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Messages - BloodShot

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101
Looks like I'll only be getting this if, or when it comes to steam.

102
I made a music pack until DLPB updates his installer:

http://www.gamefront.com/files/22128993/FF7+Fixed+Music.rar

Also, can anyone confirm if the Unified model installer works with this version?

103
Releases / Re: [REL] Anxious Heart
« on: 2012-08-14 18:49:24 »
So, is an alternate option going to be introduced for the new PC version?

104
What the fuck? they still didn't change the OGG midi's to the actual music?

105
Out of curiosity, they don't follow you on special occasions right? Like if I was at the shinra building running up the stairs, or escaping from the church, it wouldn't put your chars behind you when they are already on-screen right?

106
Graphical / Re: [WIP] Tifa's weapons
« on: 2012-08-13 17:06:19 »
I've done some work on the general weapons but I still haven't gotten the UVs to work properly for the leather glove.

It's only possible to put the weapons on the weapon hand. Theoretically, I could duplicate the model and put it on the other hand, but it wouldn't actually be the other hand, and it would share the weapon hand animations

107
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-08-13 05:25:50 »
A friend asked me to help him set up the PC version of FF7 on his laptop, but he didn't want the hardcore mod so I installed the re-translation for him.

Got to Aeris/Aerith and saw Reno was named Leno, and I couldn't stop laughing, every time we saw Reno talk we thought of Jay Leno.

108
Completely Unrelated / Re: Minimum System Requirements
« on: 2012-08-11 05:36:08 »
Fucking flash, been temp freezing my computer and causing all types of hiccups when other things run fine, crashing all the time lately.

109
So do all chars do this for ladders?

110
I love this. It adds a lot more to feeling like you are actually in a party, something that FF8 undoubtedly got right

111
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-08 01:02:58 »
Haven't actually dabbled in battle animations yet, though I might take a look.

I was actually referring in general to the PRP as well, since those too have problems that the chibi's don't have.

112
The leak video has been since removed but I got a hold of the 1080p video and took some screenshots.

Unfortunately black levels still crushed though, but it's easier to make things out








Here's the 1080p video - you might want to raise the brightness in WMP because the encoding caused it to be darker than it really is.

https://dl.dropbox.com/s/1mq3fhfue3m1sdd/Black%20Mesa%20Gameplay%202012.mp4?dl=1

If it goes down, I'll upload it myself if you want.

113
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-07 16:02:13 »
I believe so, but that's the idea. When I finalize Cloud's animations I'll probably release an alpha test build of it.

Also, keep in mind while I am adding idle animations to every character, it's not like every one has a bad walk/run animation. Some of them look pretty damn good with realistic models.

114
I believe the VAs for the soldiers were meant to be campy, since they probably didn't have the money to get better actors, since they are paying out of pocket for everything they need.

It looks really nice though otherwise. I was not expecting the gameplay to look that responsive and "meaty"

115
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-06 23:43:50 »
Hmm, it seems like many characters actually. Some men, a few women, and maybe even some child models.

116
Heh, sneaky Squeenix.

I seriously hope they plan on using this extra time to add the ACTUAL GAME OST at least.

117
Some leaked footage - the video is dark due to the encoding, the game is much lighter

Looks pretty damn awesome
ValveTime Exclusive - Black Mesa: Source On a Rail Gameplay
Music is NOT the actual soundtrack, but a 3rd party song, and Iron sights only serve to give a visual indication of the magnum's zoom (which just zoomed your screen in HL1) - if there are iron sights for every weapon, they don't affect the accuracy and are completely optional.

Just FYI, this is much darker then it will be ingame, it's just the encoding.





I love how you can gib the soldiers with the .50 cal

118
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-06 19:29:11 »
I am experimenting with the run animation still, because if I add more frames to make the transition less sudden it looks terrible in-game because it makes it too slow, as if he's running on air and floating along.

Just discovered that the limit varies per animation. Cloud's, aafe.a and acfe.a is 118 frames max, while tifa's, abcd.a, can only have 104 frames

119
My biggest hope is that this will bring a lot more attention, and hopefully more talent, to FF7 modding.

It's too bad we can't do EXE mods unless somebody cracks it or something though.

120
It's too bad it's not easy enough, otherwise we could make death animations A LA FF8

121
Wow, pretty good.

Now we just need to see how the engine-upscaled field files look.

So how exactly did you get this again?

122
Interesting stuff. It's not possible to edit or change the death animations is it?

123
That's no problem. If you really can't continue with it you can always release it in its unfinished state, I'm sure it'd make a good portion of people happy.

Of course if you want to continue working on it though, that'd be great too :)

124
Releases / Re: [REL] Anxious Heart
« on: 2012-08-05 16:25:27 »
Ok, I see what you got wrong in the release. It's actually my fault for not noticing since I listened to so little of it.

Basically, your 305b is a loop, yes, but it's the wrong song. It's a loop of the intro to 305 - which has a long ringing bell at the beginning, and at 6 seconds and then your 305b loops.

The original PSX version, as well as the one I uploaded - has only 1 bell that rings out for 6 seconds - and then just the background drums for another 6.

You can hear it here:
http://www.youtube.com/watch?feature=player_detailpage&v=jKghLSZj5CE#t=385s

A better one here:
http://www.youtube.com/watch?feature=player_detailpage&v=ngdWYKa8XxQ#t=9s

125
I'm actually curious to see the in-engine up-scaling vs the released packs on here, as well as not having to use FF7Music, as simple as it may be.

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