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Messages - AuthenticM

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1
WIP / Re: Recreating Project: Final Fantasy VIII
« on: 2023-01-12 04:03:09 »
Hello it’s me again 😊

After a long time we are together with the 4th remake of Final Fantasy VIII – Balamb Garden Dormitory. Well this kept me before itself to solve every detail about 2 weeks or more. I even learned a new software just to model the jacket. The room had a complicated architecture that if you are ever to change anything that would also affect the other side too so I had to plan everything one by one. Most time consuming objects were the jacket and the Griever.
Details were everything that made me to remake this room. Yeah thats a bookcase or laptop near Squall’s bed, there is a thin welding line in the wall, jacket had to be hanged onto roller etc. You will find a mid-day and night scene renders in the project. Hope you like them all, don’t forget to comment please.















looks absolutely amazing as always! Keep 'em coming! :)

Thank you so much, I would never leave remaking the game. Well I will take a look at what you posted but my main is 3d modelling and nothing else we may unite our skills :)
If you are interested in having your creations be compatible with the game, I would suggest contacting McIndus. He's the main FF8 guy in the mod scene here. I am sure that he could give you the info that you would need to convert your work into a proper mod for the game.

2
Releases / Re: FF7 create new fields
« on: 2023-01-02 22:27:34 »
Thank you for your hard work, Shampignon! It's super appreciated.

What's next? Have you decided?

Also, if you want to create a ko-fi account, here's a link to the website:
https://ko-fi.com/

3
Tragedy:

https://www.patreon.com/posts/absolute-tragedy-76347992

I looked into seeing what FFNx had done, and as far as I can tell, it's the PS1 midi files used (someone correct me if I'm wrong). The original point of my project back in 2013 was to use the OST CDs as they are far better in sound quality than the PS1 midi files. It's a shame I lost so much work, and I'm going to get back to it as soon as I can (by Spring time at least). Just have way too many projects in queue right now. Very sorry about this false hope.
You might be interested to know that a musician has started to "restore" the Final Fantasy 7 OST using the original uncompressed samples that he tracked down over a number of years. He goes by the handle TSSF. He had already made a handful of tracks some years back, but he's starting over from scratch now.

https://twitter.com/tssf/status/1590088718500892674

He made the rounds recently after finishing his Chrono Trigger project, which sounds amazing.

https://www.youtube.com/watch?v=cw_4DVI-5Vo

Since some of your work has been lost, perhaps it'd be better to wait until TSSF is done with his project, and you could work off of his files? It would sound way better than the official CD OST released by Square since the tracks on that are still the ones that have been processed and compressed for the game.

Just a thought!

4
Sorry I was awol for so long. If they did the same obsessive editing and inclusion of missing intros that I did, then that's cool. If not, here's mine:

https://www.patreon.com/posts/final-fantasy-pc-76339971
Does your mod fix the music issue in the revelation scene about Cloud's memories? When he throws Sephiroth into the mako. That scene is bugged in every version of the game other than the original PS1 version.

Here's a timestamp to a twitch video that shows it:

https://www.twitch.tv/videos/465552182?t=2h39m16s

I don't know if the FFNx music mod fixes it; the last time I did a full playthrough of the game was three years ago, and the music was still bugged then. If it does fix it, great! If not, then perhaps your mod could be of use.

5
Releases / Re: FF7 create new fields
« on: 2022-11-02 19:08:52 »
dp, sorry.

6
Releases / Re: FF7 create new fields
« on: 2022-11-02 19:05:21 »
Hello !

Yes, I'm still working on new fields.

I completed a small extension for sector 7, but I haven't taken the time to make a video to share it. I'll do it soon, but for the moment, I'm working on a new cave : 17 screens created, and I haven't finished yet ! Then I will have to integrate them into the game (walkmesh, battles, enemies etc), so I won't be able to show the result for a while !

Thank you for your support

Hell yeah. Glad to hear it.

Do you have a ko-fi account? Maybe some people would be up for sending some gil your way as a thank you.

Also, a thought: we now have a true widescreen mod, which is probably going to be the default way to play the game with mods going forward. I don't know if it's something that you need to consider when designing new fields, but I thought I'd mention it just in case. It would be such a shame if your work had some issues with the widescreen mod, as what you're making is of such a high quality.

In any case, cheers!

7
Releases / Re: FF7 create new fields
« on: 2022-11-01 14:54:51 »
Hey Champignon!

How's it going? Any updates? I hope you are doing well.

8
Releases / Re: Aavock UI 1:1Remastered
« on: 2022-10-31 01:41:44 »
I like blocky. If anything you should make it more blocky!

9
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2022-08-28 20:54:37 »
I have added the rescaled map into a test build and will post a link in the next few days, but I currently do not know the opcode for changing the world map transparency, it probably would be better disabled or with reduced intensity so I may look into it soon.

Hey Chrysalis,
Any update on Ahvia's map?

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.998)
« on: 2022-08-19 01:05:24 »
It seems that when the flag is toggled, it won't affect the music until you visit the next screen. When I get a bit of time, I could sit down and add the music behaviour change itself to each save point's toggle function so that it's being immediately changed rather than only taking effect when the next screen loads.

Ah, I see, I wasn't aware of this. If that's the case, then that's fine. I don't mind that. I was just worried that the feature wasn't working properly. If changing the music behaviour requires too much work, then you don't have to worry about that.

Would like to power up older weapons in some way, but think it needs a separate kernel or some way to modify the static values loaded in by the kernel while the game is running.

So it would require a lot of work / would be hard ?

I'm about to run out of numbers, maybe it's time to jump up to 2.1 soon?

I have a request for 2.1. Could you please make it so that Aerith can only be revived in Game Type B? I really like the content partitioning between Game Type A and B, A being essentially a "vanilla+" experience, while B goes buck wild with changes. But the possibility of saving Aerith does not jive with the rest of the vanilla+ experience that is Game Type A. I know some people who are adamant about not wanting to touch New Threat because of the possibility of saving Aerith, and altering the game's story, being merely present, while at the same time being interested in the new game systems and mechanics. If saving Aerith was scrubbed from Type A, I know that it would get more people to try out the mod. The new bosses aren't an issue because the crazy endgame bosses are locked behind a flag that is only triggered when you reach the very end of the last dungeon, which everyone only reaches after they have experienced the vanilla endgame. And the couple of mandatory new bosses such as the Nemesis Scorpion tank are minor and are well-integrated into the lore.

I know you've been resistant to this request in the past, but I would seriously appreciate it if you could reconsider. New Threat might have been known as "the mod that lets you save Aerith" in the past, but I think this reputation lapsed years ago. New Threat is bigger than this now, and I truly believe that the mod would benefit from secluding Saving Aerith to Game Type B because it would cater to a bigger demographic.

Please.

Thank you.

11
The youtube videos in the OP have been made private it appears. :(

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-08-16 16:53:10 »
edit: double post, sorry.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-08-16 16:49:33 »
I'd like to report a minor bug. In the Sector 1 reactor, at the beginning of the game, the Field Music parameter doesn't work for regular battles (before the player triggers the bomb timer). I turned on the Field Music option as soon as I got to the save point before the bomb setup, immediately got a battle, and noticed that the regular battle music was still playing. It seems to be an issue only in this moment though; I loaded a different save and got into a battle elsewhere, and the field music option was working fine in battle.

Maybe it's just an incorrect flag somewhere?

It'd be interesting to add the actual Masamune model for Cloud to use but I'm reluctant to replace other weapons for it.

There are lore implications with Cloud using the Masamune that perhaps would be too weird. Maybe for Game Type B it would be fine.

What do you think about adding a side quest that ends with the Buster Sword getting powered up to become Cloud's best weapon? I think that'd be super cool. The Buster Sword is Cloud's canonical sword; it'd be nice if he would circle back to using it at the end. Similarly to the Masamune in Chrono Trigger for Frog.

14
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2022-04-19 16:57:27 »
Kind of, yeah. This is the extent of our capabilities though:

Right now it is exclusively a feature of Echo-s and can only be seen if also using either Finishing Touch avatars or Phoenix Tail Avatars. However, the idea is to eventually bring it to the base game (will still require one of the avatar mods).
The avatars are now supported in the ESUI controller addon which is a mod that enhances the vanilla gameplay, exactly as Bonez said it requires a avatar pack that supports the feature such as "Finishing Touch".  They are also supported in the Echo-S voice acting mod which has a Midgar demo released.

Sweet! Does it work with the "minmin" avatar pack?

15
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2022-04-07 05:41:02 »
I have added the rescaled map into a test build and will post a link in the next few days, but I currently do not know the opcode for changing the world map transparency, it probably would be better disabled or with reduced intensity so I may look into it soon.

Hey Chrysalis,

Any updates on this?

On another subject, would it be possible to mod FF7 to have full textbox portraits? Some modders for the Pixel Remaster FF games have succeeded in implementing it.

Quote

I'm aware that FF7's engine is super old and decrepit, so I'm crossing my fingers that this might also be possible here, knowing full well that it probably isn't.

Thanks

16
Releases / Re: Final Fantasy IX PC Complete Sounds Fix
« on: 2022-04-03 15:12:38 »
Better late than never but i made my own FFIX Sounds Fix ;) More complete than this one i have tested !

I fixed the sounds below :

- Some sounds used in the menu (the most used anyway).
- All magic spells (Black, White, Blue + the casting spell effect).
- All summons (Dagga and Eiko), include long and short versions.
- All skills/technics from characters (Skill, Dyne, Dragon, Flair, Elan, Swd Art, Swd Mag, Jump, Throw, Focus, Eat, Cook).
- All items usuables in fight (Potion, Hi-Potion, Ether, Elixir, Phoenix Down, Echo Screen, Soft, Antidote, Eye Drops, Magic Tag, Vaccine, Remedy, Annoyntment, Dark Matter, Gysahl Greens, Dead Pepper, Tent, Ore).
- All enemy attacks (including special moves like Ultima or the death of certain bosses.)
- All weapons attacks (player and enemies).
- Somes sounds from Tetra Master.
- Three sounds of Choco when he digs and finds treasures in "Chocobo Hot and Cold".

Need Memoria to use my fix.
You can find more informations on my Steam page : https://steamcommunity.com/app/377840/discussions/0/3189117724409401717/

Hey DV,

Your mod is amazing. I checked the youtube videos in your post on the steam forums, and it's very impressive.

I'll be sure to use your mod when I eventually play the game on PC!

17
Releases / Re: FF7 create new fields
« on: 2022-03-23 05:35:51 »
Absolutely fantastic work, Shampignon! Keep it up. :)

18
-Now all FMV are not chibi version (Thanks Cosmos)

Is this optional? I would venture that most people would prefer sticking to upscales of the FMVs as they were designed by Square. I would prefer it this way too.

19
Hi,
- Some changes on V2.
- Added an alternative version for Young Cloud.
- Added a "Thinnest" version for a better integration with Enhancend Stock UI.

V2 :





Thinnest :





The archive contains files in PNG and DDS formats.
->https://drive.google.com/file/d/1atLWMHwAqxmzLptj3_NPotRAD0a0i-qo/view?usp=sharing

Hey Reiletuag,

Great job! Looks really slick.

Could I request that you do the same with the OG avatars? Or the ones from the Minmin pack in the catalogue (which seem to be cleaned-up versions of the OG avatars)?

20
Releases / Re: Aavock UI 1:1Remastered
« on: 2022-01-20 02:33:37 »
Is there an .iro package of this?
EDIT: apologies, just noticed that the mod has been integrated into Satsuki's.

22
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2021-12-10 17:37:01 »
Hey Sega Chief,

Any chance of a surprise 1.0 release in time for Christmas?

Looking forward to playing the whole thing.

Cheers

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-11-07 14:06:13 »
Hey Sega Chief,

I've played the game for a bit in a while. I have the "field music during battles" parameter activated. It works, except for the fanfare when winning a battle. That music still plays.

Could I request that the mod be updated so that "field music during battles" also disables the win fanfare? I'd love for the field music to play uninterrupted when I'm playing. It makes the game quite a bit more immersive.

Thank you!

Guys I think I'm missing something.

If I use New Threat 1.5 it works straight away but it disable all my graphic and sound mods
if I use New Threat 2.0 it has compatibility issue with cosmo  Memory and disable all my graphic and sound mods as well.

I have only issues with this mod btw everything else work perfectly.

Any help please?



In case you are not using the latest version of 7th Heaven, I suggest grabbing the latest version. It can be gotten on the program's official page on Github, here:

https://github.com/tsunamods-codes/7th-Heaven/releases


24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-01 15:27:47 »
How much demand is there for a Windows Store version of the mod? I can't imagine it being strong.

I don't mean to be insensitive, but is it really worth your time to be working on this?

25
General Discussion / Re: FF Pixel Remaster
« on: 2021-08-03 06:25:47 »
Someone modded in the Mystic Quest font. It looks great.


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