1
Releases / Re: [FF8:Remastered] LunarCry: Remastered v2.1 [*COMPLETE*]
« on: 2020-07-21 19:19:37 »Quote
I have the same problem with Lunarcry
Did you try following the directions in the Twitter post I sent?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
I have the same problem with Lunarcry
I managed to solve the characters textures (Selphie in my case) by following these steps from Mcindus
1. Rename DEMASTER_EXP folder
2. Run ffviii_demaster_manager
3. Unpack the zzz files
4. Copy DEMASTER_EXP/textures/field.fs/field_hd to original (renamed) Demaster folder
5. Rename NEW DEMASTER_EXP to DEMASTER_BACKUP
6. Rename your original Demaster folder back to DEMASTER_EXP
You'll need to learn to use the tools provided to edit the game. Right now, way too busy to assist with that. There's no feasible way anyone in my position could give options for every single person's tastes.
As a suggestion for the speed square game (gotta get Umbrella...) I just go until I manage to hit the Zeppelin's propeller, which isn't that hard even at fast fps. I sorta just put the aimer in the bottom right hand corner and zap it (you get 2 quick chances iirc), get it about 1/4 of the time.
The monitor must be set at 60 hertz with vsync on (make sure that vsync is also enabled on graphic card... that it isnt off completely or the setting in aalis driver wont even matter). And mini-game limiter off. It definitely works and at the right speed, because I can do it right here. Unless there is some other reason it isn't working for you. The aimer will still be broken though.
Also, if you want to play the speed round prorperly, you also need to remove the minigame limiter from the config file, and set your graphic card display settings to 60hz. Its the only way to get the right speed. At the moment the minigame is being limited to 30 and the frames are being doubled, making the game useless to play. Aali has to set the cap to 30 and not 60. Same for Snowboard minigame. The minigames are correctly:
Snowboard 60
G-Bike 30
Coaster 60
Sorry i am of no help to you on your issue, But what I'd like to know is, How is your config so widely different than mine?
To my knowledge, the refresh_rate parameter works only in full screen mode, and since only a few mini-games (g-bike, snowboard,...).
The problem with the Mimigames is known, perhaps you should look at installing this mod(s)
# ff7_opengl-0.7.11b config file - modified by Bootleg
## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.
# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1280
window_size_y = 960
#internal_size_x = 640
#internal_size_y = 480
preserve_aspect = yes
fullscreen = no
#window_pos_x = -1
#window_pos_y = -1
#widescreen_hack = yes
# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = bootleg
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
refresh_rate = 20
# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on
# same thing, but for the battle swirl
battleswirl_framelimiter = off
# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off
# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp
## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.
# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on
# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
#new_hp_limit = yes
#new_mp_limit = yes
# include armor in magic defense calculation
mdef_fix = yes
# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on
# post-processing shader, used to apply fullscreen effects
enable_postprocessing = no
post_source = shaders/Bloom2.post
yuv_source = shaders/yuv.frag
frag_source = shaders/main.frag
vert_source = shaders/main.vert
## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.
# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
#enable_lighting = yes
#show_light_rays = yes
#show_normals = yes
#show_tbn_space = yes
#max_lights = 12
#Variable Functions#
#specular_fog = yes
#texture_scale_bias = 1
#texture_coordinate_clamp = yes
#pixel_texture_bits = 32
#generate_mipmap = yes
#detail_texture = yes
#shader_precision = yes
#tessellation_program5 = yes
#multisample_coverage = yes
#multisample_filter_hint = yes
#texture_filter_anisotropic = yes
#texture_edge_clamp = yes
# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes
# enable alpha blending for textures without an existing blending effect
fancy_transparency = on
# display frames per second counter in upper right corner
show_fps = yes
skip_frames = no
# display some real-time debug information
show_stats = no
# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes
use_vbo = no
# replace FF7's default framelimiter timer source
use_new_timer = yes
# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes
# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp
## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.
# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off
# show every failed attempt at loading a .png texture
show_missing_textures = no
# Disable Error Notifications
disable_popup = on
# Load Multiple DLLs
#load_library = Multi.dll
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 4800 Series 3.3.11672 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Using PBO
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x960, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.
INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
ERROR: couldn't open movie file: D:\Games\Square Soft, Inc.\Final Fantasy VII\movies\eidoslogo.avi
INFO: D:\Games\Square Soft, Inc.\Final Fantasy VII\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.
INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: yuv program link log:
Vertex shader(s) linked, fragment shader(s) linked.
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
UNEXPECTED: zero count
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
WM_CLOSE
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD