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Messages - zoostation

Pages: 1 [2]
26
General Discussion / [REQUEST] "Load" or "Quit to Menu" ??
« on: 2011-07-16 21:59:10 »
Sorry if this is addressed elsewhere, but searching for "load," "quit," "title," "menu," or combinations of them yields just about every thread in this forum.

Is there a mod, or would it be simple enough, to add an option to the field menu to either load a saved file or return to the title screen/top menu where I can choose to continue from a saved file? I'm tired of quitting the program and starting it again when I want to try something a second time.

27
I caved -- the day I got my paycheck I bought these costumes and about $8 in other DLC. You know the saying about a fool and his money? I'm the fool they're talking about.

28
General Discussion / Re: [REQUEST, I guess] A few things
« on: 2011-07-15 17:09:11 »
For what difference it may make, I was thinking of the PC version when I started this thread. I'll edit the first post to be clear about that.

29
General Discussion / Re: [REQUEST, I guess] A few things
« on: 2011-07-14 20:25:13 »
So if I wanted to make those two limit break modifications, I'd have to dive into the exe code, wouldn't I? I don't see how I can use any of the existing tools to 1. Add "Attack" to a full-limit battle menu, or 2. Group all limits under one level instead of split up over four.

30
In the USA they came out yesterday.

31
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2011-07-12 20:05:29 »
If it isn't any trouble, you should release the hi-poly and lo-poly versions, so people who want hi-poly can get it but people who can't use it (or aren't interested for some reason) have an option too. If you make both of them, why not release them?

32
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-07-11 19:07:22 »
Your bug is not related to the Menu Overhaul Project or at least the MOP  :-o  is not the main cause of it.  No issue here.

Weird. I'll try it on a fresh install. If nothing else, I hope M003 will work fine for me.

33
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-07-10 22:56:27 »
E-mailed (not private message -- says I'm blocked from doing that) you a link to my save file.
None of that dialogue occurs. Rude doesn't even point up. Cloud looks up, game dies.

34
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-07-10 19:04:56 »
Climbing Shin-Ra Tower, just defeated H0512 on floor 68. I go to meet everyone in the elevator on floor 66. Rude walks into the elevator, Cloud looks up, "Oops! Something bad happened..." message appears.

35
Releases / Re: [REL] Menu Overhaul Project
« on: 2011-07-10 08:11:58 »
I love the Menu Overhaul and can't wait for M003!
I'm getting a crash using M002 though, just moments into an event (not sure what the term is: not an FMV cutscene, but a point in the field where characters move and talk on their own). Uninstalled and played to make sure it wasn't any of the other mods, things worked smooth as ever. Reinstalled, problem returned.

APP.LOG
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) HD Graphics Family 3.0.0 - Build 8.15.10.2342
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x800, output resolution 1066x800, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
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!!!
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files (x86)\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:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: yuv program link log:
No errors.
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
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
ERROR: unhandled exception

ff7_opengl.cfg
Code: [Select]
# ff7_opengl-0.7.10b config file



## 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 = 800
preserve_aspect = yes
fullscreen = 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=DK

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# 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 = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
# break_9999limit

# 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
post_source = shaders/bloom2.post
enable_postprocessing = no



## 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

# 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 = 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 = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = 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

Let me know if you need more details or if it's obviously the same thing as addressed elsewhere.

36
General Discussion / Re: [REQUEST, I guess] A few things
« on: 2011-07-10 02:24:28 »
Thanks for the answers! Further details on the "I think so..."s are welcome.
And thanks to kranmer for the patch link!

The battle menu is only set to show 12 commands and with magic, summon, M.Command and E.Skill materia, there's no where for the limit menu to go. Someone that's more skilled with menu manipulation could make it an attached menu like the "change" and "defend" commands are.

The attached menu idea was the way I had been thinking, though I liked the suggestion someone else had of making it alternate back and forth, like when you have two attack-altering command materia equipped simultaneously.

Doesn't the game mechanic lock you into a choice of level before battle? 1 2 3 4? Also doesn't that choice clear your limit bar every time you change? That would be awkward in battle to change levels lose your limit break then have to wait again to use it.

Yeah, I guess removing that restriction -- the assignment of limits into four levels, only one of which can be selected at a time -- would be kind of inherent to the idea.

37
Recent Playstation Network updates have made this a very difficult time for me to not have any money. I'll have to resist the urge to spend half my upcoming paycheck (my first income since february) on DLC.

38
Attention Sackboys and Sackgirls,
MediaMolecule has just announced an upcoming download pack of Final Fantasy VII costumes!
Details here.
Are you stoked? I'm stoked. If only there was a level pack to go with them. But noooo, Toy Story gets a level pack...

39
General Discussion / Re: [REQUEST, I guess] A few things
« on: 2011-07-05 20:00:56 »
Probably kranmer's.
http://forums.qhimm.com/index.php?topic=9890.0
But do I have to run it through the trainer? I don't need (or really want) any of the other features. Not to undervalue anyone's hard work, but I wish some of these mods gave me more freedom to pick and choose the tweaks I want to install. Though so far I've been able to configure most of them to my liking after installation.

40
Thanks. The Remix installation guide I was using specified to turn the battle swirl framelimiter on, so I assumed things wouldn't work properly with it off. But they saying something about the word "assume"...

41
General Discussion / [REQUEST, I guess] A few things
« on: 2011-07-05 03:03:19 »
[PC VERSION -- if there's something equivalent for PSX I guess it's worth noting.]

I consider this more a general inquiry as to mods' existence or feasibility than an actual request that anyone make them, but if something strikes your fancy I'd obviously be thrilled.
Apologies in advance if any of the items I'm about to describe are so easily accessible as to make my query unnecessary.

The Menu Overhaul contains kranmer's Save/PHS Anywhere -- are these available in a patch of their own?

A couple items about limit breaks:
1. Can it be made so that, when the limit meter is full, you can still choose a regular attack? I don't mean always having the choice between the two, like the Limit Always Full feature in kranmer's trainer, I'd just prefer sometimes to keep using regular attacks and save the limit break until I need it.
2. Could the four levels of limit breaks be combined in one menu (in battle), so when the meter is full your character gets up to seven choices how to use it?

How difficult would it be to expand the party beyond three people? It might get hectic, but I'm curious what it would be like to battle with the whole cast at once.

Have any avatars been made that are 3D renderings of the original ones, rather than Advent Children screencaps?

Has anyone designed (from scratch - not ripped) a Crisis Core Aeris field and/or battle model?

I realize it's kind of lame to just ask people to do things, so if anything above doesn't exist but seems simple enough, feel free to point me in the right direction to do it myself, bearing in mind that I have zero experience (i.e. explain things to me like I'm a child).

42
Troubleshooting / Re: battle error!
« on: 2011-07-04 21:02:27 »
I get this same error for both Tifa and Aeris (haven't played far enough yet to get any more characters), always with [CHARACTER].T09. Is Aali's driver looking for a non-existent file when loading characters' battle models?

43
So, for what it's worth, after installing Aali's opengl 0.7.11b, but before adjusting any configurations, the config file should look something like this:

Code: [Select]
# ff7_opengl-0.7.10b config file



## 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 = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = 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 = none

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# 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 = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# 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 = off

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## 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

# 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 = 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 = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = 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 = no

# 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

And then after installing the latest Avalanche GUI, I have:

Code: [Select]
# ff7_opengl-0.7.10b config file



## 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 = 800
preserve_aspect = yes
fullscreen = 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 = avalanche

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# 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 = on

# 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 = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = 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
post_source = shaders/bloom2.post
enable_postprocessing = no



## 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

# 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 = 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 = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = 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

44
Someone mentioned this in the last release's help thread, but I didn't see any answer for it:

GLITCH: Vsync seems to be forced ON, battle swirl framelimiter will not work

... appears in yellow when I enter my first battle (per play session, I think). I don't see any actual problem with the battle swirl, but maybe I don't actually know what it's supposed to look like.

Is this negligible?

45
Guide to installing FF7 PC with mods

Installing the latest custom Aali graphics driver for FF7.

Edit: Updating this to the new 0.7.10b config file, this is how mine looked after updating the config, but this was after doing all the steps below and after i changed my settings, not how it will look originally when your installing this.

For me to get this i would need to completely reinstall my FF7 PC again just to get the config file at this stage of installation, but i am not willing to do that at this moment, so if anyone else is installing this, they could simply copy and paste your config file into this thread and ill add it to the guide, it would be nice ;-)

Kylos, are you still looking for this config info? I'm at this point in a fresh install (no errors so far) and figured I'd ask before continuing to modify my config file.
FWIW: Windows 7, Aali's OpenGL 0.7.11b

46
General Discussion / New member, please advise
« on: 2011-07-01 22:16:21 »
Hi.
For starters, I only discovered this a couple days ago and I am absolutely in love with this community and all mods and projects that come out of it.
Second, I promise that I tried to find answers through the search function and various sticky threads before posting this question. I can't promise I did a good job of reading everything I saw, but I did my best. So if I'm asking something that's been asked and answered elsewhere before, I apologize. I also apologize if this thread itself is in entirely the wrong place.

Now, my actual question. I'm not the least bit skilled at programming, so is there a place on these forums or elsewhere for people like me to request a mod, explore its feasibility or anyone's interest in it, or ask (after doing my best search, of course) if such already exists?

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