954 on: 2011-05-20 19:30:06 »
Well... Wait for someone to finish the game and publish a full walkthrought playlist of it...

gjoerulv

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #955 on: 2011-05-21 18:09:29 »
I just made the iron giant bigger and green.
But my kernel is not used in this vid. Fun to see someone beat him!

moothead

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #956 on: 2011-05-21 18:16:16 »
Excuse my ignorance but what actually makes him so hard?

terrabrake

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #957 on: 2011-05-21 20:19:16 »
I suppose that without the 9999 limit break patch the game is quite harder towards the end than with it, am I right?

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #958 on: 2011-05-21 20:22:32 »
You are. What makes him so hard? Well, can't tell, but... he's a pain in the ass.

Vanderlain

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #959 on: 2011-05-21 20:35:15 »

But my kernel is not used in this vid.

What exactly distinguishes your kernel from the one used in that video?

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #960 on: 2011-05-21 20:36:12 »
Master Materias don't exist anymore. There are some name changes.

Vanderlain

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #961 on: 2011-05-21 20:42:50 »
Right, the master materia replacement I did hear of. But what do you mean by name changes? From what I noticed it seems the Dragon Force ES seems to be somehow changed (at least its description in the video is similar to the one of hero drinks...).

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #962 on: 2011-05-21 20:44:25 »
Can't you point this by yourself? If not, I'll tell you, but if you want to check...

Vanderlain

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #963 on: 2011-05-21 20:50:23 »
I do believe several item descriptions are altered (Hero Drink, Lunar Curtain, Mirror). Apart from these changes, which I would not exactly call "name" changes, however, I find myself unable to spot what you seem to be hinting at.

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #964 on: 2011-05-21 20:51:19 »
Ok, so I'll tell you, in my next post.

terrabrake

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #965 on: 2011-05-21 20:51:53 »
Master Materias don't exist anymore. There are some name changes.

What do you mean? I do have a mastered materia right now, but I can't remember how it was in the vanilla game  ???
What was changed exactly?

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #966 on: 2011-05-21 20:52:53 »
Argh, not that. The Master Magic, Master Summon and Master Command I meant.

Vanderlain

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #967 on: 2011-05-21 20:57:57 »
But is not the master materia swap more than a mere change of names for not only are their names changed but also, more importantly, their very behaviour (mostly to useless commands as I dare to claim).

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #968 on: 2011-05-21 20:58:45 »
The commands names and magic ones are updated (X-Attack, Curaga...). The Master Magic is now Banish (remove). Master Summon is Coin. Master Command is Flash. Summons Materias are mastered at level 2 and each summon can only be used once per battle. The Buster Sword have Death Penality's damage calculation. Big (Mighty) Guard only targets one person. Some MP costs are tweaked too.

Vanderlain

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #969 on: 2011-05-21 21:03:29 »
The spell suffix issue I could have noticed. The rest (apart from the Buster Sword and the Summons) is still ahead of me.

terrabrake

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #970 on: 2011-05-21 21:05:04 »
oh, yeah totally forgot about those... too long without playing the game (about 10 years...)

BloodShot

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #971 on: 2011-05-22 01:25:44 »
I'm not able to reproduce that bug. Where did it happen? Did the glitch appear when you killed one as red (before turning blue), or did it turn blue before it got killled?

Odd, I was just playing and I got a similar bug on the 59th floor. I fought the mandatory battle and it was fine, then I got in a random encounter against 1 grunt: It went below the health threshold, but when the mighty grunt was supposed to disappear it took a step forward and shot twice, and the attack was called "Grunt Death". I killed it, and it remained in the battle screen while the victory dance was happening. Really odd glitch.

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #972 on: 2011-05-22 02:40:00 »
There's obviously something odd with them... I wasn't able to reproduce the glitch either and thought it was something on my side, but...

BloodShot

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #973 on: 2011-05-22 02:57:26 »
Heh, was goin through Shinra building all calm, thinkin "This mod ain't THAT hard" Then i got the 66th floor keycard.   :o

1 slice from them took a 3rd of my health away, and berserk takes away any chance of healing my characters. I was in shock.

EDIT: got the grunt glitch again, it seems to happen only in battles with 1 mighty grunt alone. Also, not sure if this is a bug, but Ghost Hands drain MP out of an enemy, but you don't receive any mp from using them.
« Last Edit: 2011-05-22 17:54:32 by BloodShot »

gjoerulv

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #974 on: 2011-05-24 10:01:53 »
Heh, was goin through Shinra building all calm, thinkin "This mod ain't THAT hard" Then i got the 66th floor keycard.   :o

1 slice from them took a 3rd of my health away, and berserk takes away any chance of healing my characters. I was in shock.

EDIT: got the grunt glitch again, it seems to happen only in battles with 1 mighty grunt alone. Also, not sure if this is a bug, but Ghost Hands drain MP out of an enemy, but you don't receive any mp from using them.

I'll take a closer look on that grunt when I have the time. Also, you can't drain mp from enemies with no mp.

Concerning the kernel, read the info in the patch application. It should be sufficient. The name changes aren't documented, but, imo, if you haven't played the game in ages you prob won't remember anyway lol. Anyone can choose not to patch kernel2, thus not change any names or description and at the same time have all the kernel changes.

EDIT: And then to the reason I was posting here:
I figured v4 of .NET isn't a very nice thing to do, so I'll make it compatible with v2 soon enough. Hopefully... :p
« Last Edit: 2011-05-24 10:05:07 by gjoerulv »