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Messages - Bonez

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226
2.1 Released. MOTR Catalog Updated.

227
Hi! I can't get this pack to work (I got a FF XIII UI Replacement to work). I get no errors, I just don't hear any new sound effects when in battle for anything. Everything still sounds vanilla. What should I do? I installed through 7th Heaven. I can toggle it on and off. I just don't hear the difference.
Is you "Media" mod above this mod in your load order? Make sure this mod is above all other mods that have an effect on the sound effects, specifically the "Media", "ProtomanZxAdvent's Mod Compilation" (if you use that), and "FFXIII UI Sounds". The only reason this mod wouldn't work is because of load order... If you can't figure out which mod is overwriting this one, just put this mod literally at the top of the load order. It can't hurt anything since it only changes the sound effects... If it still doesn't work after that, try to re-download it. It's possible the .iro file became corrupt in your initial download.

228
With the surge of users downloading, the Google Drive link keeps hitting it's quota, so if you're having problems downloading from Google Drive/7th Heaven, you can download from the mirror here: https://mega.nz/file/EllkRKwY#7Bf0UzP1huVA8ACk36doxCtfgJo2uNbihEPAfik8X3U

229
THANK YOU SO MUCH FINALFANTIM FOR THIS MASTERPIECE. IT IS INCREDIBLE THE TALENT YOU DISPLAYED IN THIS MARVEL. ALSO THANKS TO THE GUY BELOW WHO SHARED THE WORKING LINKS. IM TRULY HAPPY AGAIN. NO WORDS. NO WORDS... PM ME PLEASE! BEST REGARDS!

Say again?... Speak up next time.

230
No, there isn't. Sorry.

I don't know what you mean by high pitched at the end... It goes down in pitch throughout the sound:
https://www.dropbox.com/s/lkqlnlr2pgzqn4i/42%20battle%20swirl.wav?dl=0

It's definitely lower in pitch than the original high pitched static sound.

I'll think about changing it in the future if more people hate it.

231
2.0 released. Info in OP.

232
Working on summons. They're not necessarily finished. It's more of a proof of concept in working with the overlapping sound layers.

Ifrit: https://youtu.be/AgTnfU5FMV0 (No, his scream is not final lol)

Shiva: https://youtu.be/AKVoyvl6O_4

Ramuh: https://youtu.be/fJl2uLLBR68

Titan: https://youtu.be/lDgSPzEfslE

Phoenix: https://youtu.be/uXn2OwrY5IY

Alexander: https://youtu.be/1Q4mZpNjWug

233
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2020-04-03 06:21:17 »
You can either;

1. Move it to under the mod that changes your start menu in your load order (this may not be an option if you're using the ESUI that's included with the User Interface compilation since I would assume the theme needs to be on top of ESUI)
2. Unpack the theme and delete the start menu, then add it back to 7H until they add the option to turn it off or they remove it all together. (this is what I did so I just wouldn't have to worry about the load order of my start menus)

234
Completely Unrelated / Re: Real or Fake???
« on: 2020-04-02 04:44:50 »
I watched the video without reading anything you said first... A lot of different thing definitely seemed weird as I watched it... The lady in pink pants walking away from the camera felt like she was never getting any farther away from me and walking in place or something... What was even weirder was the result of that same lady's pose in the thumbnail scrubber:
https://youtu.be/Vfw6A5uf9Tk
her pose is the exact same in every thumbnail! just moved around in the frame...
And I thought to myself "Is this what he meant by faked?"... and you did.

Having said all that, it's definitely just optical illusions caused by some crazy long zoom they have on the camera... like a CRAZY long zoom. That's why it seems like they're walking forever but not getting any closer... and the lady's pose in the thumbnails is probably just a coincidence and she's walking at a VERY steady tempo.

235
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2020-03-31 01:30:10 »
Sounds good. Thanks for the mod, it looks nice. I know someone is working on SFX, I wonder if they could incorporate the Remake menu sounds. I think those sound really nice.

The UI SFX of Remake are very low, very understated "clicks". They're designed to be heard when you pause the game and it turns ambient noise completely off and turns down the volume of the music. In the original, the UI sounds are heard over top of the battle with the music blaring... If you put Remake's UI sounds in there, you just wouldn't be able to hear them.

https://www.youtube.com/watch?v=PWq2cVRIQ8c

Heck you can barely hear them with the music volume down and the ambient sound off.

236
If using R06, you just rename or delete the file.

Huh?

237
Had the same issue while creating my Remake theme with Photoshop.

For whatever reason, Photoshop is saving our transparent PNGs with a white background "underneath" the transparency. 

I ended up opening these PSDs in GIMP to export to PNG with that information kept intact.

If anyone at all can tell me how to get Photoshop to do this natively so I can skip this extra step, I would greatly appreciate it.

This is definitely a thing. Photoshop doesn't "do" transparency all that well... We used to go through the exact same thing when making skin mods for Darkest Dungeon. You'd end up with big white splotches in game where there should be transparency .. It was as easy as exporting the .png from Photoshop, open the same .png in GIMP and export it again from GIMP with the transparency turned on (or something like that). You actually didn't have to do any editing in GIMP. Just use it for exporting... I don't know if that same process would work here though.

238
Team Avalanche / Re: Faulked's backgrounds
« on: 2020-03-27 21:50:55 »
Quote
super faulked. you and jusete you should formed a team ^^

On that note, are they basically already a team? Do all "Team Avalanche" fields get placed into the "Team Avalanche Fields" in the Miscellaneous compilation?... The old Avalanches, Project Edge and these as well? Is that how that works?

239
1.3 Update Released.

240
Bonez' SFX Replacement Pack is now available on the Mods of the Round catalog!

241
It's supposedly going to end up on Mods of the Round. I got not say about what goes on qhimm catalog.

242
I messed something up in the xml file... If you happened to download a copy in the past hour or so that just doesn't work when active, I've re-uploaded a working copy... If your copy already works, you're good to go.

243
Update to 1.2!

Info in OP.

244
Nah there's nothing wacky, guys.  I just didn't include a mod.xml file because there's just nothing to change/configure...  It's a very simple mod; when you turn it on, it's on...  Any mod that doesn't have a config menu will show "Can not configure mod..."   I assure you, the mods works just fine.  Also, this mod should be above any other sound mods in your load order.  It's supposed to overwrite all other ones.

As far as it not deleting from your disk when you uninstall from 7H... 7H should delete it from your mods folder and remove it from your mods list... But 7H can't delete any other copies you might have on your computer like in your downloads folder or something, since it wasn't downloaded from the 7H catalog. That's just not possible for 7H to do... If you mean it's not deleting from your 7H mods folder after you uninstall it, and it still shows up in your list of mods, there's nothing I could do about that. That would be a 7H issue... It's deleting out of my mods folder when I uninstall from 7H just fine.

I can add a mod.xml to any updates I might do (I'm actually working on something even bigger that will make all other sound packs like mine, Proto, Seclet etc. obsolete and I'll be releasing it in the next couple days... Maybe even tomorrow  8)) so it'll show you the the nice "Nothing to configure" dialogue when you try to configure it instead of the error that's confusing you guys, but until then it's not really necessary.

Until then, just turn it on  ;)

245

This mod has been deprecated and replaced by Cosmo Memory

This project started out about a year ago as a little mod to just replace the FF7 UI sounds with the UI sounds from FFXIII. Since that time, it has evolved into something far more... After following the community and modding the game for several years, I noticed the graphical and musical mods were growing and advancing but the sound effects department was totally stalled. I mean, it's an entire 1/3 of what your senses are taking in, besides the visuals and music! I wanted something to match the beautiful/advanced graphical and musical mods provided by the very talented authors/creators of this community... So, I present to you most complete sound effect replacement mod currently available!

The goal of this mod is to give the sound effects of FF7 a complete overhaul/update with carefully chosen, professional quality, accurately timed, equalized, and edited sounds; on a scale previously never achieved. I'm very proud of what I've managed to accomplished so far and I hope everyone enjoys it as much as I do.

This mod currently replaces/updates ~480 magic/battle/world sound effects with many more to come.

*Disclaimer: This is NOT the same mod of mine that is included in the Qhimm Media mod. That mod only changes the menu sounds. Some people are apparently under the impression that they are one and the same.

3/14/2020 1.0 Initial Release
Spoiler: show
100+ sounds changed:


3/17/2020 1.1 Update:
Spoiler: show
Added 20+ new sounds


3/20/2020 1.2 Update:
Spoiler: show

Replaced a further 130+ sounds


3/21/2020 1.21 Update:
Spoiler: show
-Consolidated Bonez' SFX Replacement Pack, FFXIII UI Only, and ProtoX+FFXIIIUI into a single .IRO.
-While I was there, I added 5 small sounds so that you're not hit with vanilla sfx as soon as you jump off the train:


3/26/2020 1.3 Update:
Spoiler: show
Added 43 New World/Field Sounds
Added 14 New Battle Sounds:
Modified Existing Sounds:
-Cursor - Made volume slightly lower
-Bigshot - Made volume slightly louder
-Mindblow - Made volume slightly louder
-Item Get
-Limit Break Cast - Sped up to match animation better

Added Bonus Optional Start Menu Background

Renovated Config Menu


4/9/2020 2.0 Update:
Spoiler: show
-Added 183 total new sounds
-Added All Summons
-Added Various World,Enemy Attack Sounds
-Fixed/Updated 15 Existing Sounds
-Discontinued "ProtoX+FFXIIIUI" and "FFXIIIUI Only" due to deprecation
-Turned bonus start menu background off by default
-Added 3 selectable UI Sound options: 2.0 UI Sounds, 1.0, and Vanilla with previews (2.0 on by default)


4/24/2020 2.1 Update:
Spoiler: show
-Added new UI sound set: FFX Style
-Relabeled other UI sound sets appropriately: FFVII (Vanilla), FFXIII Style, FFXV Style


7/25/2020 3.0 Update:
-Re-replaced Fire spells
-Fixed all machine gun sounds to loop a little better
-Re-replaced the Limit-Break Casting sound to something more akin to the original
-Touched-up Barret's Big Shot
-Re-replaced Battle Swirl to something less jarring
-Replaced all field button sounds
-Replaced Honey Bee smacking sounds to something less "aggressive"
-Replaced ominous footsteps (for president entrance - sounds amazing with future shuffle addon)
-Re-replaced chest open sound
-Re-replaced Red-XIII's howl to an actual howl - not a growl
-Mod prepared for Shuffle Addon release


Preview/Comparison Video (2.1):
https://www.youtube.com/watch?v=-sLFLNH5an8


Todo:
  • Green Materia Spells - All done. Comet1+2 and Ultima completed for 2.0
  • Party Melee - All done.
  • Critical strikes - All done.
  • Enemy Skill spells - All done.
  • Limit Breaks - Most are done. Still a couple left for like Cid and Vincent
  • Enemy attacks - Most are done. All enemy attacks up til Mideel are definitely done. Any stragglers being identified through playthrough.
  • World/Field - Most are done. All intended world/field sounds up til Mideel are definitely done (some won't change. Like Corneo. His SFX are perfect as is). Any stragglers being identified through playthrough.
  • Fix Barret's Catastrophe limit - fixed for 2.0.
  • Summons - They're coming along faster than expected - Coming in 2.0
  • 3 Selectable Versions; 1: 2.0 UI Sounds 2: 1.0 UI Sounds 3: Vanilla UI Sounds - Coming in 2.0



This is an IRO file which will require 7th Heaven Mod Manager (see: http://forums.qhimm.com/index.php?topic=19533.0)
Be sure this mod is above any other sound mods in your load order.
I've tested as many sounds as I could and have found no issues. If you run across any, please let me know here
Depending on the music mod you use/don't use, you may need to adjust the music volume down in game. -Better to be too low than too high! Eg; I use EDMusic and Tsuna Arranged and I find SFX:100% and MUSIC:70% to be perfect.

DOWNLOAD HERE Version 3.0 Size: 492MB


If you enjoy the mod, consider a little something for the many many hours it took to put this together: Donate Here

246
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-02-05 15:26:32 »
I don't use Reunion.

247
It's an aali driver bug for black section, nothing you can do so far.
it's not enhanced because the "char" files haven't be filtered in is pack
Got ya. My fault. Disregard, then!

248
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-02-04 15:17:26 »
Tried the .iro packing method and seems to work great in 7H. Something I hope might've been fixed is some animation glitches I saw that persisted from the last version of ChaOS to this one;

Both in this scene where Reno chases after Cloud and Aerith and slightly before when Barret, Tifa and CLoud have to press the door lock buttons simultaneously, Reno and Barret have animation glitches. Barret's is less noticeable, he has broken ankles but Reno's running animation is completely screwed here lol. Is this a well known glitch or something on my end?

Great stuff anywho, thanks for all your hard work :D I love the new models and animations.

I was playing earlier this week with the last version of Chaos and Reno was fine at the church and when the Sector 7 was squished. The other day I upgraded Chaos and when I got to Gongaga, Reno was doing this same contortionist routine.

249
Everything's beautiful. I did find one bug in my playthrough (I saved afterwards, so unfortunately no screenshot) at the gold saucer. The little cart thing you get in to go sight seeing around the saucer and to go on the date in is broken up into 4 equal sections. the top right and bottom left are fine, but the top left and bottom right are really super dark... At least I think that was caused by your mod, if not, sorry.

Edit: Had to go back for the keystone, so I was able to grab you a screenshot while I was there... Actually, now that I'm really looking at it, it doesn't look like it's been enhanced, either.

250
Well hell... Now enemies are completely invisible and tifas face is black lol... It's a mess.

Sent from my SCH-I545 using Tapatalk 4 Beta


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