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Messages - AuthenticM

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1
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?

2
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.

3
The youtube videos in the OP have been made private it appears. :(

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-08-16 16:53:10 »
edit: double post, sorry.

5
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.

6
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?

7
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

8
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!

9
Releases / Re: FF7 create new fields
« on: 2022-03-23 05:35:51 »
Absolutely fantastic work, Shampignon! Keep it up. :)

10
-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.

11
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)?

12
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.

14
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

15
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


16
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?

17
General Discussion / Re: FF Pixel Remaster
« on: 2021-08-03 06:25:47 »
Someone modded in the Mystic Quest font. It looks great.


18
General Discussion / Re: FF Pixel Remaster
« on: 2021-07-06 15:33:19 »
Would there be any interest from the modding community here to tackle these games by giving them a new and better font? I'm really loving everything about these remasters except for the font. It needs a pixel font to go with the rest of the pixel look.

19
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-07-03 19:49:17 »
Not a fan but for those interested, this is how it looks:


I like it! What about it do you not like?

Would it be possible to make the map opaque instead of transparent? Usually, the big map isn't used by players while they move around, so having it be opaque wouldn't be a hindrance of any sort. I'm thinking that it might look better if it were opaque. What do you think?

20
WIP / Re: Recreating Project: Final Fantasy VIII
« on: 2021-07-03 04:08:48 »
absolutely wild!

21
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-07-02 22:31:56 »
Edit: 1600% version with more vibrant colors and sharpened details:
https://www.sendspace.com/file/m8zt65 (imgur is not accepting big *.png files)

oh wow this is much better than the previous jpg! Nice.

Hopefully you guys are able to make it work properly in the game. It's a really sweet map.

22
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-07-02 18:47:32 »
The previous one was resized 400% compared to the original.

This one is 800% bigger than vanilla:
https://i.imgur.com/4zN6Sf8.png

Edit: Here's a massive 1600% scaled texture (for those using 8K monitors I guess):
https://i.imgur.com/5H5PDii.jpg

Sweet! Those are more like it.

In case it was missed, the darker version of the map that I posted on the previous page (link: https://i.imgur.com/2JFpt65.jpeg) is in a whopping 6849x5093 resolution, at a pretty clear image quality (few artifacts, from what I can see). I don't know how the modding process works; I just wanted to bring attention to it in case it could help you guys with your workload.

Thanks again for working on this. :)

EDIT:
Oh, for my curiosity again, could you tell me why the maps linked in your post have a lot of white space around them? Is that something that the FF7 engine requires for the mod to work?

23
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-07-02 15:17:14 »
Try this one: midlmap_00

It was made in a rush but shouldn't look too bad.

Damn, that's sweet. Thank you for contributing to this!

I'm curious about the image's resolution; it's lower than either of the other images. Was it not possible to keep the same resolution after applying some modifications to the image?

24
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-07-01 15:42:02 »
Ok I have looked at the map, and compared it to other textures, there is one showstopper along with some other minor problems.


The showstopper is that the scale is not right so wouldnt be shown accurately in the game, the map is beautiful so I am prepared to try and make this work but its going to need time to edit it to fit in the game, whether thats me doing it or asking the original author to carry it out.  For this reason it will not be in the next build of ESUI which will be released soon however I am prepared to put it in a future release.


I am attaching how it looks currently.  Can see I am to the left of the desert and the dot is in the desert, there needs to be more sea either side  the map and top and bottom, plus there is no markers for key locations which I will work on adding.




Damn, that's a bummer.

If you intend on taking your time to make the map work, I say to you godspeed and thank you!

Do you want me to get in contact with the author of the map? I could tell her to get in contact with you so you could talk about this issue. Perhaps she'd be willing to help or contribute. Though do you have her twitter, so perhaps you don't need me as a middle-man.

Let me know!

25
General Discussion / Re: FF7 - True Honey Bee Inn
« on: 2021-06-27 21:43:48 »
This is fantastic work, Cloudiar! Wow.

I like this new lobby a lot more than the one that was used in the game. It feels more realistic and alive.

Hopefully other modders use it! This is the type of stuff I'd love to see in Sega Chief's New Threat Game Type B.

Keep up the great work!

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