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Messages - satsuki

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1
version 1.14:
-Updated FFNx to version 1.21.3.24 (fixes FMVs cropped on the right in 16:9).
-Fixed some spanish minigame texture.
-Reverted to .NET 6.0 instead of 8.0 to avoid compatibility issues with Lutris and Steam Deck.

2
I just tested the new 1.13 update and I've seen that now the Spanish description texts of the Fort Condor minigame have been satisfactorily fixed, except for "ATAQUE and ALCANCE", which are still wrong due to the textures but shouldn't be a problem due to the English .exe, since the original Spanish ff7_es.exe is being used here, although it should be fixed because it's something that's not well understood.

And I've tested the motorcycle minigame which should be fixed as you mentioned, but I've tested it in Spanish and the "MAX PUNTOS" and "PUNTOS" titles of the motorcycle minigame are still too big, overlapping the numbers, I thought that had already been fixed in version 1.12, I've tested it and the motorcycle texts are still big, curiously in your screenshot they came out fine, it should be like that, but something isn't working right.
I have everything on default but with graphic filters disabled and automatic, I only have VSYNC active, and I must say that I play in 16:9 Steched (Distorted), I hope this is not due to the 16:9 resolution, maybe it is because of that but the titles still appear too big.

Have you tried making the text font a little smaller in PG, ATAQUE and ALCANCE in Spanish?
That way it could be that it happens due to the character limit and smaller could fit the entire text without being crushed.


Thanks for everything.
As i said in my post : "the remaining condor 'fix' about ATAQUE, and ALCANCE i just checked and i did a simple upscaling, so it's related to source texture, appart to do them from scratch i can't solve that and i don't have any time to do it this way."

About the bug not using the newer texture for bike game, i spoted the bug, it'll be solved in next update

3
version 1.13 page one:
-Updated FFNx to version 1.21.3.19.
-Updated Limit Break (Real 16:9 textures mod) to version 1.6.
-Added option for uncropped 4:3 AR.

4
@guitarman
i won't change my choise for using lots of files instead of archives, any decent computer use an ssd for years, and even on my old corei3 (with ssd) my pack is faster ingame than 7th version (about 4% faster) because direct files remove the need decompression layer, so less cpu/ram needed, only your HDD configuration is problematic here.

you want to do it another way ? no problem my pack is opensource, feel free to get the source code a mod it your own way, as long as you respect the gpl3 licence, not 'having the knowledge' isn't an argument, no-one have the knowledge before starting learning.

for missing 'bugs' i already told you that chocobo part can't be fixed in iro's version (i can't reproduice it in my aio pack).

i won't change the shortened texts in fort condor.

the remaining condor 'fix' about ATAQUE, and ALCANCE i just checked and i did a simple upscaling, so it's related to source texture, appart to do them from scratch i can't solve that and i don't have any time to do it this way.

5
Update version 1.12 (see 1° page):
-Updated FFNx to version 1.21.3.0.
-Updated Limit Break (Real 16/9 textures mod) to version 1.5.
-Fixed some spanish minigame texture.

6
Will be added to next update :



7
Motorcycle :
-The english's colors and font are the only one with this aspect on all 4 langes, other are white so i keep them the original's ones.
-The font being to big must be fixed.

Condor :
-texts error must be fixed.
-the shortened text are like this in OG.

With 7th :
-As 7th can only use the english's exe some minigames textures will be misplaced, i can't do anything about it.

Dynamic weapon :
-Again look at the option in the gameplay patch section, you'll see adaptive weapon both for nino and chaos models, i just tested with spanish game's option and it's working perfectly :


I won't add others weapon models.
I won't add more menu options.
It's mod the way i intend my pack to be.

But you can create mod for FF7 SYW (look the the help part "Installing a thrid pary mod").

Also i have virtualy no free time having a new born baby for 5 months now.
I'll try to fix at least the too large font for motorcycle dans the spelling error from conder's textures (probably not the shoten's one).

8
1-2 post screenshot of those without and without HD texture so i can compare them.
as spanish texture are only upscaled (not replaced) it's probably like this in the original game itself

3-4 i won't, my pack is not here to replace all 7th option.

Adaptive weapon option is present in my pack both for nino and chaos models

About the lag it's because you don't use an ssd, my texture pack use a LOT of file, an iro in one solid file, so if your computer is HDD bound, well 7th may be faster because of this.
I used a old corei3 2nd gen with 8go ram and a basic ssd to test my pack and don't issue lag as long as i don't use cpu intensive options (advanced animation, 60 fps ...)

9
i I found the reason for the crash when casting spells.
It always happens when I activate the 30,000 damage menu item.
The game does not crash without this menu item.
i'll report it to the modder who translated this patch to german

10
Hello. How can I use the Echo-S 7 mod for FF7 with your mod. If possible, can you tell me the installation details?
You can't, must use my main textures/movies + echos in 7th heaven

11
I HAVE A FIX FOR STEAM DECK OLED IN GAME MODE!!!

Vulkan is broken in game mode and you will see polygon lines on character models and horizontal lines and triangles on the backgrounds. It varies depending on the scene and can be reduced by increasing the internal resolution which also costs a lot of battery life. There is no way to get rid of it entirely! You have to run it in D3D12 and disable HDR and that will fix everything in game mode. Until now it has been recommended to just run the game in desktop mode to avoid the problem. But then you lose all the nice things about game mode like the performance overlay and all the other good stuff.

TO FIX IT IN GAME MODE:
In Desktop mode run the launcher with Lutris as you normally would. You probably need to configure the shortcut in Lutris to run the FFY_SYW_Unified.exe first. In "Drivers and patches" change it to D3D12, fullscreen, 16:10, and set internal resolution and AA to x2, "play FF7" from the launcher to save the changes. While in desktop mode hold the start button to switch to gamepad controls so you can control the game. Just quit the game after it loads. Configure your Lutris shortcut back to the FF7.exe and save.

Switch back to game mode, go to properties for the game, go to launch options. You will see a string that tells game mode where to run the game with lutris. You need to add a command here to turn off HDR for the game. It needs to go in front of the run command!

The command is DXVK_HDR=0 %command%

So your launch options will look like this: DXVK_HDR=0 %command% run net.lutris.Lutris lutris:rungameid/2

The number at the end of your string might be different depending on how many other games you have set up with Lutris before. Just don't change anything after "run" and put the command at the beginning and it will work!

Enjoy the game working perfectly in gamemode! The lines are gone and the colors are normal and not washed out anymore! Performance and battery life are pretty good!

HUGE THANK YOU TO THE MOD MAKERS AND SATSUKI FOR THIS PACK!!! FF7 has a special place in my heart because it was a game I shared with a close friend when we were kids and he sadly passed a few years ago. Playing FF7 with this pack on my steam deck is just incredible, it looks amazing and with this HDR fix it's been a flawless experience so far. THANK YOU SO MUCH!!! This is all I ever wanted for a remaster of FF7 personally. The new remakes are cool and all but I just wanted to play the OG with some updated graphics that doesn't change it too much. This pack does exactly that! It looks great and it's just the original game without any major changes. I'm very happy to be able to play it like this after all these years!

@Satsuki I humbly suggest that you update your steam deck instructions to use D3D12 and adding the above command to launch options. It fixes everything in gamemode and it's now a perfect experience on steam deck oled!
thanks, i added a link to this post in the steam oled color information in 1° post

12
satsuki, the upscaled backgrounds pack (fields textures) in the older version of your mod (non unified) was around 3 GB. But in the current version it's around 18 GB. Why is it 6 times bigger? Is it because of included variations for different languages and aspect ratio (16:9/4:3) versions? Can I delete the versions I dont need after installation of your pack?
the newer version contain advanced animation restoration (like the waterfall in earith house) and as those animation needs one picture for each frame of the animation it's realy big.
the other langs testures don't take much space, probably less than 100mo.

13
I apologize for a random response. I just found this mod. Can this be installed with the latest updates through 7th heaven directly? I am completely, 100% new to using this software and I have never played FF7 before.
If you read the 1° post you'll have all aswers ....
This pack is an AIO witch don't need 7th.
My work on the textures il also available form 7th catalog.

If you want a modernised AIO ff7 witch respect as much as possible the original game, you only need my AIO pack.
If you want to make your own ff7 version with more extreme modification, you need to use 7th

14
Update 1.11 (page 1):
-Updated FFNx to version 1.19.1.68.
-Fixed the 'run by default' option that could cause issues with certain game sequences.
-Fixed some underwater textures with the Gaia mod.
-Added the latest official fixes from the limit break mod (the game is now playable in true 16/9 without major texture bugs, especially on the last screens that were problematic).

15
Hi, I noticed some different rng with this mod installed... if I lead the same save on vanilla steam vs with SYW, I'll get different encounters.

It's not a big deal, but is a setting that changes things? Could I revert back?

Also, thanks so much for the great mods.
Should not as i use steam's kernel file for my pack, be sure not to have enabled any gameplay mod

16
version 1.10 (1° post):
-Updated FFNx to version 1.19.1.35.
-Updated FFNx FF7Music to version 1.3.2.
-Optimization/Fix of real 16:9 screens following a complete playthrough: sininb34, itown2, nivl_b1, nivl_b12, mrkt4, sinbil_1, nivl_e1, convil_4, mtnvl3, losin1, sninn_2, icedun_2, trnad_3, bugin1b, las2_1, las4_2, las4_3.
-Fixed a bug with Cloud's animation being too fast in combat with ChaOs models if dynamic swords and 30/60fps battles are enabled simultaneously.

17
I'm not offended, just wanted to make it clear, you can do as you want as long as you respect gpl3 and ask each original mod's author for permission (if you're going to the full pack's way, if you're going to the 3rd party mod way you only need to ask the Echo-S author).

I want you to rename this project because it's not my pack and i don't want user to be confused to where ask for support.
->if you go to the full's pack way you may name it FF7 Echo-S AIO for exemple (as long it's ok with the Echos-S author too) (and of course share source etc ..)
->if you go to the 3rd party mod way you may name it Echo-S for FF7_SYW_U and state in the description it's a addon for the official FF7_SYW_U

Again you can do as you want as long as you respect gpl3 and authors, if you don't have time nor will to do this, i can do nothing for you, i'm 45, goning to have a baby in about 2 month, and work full time, so i have less and less free time.

18
I don't insist and I respect you. You will have your reasons, that's right.
Could you just point me to someone capable? I don't know how to do it, I can only give directions. Someone or a group.
Thanks! ^_^
I think that most FF7's modders already don't have enought free time to do all le modding they want to, so i don't think any capable modder will loose time to port a mod like Echo-S witch is perfectly integrated in 7th.
Again you must undertand that:
-My pack's goal is to provide and easy way to use FF7 with all 4 lang's exe with maximum compatibility beween mods/langs combinations.
-As Echo-s is only compatible with english's exe and as it's also heavily modding scripts from the game (it must be to provide accurate voice acting), it's compatible mostly with textures/models but isn't with most of gameplay's most patch, etc... so you don't get any benefits to run Echo-s from my pack VS runing it from 7th heaven 

19
I say my pack is opensource but :

If you want to make an addon for my current pack:
-You MUST get from Echo-S author the autorisation to use his work in your addon.

If you want to make a 100% new pack, based on mine and with Echo-S added:
-You MUST get the autorisation from each author of each part of the mod (included translations, patch... look at the about part and each mod's help) - you have my autorisation for my parts of the work.
-Don't use the same name (to avoid confusions for the users as i'll provide support for my version only), but tells in the pack's description it's based on mine with all link etc.
-You MUST respect and apply the GPL3 licence i used to release my pack

20
Yes, but what if I commissioned you to do this? I know it sounds strange but, why not? After all, at least you already have it at hand. Don't feel like spending some time on it? That's right, you have your reasons. However, if you could, I'll offer you a donation of €100. Let me know.
Money won't change my mind about it, the pack allow the make of trid party mods so you can add echo-s yourself if you realy want it.

21
I've had my say. I think you're doing it wrong (terrible wrong) ...after everything you've entered. It seems like the definitive version of a real remastered and customizable FF7. Anyway, a Good Sunday everyone anyway! You too ^_^
My pack is opensource, you can use it to do your own.
You can also make an addon yourselft for my current pack and share it (it's well documented in the help part of my current pack)

22
Have you thought that you could add it anyway and that it would automatically deactivate incompatible mods? It's a half/solution, why not?
because it's not the goal of my AIO pack, if you want Echo-S, you can get it work easily with 7th as my pack won't have a real advantage vs 7th for this specific case

23
You're doing a monstrous job. Compliments.
But I must tell you that as a final step, one day you won't be able to miss adding the mod that gives voice to the characters. I'm sorry but I think so. This mega patch of yours (AIO) will have a completely different value.

.
Voices to FF7 AKA echo-s is a realy complex mod, it'll be almost impossible to port it to other langs and it's not compatible with most other mods and patch (appart textures ones), and as the goal of my pack is to provide compatibility between included mod/lang as much as possible, it's not relevent to add echo-s to it

24
Update 1.09 (page 1):
-Updated FFNx to version 1.19.1.0 (fixes launch issues with Shadow systems).
-Fixed a bug with certain windows and display zoom exceeding 175%, which made the pack unusable.
-Fixed a bug with Cloud's ChaOs combat models at 30/60 fps.
-Fixed some NinoStyle models for eyes.
-Fixed a bug at chocobo farm if NT mod + lighting was enabled at the same time.
-Fixed screens in real 16/9 mode (chorace, chorace2, nivl_b1, nivl_b12, trnad_51, hyou9, kuro7, mds5_3, loslake2).
-Optimized screens in real 16/9 mode (anfrst_1 and anfrst_2).
-Optimized dynamic swords in Cloud's past sequences.
-Removed the patch to hide pyramids in combat, as it no longer functions and the mod author has not provided a fix at this time.


25
Managed to install the mod on my Steam Deck OLED by following the instructions, and it's great so far. There seems to be a graphical error with the Vulkan driver however. Attached some photos, but it looks like you can see the wire mesh on the 3D models (particularly pronounced on lighter colours, like Cloud's hair or Tifa's top). I'm using the OLED preset but after messing around with the graphical drivers, it seems the Vulkan driver is the culprit (the others are very light, which I assume is the colour issue mentioned in the instructions). Not sure if this is a known bug or if there was a setting I could tweak to fix it, but couldn't find any information on it.

Link to some images: https://imgur.com/a/szPJrSS
try to play in desktop mode instead of game mode

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