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Messages - BloodShot

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76
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-23 04:08:51 »
Compiling the first alpha pack now, will be in rar format and include backups of the originals, since these are modified versions and that way you don't have to back them up.

Will include main cast idle animations (some of them are still WIP of course), running and walking anims for cloud and general NPCs, and a couple more animation fixes for Cloud.

I will update this post and OP once it's uploaded.

EDIT:

First release: http://www.mediafire.com/?6l68liain64agfc

77
Nice job man. Glad to see it's back.

I'm sure someone could take a crack at a chibi version if they really want it anyway, as long as they get your permission to release.

78
'He left me a biggest cash-cow in the industry. Fuck that loser.'

http://diablo.incgamers.com/blog/comments/interview-diablo-creator-david-brevik-discusses-his-feelings-on-diablo-3

http://diablo.incgamers.com/blog/comments/diablo-3-developers-react-angrily-to-dave-brevik-interview



It was clear to most Diablo fans that the D3 dev team didn't like to take criticism and generally didn't give a shit about actual Diablo fans, but this just solidifies that, as well as makes me extremely happy





79
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-21 01:59:32 »
Just finished up first version Idle animations for the main cast, I'll release an alpha once I get the anims sorted together into the same package, and I'm not busy. Hopefully I can do it tomorrow morning before I leave.

80
General Discussion / FF7 overview - This game are sick
« on: 2012-08-20 23:43:11 »
http://www.socksmakepeoplesexy.net/index.php?a=ff07

An interesting article I found talking about many aspects of FF7 and, while biased, is pretty well fleshed out and proves to be an interesting read, even if I don't agree with everything in it.

The world section and after is the most positive points he notes about the game, and I think the most interesting parts to read, although the whole thing (so far) is pretty interesting

It's part of a bigger article overviewing every single game

http://socksmakepeoplesexy.net/index.php?a=patff

But I don't think I can stomach all THAT text, but you are free to if you haven't seen this before and like long reads.

81
Well, the worst thing about the not having munnys is that if by some off chance that they DO pursue legal action against you, if you don't have money you basically have to do what they say since you can't afford to counter them, even if they are wrong, which is why most companies throw C&D orders so quickly in the first place, because it's like backing a financially troubled person into a corner.

I doubt that will happen though.

OP could easily just remove all story similarities, names and references if he does get one too, so i doubt it would be that much of a problem

82
That's why I suggested something like The Dark Mod above. It basically is Thief, but they've changed enough that it wouldn't cause any legal issues.

I was working on a mod a while back when we basically got a very polite C&D through the form of a couple of PMs from Gearbox suggesting that we wouldn't be able to release a mod attempting to make Duke Nukem Forever if it were made in 1998 with either the Quake or Unreal engine. It was right around the time I started putting the few models I had made and several other member's assets in-game, and in the early stages of mapping. I'm not saying Square-Enix would do this (or if they did that they would do it that nicely) but it should just be known that regardless about how SE feels about this stuff, it's the legal department that makes the cases.

Just look at Bethesda, they love the guy who made minecraft and had several meetings with him, and yet, the legal department tried to sue Notch for having the word "Scrolls" in the title of one of his future games, despite scrolls being just a word. There are some companies that have departments that know nothing about how the parent company treats or feels about their IPs and people using their stuff, and just attempt lawsuits because they can, even if it holds no weight.

83
Well, in those cases, it's not like any of the 3D stuff or engine remakes are full releases ready to be downloaded and played by a ton of people. I'm just speaking from experience, there are other companies that shut down mods based on their IPs at the drop of a hat, despite supporting and running complete mod communities, just because it was their IP and wasn't made on their engine/game.

I'm sure if someone made a PSX era FF sequel into a full game that was good, free, and got enough publicity that square would shut them down, especially if it's better than their stuff. Maybe if the game really is forgotten about then they wouldn't care, but FF8 is kinda in that "fine-line" category, where you can't be too sure of what direction they'd take, because while it's definitely not the most fondly remembered FF, it's clearly not forgotten about either.

And something like Q-Gears once it's done would probably be the least likely to get shut down because the ultimate goal is a new engine that can run FF7 and make games like it, not a new game that freely distributes much of FF7's content to make a different game.

84
SE isn't lenient when it comes to this stuff. You'd have to make something more akin to the dark mod if you want to not get C&D'd.

TDM looks like Thief, plays like Thief, and sort of even sounds like Thief, but it's not thief. Your project could theoretically have characters very similar to FF8 chars in looks, personality, and be named different, as long as they aren't copy-pasted and don't actually take anything from the FF8 characters. I think you can get away with some names, but they could still come at you for that because they have the money and it doesn't hurt them.

If you were to use names, I wouldn't name a place Balamb, and then make it look exactly the same, just to be safe.

So yeah, you could make something inspired by FF8, but you can't have things exactly like it, unless you want to get ass-raped by square-enix, regardless of if they are in the right or not.

They don't care if it's open source and not being sold for a profit. That's their IP you are toying with, and they won't like it one bit if they find your stuff when you have a decent amount of work done.

85
I say either, because if you patch it you get the same end result anyway.

And I know I'm probably in the minority, but I really prefer the bigger characters to the SD models, even custom, not as lego-like ones. I remember the first thing I thought when I played FF7 way back is that they looked like they were kids.

And this is very strange for me, considering FF7 is like my favorite game - and all my other favorites I don't really like to play with "updates" beyond resolution. I play Doom, Quake, Duke Nukem 3D, Daggerfall, Thief, etc. all with the original graphics.

I mean, I prefer playing with these graphics:

to this


As good as the bottom one may look, and even though I can run it I much prefer the original graphics, which is why I find it so weird that I like playing FF7 with all the GFX mods.

86
Releases / Re: [REL] Anxious Heart
« on: 2012-08-18 01:03:07 »
About remixes, I remember someone posted a link here to a download of a really faithful J-E-N-O-V-A remix that I liked quite a bit, but I can't find it.

It wasn't from the remastered OST, nor distant worlds or anything like that, just sampled with more realistic instruments, but very much like the PSX version, but I can't remember the name or where I saw it. Anyone possible have any idea what I'm referring to?

87
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-17 22:11:05 »
Yeah, it seems most melee attack animations for chars share the same sound, so that would indeed be a problem, unless I make the animation delay relatively the same for all the characters.

There is some margin for error though, as it still sounds okay with some changes so they don't have to be exactly the same, but just really similar.

88
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-17 17:05:12 »
Almost done with the main cast's idle animations, first alpha should be coming soon.

About battle anims, I'm experimenting with adding a "build up" to attacking, like FF8, how the characters prepare to attack (eg. squall raises his sword first, then starts running) but the "jump" sound still happens at the same time. Is there any way to make it happen after the prep animation is finished, or would editing the sound to have a delay be the only way (if that works at all)?

89
FF7 Tools / Re: WIP a patch to convert new FF7 to old
« on: 2012-08-17 04:26:38 »
I thought it wouldn't work because it's done through the driver?

90
FF7 Tools / Re: WIP a patch to convert new FF7 to old
« on: 2012-08-17 02:52:45 »
So this basically converts the needed files to the original FF7 PC so re-release users can use Aali's driver and do things like modpath?

91
Releases / Re: [REL] Anxious Heart
« on: 2012-08-16 23:33:15 »
Retranslation project is ongoing.
New Submarine minigame is almost complete and ready for Menu Overhaul M06
Higher difficulty mod will follow these.

Get rid of Cait Sith is on hold until all of the above are done.

Then I make a story based walkthrough of VII for youtube.  Then my days of FF7 are done.  In meantime I need to get back to programming my freeware Pong.

Just how hard will this difficulty mod be?

92
Will you be donating those shinra MP models to TA as well?

93
A lot of this could be alleviated if someone just takes a screencap of the re-release folders in explorer.

94
Releases / Re: [REL] Anxious Heart
« on: 2012-08-15 19:04:11 »
Well, my friend had a psx emulator with FF7 set up so when I saw him I asked him to go to that part and recorded it, and then made sure it looped properly with audacity.

95
Actually I was gonna say, watching the FMVs fullscreen, the ones here seem to be a little clearer. I do like the OGG support, but I talked  to Aali in the livestream that was posted here earlier:



So unless that was someone in the stream pretending to be Aali, I think it's safe to say he has something up his sleeve for the next driver update.

Also, what's different about the battles in the new one?

96
I wonder if it's possible for Aali to adapt a music folder for his opengl driver that function's the same way this one does so we don't have to use FF7Music anymore

97
well it would have been nice to be asked permission to do that, but it is done and I would not have objected.  I hope my readme is in there with full credit?

Sorry I didn't ask first, but I made sure to credit you in the chat and my readme.

98
I just renamed your OGG filenames to the midi names since it takes a long time and you haven't updated the installer yet.

Haven't had a problem with the music not playing or looping. Thanks for putting that up BloodShot, I couldn't touch this game with MIDI, it's absolutely horrific. Works perfectly for me.

That's good, and from watching a stream it fades properly between battle too like the PSX now.

I'm actually really disappointed Square didn't do anything for the shadows in battle. I hate those hard circular shadows.

99
Just tried and it works but it doesn't loop so once the song ends you get some awkward silence of course.

Can anyone else confirm this? That's odd as they have looping points.

100
Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-14 22:10:05 »
I would love to be able to animate outside of kimera. It would be great to not be limited by the values and not have to worry about memory leaks and crashes after spending too long working on something.

Also, on topic, doing some experimenting I edited the animations for Cloud's attack, so now he takes a step back and then jumps instead of just instantly flying towards the enemy. I tried to make it transition a bit smoother.

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