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Messages - Timber

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126
Timber: show_fps (and any other text output) doesn't work with the low-res font.

Oh, right you are. You know I totally forgot about the high res font - I'm so used to ignoring the built in Graphics config section because of your driver :P

I re-checked my FPS using this, the results are the same as FRAPS, 31/32 in field, 16 in battle.

Quote from: Aali
Added limited modpath support for FF8. (Only some textures can be replaced)

How about world map textures?

127
Thanks for the new release Aali. :D

Here is a bug list from my testing (Win7 32bit, Core i7 860, Nvidia GTX 470 with 266.58 drivers).

New bug:
On FF8, the 'finger' cursor appears semi-transparent when selecting a target.

Older bugs:
- On FF7, Jenova SYNTHESIS and Bizarro Sephiroth appear duplicated after casting the spell 'Pandora's Box'.
- The 'battle swirl' on FF8 still just appears as thin black lines.
- On FF8, show_fps doesn't work.
- FF8 appears faster than usual, I checked with Fraps and it says 31/32fps, and battles are 16fps.
- On FF8, Squall doesn't have a shadow on the world map.
- At the very start of FF8, when Elone talks to Squall, you can't see the glass.
- In battle, there appears to be feint blue boxes around the 'dust' that is kicked up when Squall runs.

128
Looking really nice gjoerulv :)
Would it be possible to make a 'hard mode' by modding the save files in any way?
I ask because I did this with FFX, by lowing the stats you earn as you progress.
Obviously FFIX has a totally different system, but I would so love to make it more difficult!
Any ideas?

129
Awesome DLPB, looking forward to it! :D
Shame kranmer has vanished though :(

130
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2011-01-23 01:06:33 »
What is the second picture of? It's so dark!

131
Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2011-01-23 01:05:31 »
That looks fantastic felix!

132
Releases / Re: Final Fantasy 7: Rebirth (PSX and PC)
« on: 2011-01-03 11:50:56 »
Thanks Bosola :D

I just played a bit of the bombing mission, thinking from the perspective of a new player, here are some notes so far:

The (L) Tag comment in the first battle is confusing, because you can't actually see the enemy names unless you know to push Select for the help text, and a new player doesn't know to do that.
And when you get that up, you see that they both have an (L), so they are both leaders with no minions, further confusion.
What does being a leader mean? No idea at this stage.
So perhaps have "Press Select to view enemy names and help text" or similar as the first message instead, and leave the Leader explanations for a later date.
Also "Night Shift (L) B" looks a bit strange, would look better as "(L) Night Shift B" imo.
Does it have to be a tag, why not just (Leader)?

"Some enemies heal others, like the Engineer" seems a bit unnecessary, as it will become obvious anyway.
Seeing what the enemy does, and adapting, is the fun part :)
Also this message comes up in a battle with just 2 engineers without the robot, and there is no healing, extra pointless.

I certainly like your idea of having these helper hints in battle though.
For example, the scorpion battle would be the perfect place to explain how to access the Defend option, which is pretty hidden away.
Since Defend would be perfect to use after the 'Search Scope' scorpion move.

After the scorpion battle, I was left without any Potions or Phoenix Downs, and too weak to obtain more.
A bit harsh for the intro section, having to restart the game. And I even got the 2 free potions from the guards at the start, which some players may have missed.
I did try to steal twice on the way down, but only got an 'Almost...' and a 'Grenade'.
Didn't realise I had to steal to survive.

Thanks for listening, I look forward to playing more of this when I have time :)

133
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2010-12-30 10:40:20 »
I recently played through FFX again, and used this editor to lower each stat on the grid by 1 tier (and if a stat could not be lowered, it was left alone).
This made the game slightly more difficult, while not making it stupidly out of balance, I really enjoyed it.

Since this takes a while to do in the editor, I have uploaded my save for anyone that wants to try it:

Final Fantasy X Hard Mode Download - http://www.megaupload.com/?d=G4APGOXQ

This is an Expert Mode grid by the way. You can use FFXED's Import function to grab the grid from it, and onto your own save.

134
Releases / Re: Final Fantasy 7: Rebirth (PSX and PC)
« on: 2010-12-23 01:24:17 »
So what is the first noticeable change in the game? Just to confirm that the ppf patch is working.

135
Releases / Re: Final Fantasy 7: Rebirth (PSX and PC)
« on: 2010-12-19 09:10:22 »
Does this mean the alpha demo is only for PSX? :(

136
Actually, I could really do with help on Rebirth. Debugging and verifying AI procedures alone would be a boon.

Combining your efforts is a really good idea imo. Especially since Rebirth is for PSX and PC.

137
Troubleshooting / Re: Storyline Revamp Concept
« on: 2010-12-10 14:07:35 »
The only project editing the script that I know of is the FFVII Retranslation Project.

I do like your idea, I'm sure there are plenty of opportunities in the game to improve the story experience.
FF games can sometimes be needlessly confusing or unclear on certain important plot points, in my opinion.

138
Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-12-10 02:48:37 »
The first one looked much better imo.
Though you should post the original with your screens to compare, since TA is all about keeping true to the original.

139
Releases / Re: [RELEASE] FF7Music Installer
« on: 2010-12-08 00:23:36 »
how do i know if i'm actually using the driver?

An easy way to tell is to look at the game window title.
If it is called 'DEFAULT' then you are not using the driver, if it is called 'Final Fantasy VII' then the driver is working correctly.

140
Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-12-06 01:13:28 »
Nice work, that battle scene was probably one of the worst looking ones in the game.

141
Misc. Tools / Re: FFXED - FFX Save Editor
« on: 2010-11-29 13:24:21 »
Comprehensive Sphere Grid editing?
So does this mean you could actually make a 'hard mode' by lowering the stats obtainable from the grid, and setting to the new game+ position?
That's quite impressive, has anyone done or doing this yet?

142
Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-11-20 03:04:57 »
Wow nice progress, I really like your work felix. ;D
FYI you should turn on the 'new battle interface' in Aali's driver config, so we can see more of the texture in your screenshots.

143
Releases / Re: [WIP] Final Fantasy VII FMV Restoration
« on: 2010-11-20 02:49:20 »
When this project is completed, would you be able to put some mirrors up on megaupload or similar?
I seem to have trouble downloading large files from google docs, they cut out half way through for some reason.

144
Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-11-17 02:55:55 »
I agree exactly with what pyrozen said
I think that once the bombing mission is finished, then the goal of putting out a 'demo' is done.
After that, releasing content packs would be faster and more satisfying.

As for these battle scenes, I think as long as the textures are kept around it should be fine, so they can eventually be used on the corresponding field scenes, or remodelled battle scenes, to keep things consistent.

145
Thanks for the update, nice to see your progress.

For your new interface, here are my suggestion of what I think would look good:

- Move the Name/HP/MP/Bars to the left side of the screen, and the Battle Menu to the right side of the screen.
- Keep the Battle menu in a box, but make the box semi transparent.
- Need the HP and MP bars back, especially now that there is no MaxHP number.

146
Hi Colly,

Thanks for this, would like to try it. :D
Could you please detail exactly what has been changed / tweaked?

147
Releases / Re: My FFVII AV mod - the demo...
« on: 2010-11-14 04:51:58 »
Wow very nice Armorvil, sounds pretty interesting.
With both this and Rebirth coming, I'll have lots of fresh ways to play my fav game :D

148
Releases / Re: [REL]Menu Reconstruction Mod
« on: 2010-11-12 03:03:27 »
Thanks DLPB :)

Does the "Default Run" mod still have problems? Like the walking on slippery surface thing?
I always avoided using it, but if stuff is fixed, I would certainly want it on.

149
Team Avalanche / Re: GUI v2.0
« on: 2010-11-11 01:41:59 »
Oh I never noticed that. I don't mind either one, as long as the characters are consistent.
Although, the blue eyes are definitely a must.

150
Team Avalanche / Re: GUI v2.0
« on: 2010-11-10 15:09:36 »
Personally I think the GUI v2 font is great, no change needed.
Well done to sl1982

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