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Messages - Ansem

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101
Hmm... perhaps.

But if this is awkward, we could always use upper and lower. 

East and west don't have to conform to the actual geographic east and west (same with Corel).  But I guess it does look strange when thinking about the world map.

The difference is that during your hike through Mt. Corel, you are actually going from east to west. But Junon is placed vertically; the city faces west, and it is the cannon that divides the Left and Right sections. Left being to the north and Right being to the south.

Anywho, my point is that changing Left to West and Right to East isn't really correct, since it should be north and south. And I do realize this sounds like I'm being a smartass, but it's just that I tend to have an unhealthy obsession attention to detail. :P

102
You are mistaking the maps?  East and West are part of "Junon". "Under Junon" is the part with the lift / dolphin etc.

Nope, I specifically mean how Junon is split between "left" and "right". Take junonl1, junonl2, junonl3. That's the left side of Junon. In the same manner, junonr1, junonr2, junonr3 and junonr4 are the right side of Junon. However, if you name them West and East, it wouldn't work because the Left Junon maps are the north side of Junon and Right Junon is the south side. Remember, the cannon of Junon faces west on the world map.

103
One thing that bugs me a bit though, is the Junon East/West split. Judging by the way it's placed on the world map, shouldn't it be split between North and South sections instead?

104
Replace the XX with:
2D - Galian Beast
2E - Death Gigas
2F - Hell Master
30 - Chaos

It should really be the attack index though. So it would be like this;

AD - Galian Beast
AE - Death Gigas
AF - Hell Master
B0 - Chaos

If you call 2D or one of the IDs in that range, he will use Comet or something with a completely wrong animation. (Or potentially crash the game since his animation scripts are what cause him to transform in the first place)

105
I do believe WallMarket comes with a user manual, no? That's how I learned the basics of AI scripts.

106
I guess they just got the wrong model.

Can that be possible though? That is the only map in which model EDEA is ever used. If it is removed, it will become an unused model completely. I'd be more inclined to say they got the animation wrong.

107
General Discussion / Re: Japanese Supernova
« on: 2015-03-26 14:40:15 »
If you're talking about the shortened animation I think the answer is no. That uses images that aren't in the us's data files.

Does the animation still exist though? Since packing the textures into the LGP wouldn't be any kind of problem. The only real nightmare would be to program the animation back in.

108
Team Avalanche / Re: [FF7PC] Team Avalanche field scenes
« on: 2015-03-18 20:03:19 »
Actually I'm not sure I grasp the problem you have regarding the aspect ratio. With Aali's driver config, the point is that you can play the game in HD (1920 x 1080) with vertical bands on the sides which allow to display the graphics in 4:3, without distortion. It wouldn't make the game played in low resolution. The outline would be a bit like a SD TV channel displayed on a HD TV, but the resolution itself would still be HD. Or am I missing something?

Yes, I know what you refer to. It's not easy to explain what I'm talking about, so let's just say that the supported input resolution of my TV isn't exactly as large as the TV itself is, so it looks much better to use the whole width of it rather than 3/4 of it. Imagine 1024 x 768 resolution on a HD TV; it's just so small I'd have to sit with the TV in my face. Which is not practical, considering I scrapped my old 1280 x 960 monitor precisely so that I wouldn't need to sit with my face nearly glued to it and eventually ruin my eyesight. Using the full dimensions of my TV allows for a much greater distance between myself and the display and I can see all of the details of any given game so long as the internal rendering resolution is altered accordingly. (for FF7, Aali's driver handles that automatically depending on window size and aspect ratio)

So in short, I have a cheap and dodgy TV and a 4:3 aspect ratio will always be unbearable on it, stretched or not. Therefore, I might as well use the full width and height to achieve the best image quality this TV can offer.

...I do believe, though, that the aspect ratio is not really debatable since it's a matter of opinions when it comes down to it. :P While someone prefers widescreen, another guy can prefer 4:3. Hell, there may be people who have even uncommon aspect ratios such as 16:10 and so on. I know I like 16:9 more than 4:3 for reasons stated above, heh. :D

109
Team Avalanche / Re: [FF7PC] Team Avalanche field scenes
« on: 2015-03-18 16:28:52 »
Neat!
A couple of comments though:
- Your video has an incorrect aspect ratio, it's all in 16:9 so everything looks vertically compressed. I believe it would look better displayed in 4:3 (with vertical bands on the sides), which you can adjust with Aali's driver config.
- I also recommend you use Makou Reactor for correcting the size of the characters in mds5_w, ealin_1, ealin_12 and ealin_2, as I explained elsewhere.

You've got a point with the aspect ratio, to be fair, but I can't do 4:3 because it will look absolutely ridiculous with the TV I have. The entire image will be about the size of a stamp in the middle of an A3 paper sheet. (or not, but you get the idea) That irritates the eye pretty badly, since it essentially means I'd have a bigger image on my old monitor than on TV, which kinda defeats the original purpose of me switching to a bigger display.

And I actually did resize the models before, but I switched the flevel archive and completely forgot to re-apply the changes. :P Talk about derp.

110
Team Avalanche / Re: [FF7PC] Team Avalanche field scenes
« on: 2015-03-17 14:39:55 »
Alrighty. File can be found here (kinda large but you asked for quality) and I shall also broadcast it in a moment. Link for that will come at a later point in time, hehe. ;)

As it stands though, it would appear Camtasia Studio once again insists on adding those stupid black borders around the image and suppressing the original resolution slightly. If anyone wants to suggest better video editing software, I'll gladly give it a try. Preferably one that outputs both HD Video and HD Audio. Camtasia has proven to achieve neither, so that's getting shown the door.

EDIT: As I said, here's a link for the Youtube version.

111
Team Avalanche / Re: [FF7PC] Team Avalanche field scenes
« on: 2015-03-16 16:39:59 »
I've got a HD video available right away. I could give you the file, if you wish?

112
Which version? 1.6.3?

Yep, although I seem to remember earlier versions doing the same as well. I just never really edited doors that extensively so the bug slipped my mind before I could actually report it here.

113
Thinking about it now... probably the story he's been given is she died soon after?

That's most likely correct, since in Crisis Core that line was also localized as "She died shortly after I was born." It's not word to word with what you ended up with, but the meaning is the same. And it has more of a hidden truth than saying she died right away. ;)

114
The Doors tab in the Walkmesh editor is bugged. When you set, for example, door 0 where you want to set it and then begin work on door 1, the door 1 coordinates will actually modify those of door 0. It's more annoying than death serious, but it would be nice to be able to just place a door position rather than script it there. :/

115
General Discussion / Re: Battle model names?
« on: 2014-07-30 09:03:53 »
You can use Proud Clod to search for an enemy and see which model they use. It is located in the Enemy Stats tab.

However, I can just go from memory here and say that the Sephiroth models are MTAA and MUAA respectively.

116
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2014-05-26 17:15:43 »
Will there ever be an option to translate PSX field model animations into PC version? I'm just asking because the original Japanese Honeybee Manor rooms have some field model animations which don't seem to exist in the PC char.lgp at all. It would be very tedious to re-create these by hand, and I'm very eager to integrate the original Honeybee Manor scenes into the PC port because the current Honeybee Manor is just crap. :D

117
FF7 Tools / Re: [REL 1.5.0/FINAL] Proud Clod
« on: 2014-04-22 18:54:32 »
Well technically, the only problem I saw first was that while copying and pasting the enemy's stats correctly, it even attempts to touch the formation data. I now see why this would happen, though - it is for the case of someone modifying the enemy's model ID, right? The formation data needs to be updated separately to call that enemy or it will produce a rather broken battle in-game. However, here's the problem:

Let's take that Air Buster issue as an example. Apart from Air Buster's entry, the scene 91 also contains an entry for Special Combatant.

Now, Air Buster is in the first, second and third formation table of Scene 91. There are three Special Combatants in the fourth formation table.

Then look at Scene 86, first formation table. You'll find three Special Combatants. Now sync the current Special Combatant with other scenes...

And boom! Scene 91, first formation table. It is now filled with three Special Combatants, one of which has Air Buster's position values, and the two others have FFFFh position values because there weren't supposed to be three enemies in the first place. And there we have replicated Karifean's broken Air Buster fight, which no longer even contains Air Buster.  ;)

Now, the way I see it, updating the model IDs in formation tables is what doesn't work as intended. Instead of checking IF the formation table even has any enemies of a given ID (in this case, 001E), it simply copies over the synced enemy's IDs as they were in the original scene's formation tables.

...Then again, there's always the chance that my theory here couldn't be any more wrong, given the fact that I know nothing of Proud Clod's inner workings.  ;D

118
FF7 Tools / Re: [REL 1.5.0/FINAL] Proud Clod
« on: 2014-04-18 15:25:43 »
Well, I just re-downloaded the latest version to be sure. I randomly changed some stats of the first MP enemy I came across, synced it with other scenes and it specifically informs me that "the following scene enemy positions have been modified" and I instantly found a scene with broken formation data. Namely scene 93, formation 0 where an extra MP enemy appeared with all position data as FFFFh. Comparing the file against a vanilla one, I can tell that the extra soldier does not belong there and it only appeared because of the sync button in Proud Clod.

119
FF7 Tools / Re: [REL 1.5.0/FINAL] Proud Clod
« on: 2014-04-13 18:55:23 »
So I've just noticed I was using this "outdated" version of ProudClod for a while now. This may be unrelated but it seems my formations got quite screwed up (and yes, I did check the scene.bin lookup table in the KERNEL, it's correct). Like for example instead of fighting Airbuster, I suddenly fought three Special Combatants that overlapped (as in, their position was the same). Or sometimes enemies in the back row would suddenly appear in the front (and you'd get an Out of Range if you tried attacking them O_o).

I redownloaded PC just yesterday so I should have the up-to-date version, and I had hoped that this PC simply read and stored values somewhat wrongly, but it seems the problem isn't quite that easily fixed. The strangest part being.. I never even tinkered with the formations at all. Just the enemies.

I'm posting this here because I can't think of anything else that could've caused this. Anyone know a way to fix this?

You've likely used the option that syncs an enemy with other scenes it is in. Don't use that option; it completely rapes the formations and there's no way to easily get them back unless you have backed up the scene.bin.

120
Gameplay / Re: UPCOMING: [FF7 PSX] Enemy weapons
« on: 2014-03-21 16:10:18 »
As a potential warning, IIRC setting weapons to automatically hit all enemies causes issues when you try to do 2xCut and 4xCut. I guess because of a lack of animations or just something never programmed to be a possibility. You might just want to test that first.

This shouldn't be an issue with long-range characters though, because they simply repeat the same animation over and over.

Also, 4x-Cut presents even less of a problem there, because it doesn't even obey weapon target data.

121
Gameplay / Re: Just made Cloud cast Healing wind...
« on: 2014-02-07 15:45:13 »
So you just edited it in the said file?  Would it work for the Sephiroth mods?  I made the battle model compatible for use with bootleg would it also work the same way?

The AB file? Yep, that's what I edited (along with the actual attack itself, of course). To be honest, I just copied the animation script from Cait Sith's AB file, and there. I don't see any reason why that wouldn't work for Sephiroth's model, although I guess the script should be altered slightly because if I remember correct, Sephiroth's magic casting animation has an extra step in it. About bootleg, I don't know anything about that. Never tried it out. :P

122
Gameplay / Re: Just made Cloud cast Healing wind...
« on: 2014-02-03 19:13:10 »
To be honest, I just bypassed the animation/# of bones inconsistency by having Healing Wind use Cloud's normal magic animation (except with the Limit Break flash). This can be done easily by hex-editing his AB file.

In fact, I had a video of it stored on my hard drive since way back when. :P I'm not usually one to brag, but I just can't resist the urge to leave this here. At about 30 seconds on, you can see the Healing Wind animation in good use. ;)

123
just change it to #version 110, that should let you load them.

Yep, that solved the issue. Thanks Aali!  ;D

124
It would appear that my crappy laptop doesn't support these shaders... Is there any workaround to disable them anymore? The game won't start up anymore if it can't load the shaders, effectively preventing me from playing.

And another question. If this issue eventually kicks me back to v.0.7.11b, can the vgmstream plugin be loaded with it?

125
FF7 Tools / Re: [1.6] Makou Reactor - a FF7 field editor
« on: 2013-11-09 19:31:01 »
Umm... Makou just crashed on me when I tried to save after creating a new location.  :-\ After which, I tried to import the scripts and texts from another version of that field file, and it crashed again. The field I tried to modify was sango1, if that makes a difference.(likely not)

I'll try once again to see what happens.

EDIT: Okay, so this time I removed the scripts and groups that weren't in the imported file, and it worked. Seems Makou has become really sensitive, but that's still better than nothing. :P

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