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General Discussion / Re: [FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]
« on: 2020-06-14 20:27:49 »I am not like True Odin. I never want to be.
Don't use FFNx then. Be careful: you'll be infected if you do

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I am not like True Odin. I never want to be.
I commend you on the bug fixes and joypad support in case that isn't clear. All i asked for when i came to you 2 years ago was that kind of thing. Despite the fact im never going to work with you from this point on nor acknowledge your existence again after this post, i want you to know i believe in full credit and people will know exactly what additions in reunion come from you. I'll also continue to supply bug reports as that aids my project as well.
Finally, let's look at the net result of TO's betrayal 2 year's ago.... the reunion has simply added all benefits from ffnx anyway meaning it was pointless. everything i wanted i got anyway in the end. My source is closed because of the kind of behaviour you displayed 2 years ago. You must have a short memory as only 2 weeks ago we argued about this and your response was "lol. so?" I'll provide screen shots as evidence in the next gpl license
I see you've also added extensions such as jpg and so on... I take it this is just cosmetic? pnglib doesnt support these formats does it?
I supplied this to quantumpencil openly and he and True Odin agreed to help improve the code and work with The Reunion.
That's fine. If you're working on it - so be it. You replied:Why?
To my earlier query. You made no mention of actively working to fix it here.
I am reporting to you a bug. One that makes PNG loading unusable. You either fix it or you don't - I won't be using PNG because no one can with latest FFNx and hope to play the game.
The load time is too slow to be usable. With the battle PNGs alone, the game pauses for 0.25 - 1 second every time an action is made. Field screens take 5 seconds to load every time. With Aali's - it was no delay in battle and very little in field.
DDS will be used, but PNG support in current FFNx is not fit for purpose. It's excruciatingly slow and in fault, which definitely needs to be looked at. If not- I'd say PNG support should just be removed.
The difference between the drivers is that FFNx uses bimg and bgfx to create the texture, and Aali's driver uses libPNG directly without bgfx.
It is possible that something is wrong either in how we use these libs or inside bimg/bgfx. Maybe address this will also speedup DDS, dunno
Hey Trueodin
Just a quick question here, will i be able to play the ff7 NT mod on your FFNX plugin Mod at all?
Please make sure to give me and NFITC1 credit for the 60fps you are adding to source if it's based on or using the Hext file I released. Cheers. If using interpolated files, also give Obesebear credit.
So, I tried following OatBran's guide, and unfortunately FF7 now looks and runs like garbage =/ The screen is stretched (even though I have preserve aspect ratio set to "yes"), and everything is low-rez and pixelated (even though I can tell it's loading the high-res texture packs). The AA isn't working, even though I have that set, and even the music now sounds worse =/ It takes extra time to loads scenes (field to battle, battle to EXP up screen, exp up screen to field, field to menu, etc). It's displaying the version number and rendered in the top left, which is distracting... Any idea what I may have done incorrectly? The only thing I can think is that I'm running windows 7, but you said that shouldn't be an issue, so....
Can I apply this patch without using FFNx? I only ask because apparently FFNx doesn't work with Win7. The page that is linked there is very... generic and didn't mention FF7 by name.
I love this ff7 game alot
its my childhood game of all time and i really like this plugin alot also
and i am just wondering why it goes slow for me and wondering how you guys fix it yourself
Ah, good stuff. In that case, there's nothing I can really add to this.
Clearly the texture loading issues and memory problems and unloading issues have also been resolved. I'll need to devote a lot of time to merging this with The Reunion. Did you also manage to stop delays happening with texture loading? [I really should play your latest build - just a tad busy]
If you need what I have on 60fps battles, I'll supply you it. At this point, I think you may be the only one who can resolve the graphical issues that remain - NFITC1 is still needed for camera side - but I am more than happy to transfer 60fps battles to this DLL and away from ddraw.dll as a good will gesture. If I merge Reunion with this, I'll remove it from my own dll. If not, I'll just have my own version and work with you adding it to this.
Both modes work well but if we collaborate on this we may finally get the remaining bugs ironed out.
I haven't checked your source in last week, so forgive me if you've already plugged this one - some FMVs are full 1280 * 960 AR as opposed to 1280 * 896.
My code works as follows to make sure centring is turned off for those ones >Code: [Select]// draw a full_screen quad, respect aspect ratio of source image
void gl_draw_movie_quad_common(int movie_width, int movie_height)
{
float x1 = 0.0f;
float x2 = (float)width;
float y1;
float AR = (float)movie_height / (float)movie_width;
if (Centred_Field && AR != 0.75f ) // DLPB
y1 = 16.0f;
else
y1 = 0.0f;
float y2 = y1 + min( (float)width * ( (float)movie_height ) / (float)movie_width, (float)height);
0.75 is safe for floating point in these cases.
Congrats on the release.
Cool! Glad to see this is coming along