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Messages - Tenko Kuugen

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201
Releases / Re: [REL/FF7] New Threat Mod v1.0.3
« on: 2014-01-25 18:14:09 »
I suddenly feel very inadequate with Nightmare 7
Pops to you good sir

202
Completely Unrelated / Re: autism kids
« on: 2014-01-25 18:08:00 »
Mod requests? Everyone here has their own ideas for mods. We certainly don't need yours.
Not to mention, contribute something before you make any requests.

And don't even get me started on the english, the way you post and so forth. Corsair would have a field day moderating all of my posts.

203
I looked into this ages ago. I remember posting about this several times
That game is a gigantic pain in the ass to mod. Lots of edits you need to do 4 times over, and the whole combo system is beyond a bitch to edit.

204
Glitch 1) Oh boy, I must have forgotten to put a gamemoment variable there to disable the additonal Aerith. This is related to the Aerith follow script when you first visit wall market.

glitch 2) Wat. I mean seriously, what? Is there a variable missing or something? I haven't heard about this before but that's clearly not intentional.

glitch 3) Weird. I didn't actually change the Steal+ materia, only the name. I'll look at the function and compare it to the vanilla one. Do you have any other mods installed? Because this does sound a bit like a mod conflict.


I also get the crash when I get game over but I have literally no idea what causes it. I also get that in vanilla FF7 sadly, so I have absolutely no solution.

205
Gameplay / Re: Nightmare 7 limit break acquistion
« on: 2014-01-21 09:08:23 »
Please do report all bugs in the appropriate thread (The Nightmare 7 thread) so I can get around to fixing them. While I'm currently not actively working on the mod, I do fix bugs when they get reported.

206
FF9 Tools / Re: [FF-IX] Hades Workshop
« on: 2014-01-20 14:00:28 »
dropping in to say how much I appreciate the work you're doing and how much I'm looking forward to one day being able to create extensive overhauls of FF9

207
Gameplay / Re: Nightmare 7 limit break acquistion
« on: 2014-01-20 13:34:23 »
Limit's are much, MUCH, more powerful than they were originally, which is why getting the best limits takes a much longer time. It's roughly made so that you get 2-2 ( and 2-3 ) limits when you're at the end of CD1

Each level has 3  limits
1-3 for example is the same limit as 2-1. It has the same power and everything but limit level 1 obviously allows you to get faster limit. The same is true for 2-3 which is actually 3-1. And if you love grinding you can grind level 3 limits until you unlock 3-3 which is actually the level 4 limit. Cloud for example could get Omnislash as his 3-3 Limit

208
Gameplay / Re: FF7 Limit breaks FF8 style
« on: 2014-01-19 13:00:20 »
what happens if you kill Vincent's AI for when he is transformed? does he transform and retain his normal commands?

209
Releases / Re: [REL/FF7] Superboss Rush Challenge v1.1 PC
« on: 2014-01-18 10:57:00 »
Pretty much what I thought you did. It's a good idea and something nice for the endgame.
Do you have a list of how many bosses are fightable?
Have you thought about moving them to previously empty or dummied out scenes so you could have this as an optional add-on to the game instead of a conversion? In theory you should be able to copy entire scenes and just adjust the battle called for that.

How long did it take you to create the new attacks, AI and(?) animations(if any)?

210
Gameplay / Re: FF7 Limit breaks FF8 style
« on: 2014-01-18 10:52:45 »
Having the steal materia leveled up to Mug helps
Other than that, I suppose it's possible to do this via materia commands. Other than materia commands I'm not sure how the Limit attack overriding attack is handled

211
Releases / Re: [REL/FF7] Superboss Rush Challenge v1.1 PC
« on: 2014-01-17 07:13:47 »
I was thinking of doing something like this (except it would allow you to just re-fight the bosses as-is plus four uber bosses) as a reward for finding all hidden items (some day when I pick up N7 again)
Good to see someone else had an even better idea for it.

I can't install it right now. Did you give the NCPs dialogue choices and upon selection pull a battle from the scene.bin?
What are you doing about the 'set music for battle'?
Did you change the background layers for the encounters in the scene?
Is this monster hall triggered by a gamemoment variable or is it technically always available?
Do you have to have fought a boss before you can fight the super boss version? (again, gamemoment variable)
Will the super boss version replace the boss in his original location if you play the game normally?(Since there are only so many bosses and there are actually a lot of empty slots it should be possible to combine this)

212
Look, its more rumor mongering and borderline nonsense.

213
wonder if that works with an HDD loaded version

214
Troubleshooting / Re: ff7 various problem
« on: 2013-11-12 16:17:52 »
Not that I'm aware of

215
Took me ages to find this thread again, but I come with news. Finally managed to get it working:

http://youtu.be/ijlpuMTTxPw

Spawning points are a bit of a problem, since she doesn't want to load in Cloud's location. I ended up having to load her in different point depending on which map was visited last. It does have it's glitches however, if she doesn't catch up to Cloud by the time he climbs a ladder, it'll try to execute her ladder script. It won't work until she catches Cloud, so once she does, it'll try to initiate her climb and she'll go nowhere and you'll get stuck.

I haven't really tested cutscenes either.

you could reserve a universal bit that deactivates and activates the script you're running. if you set the bit as a cut scene starts it should stop the script from executing or loading until you unset the bit
since you want everyone to stop using the script you would only need 1 bit that disables all the scripts.  most likely you can only stop the script upon screen load but most cut scenes are like that. for others you could find a workaround by storing the script inside a loop that continuously checks for the bit being set and keeps running the script if its not set so when you set it, the script stops looping. ( you could extend this a little bit so it loops from start - check - start instead of start - check - finish so the script would run properly again the moment you unset the bit after the cut scene )

I hope this wasn't confusing.

216
Troubleshooting / Re: ff7 various problem
« on: 2013-11-12 10:09:14 »
I updated them several times after the bootleg thing went up but not in a few months now but I recall that the bootleg version is outdated

217
Troubleshooting / Re: ff7 various problem
« on: 2013-11-11 10:26:38 »
The game doesn't crash for me when I go game over. That is something unrelated to the mod. I've had that happen with vanilla FF7 though. No idea what causes it.

Quote
>2) I found bug in which despite collect an object from the ground this is regenerated to infinity
It just seems I can't fix this. I don't understand why, the code is all correct. sigh. I'll be removing that entirely for the next update.

Quote
. 3) the sword of cloud (now I can not remember the name, does not make me hit enemies ..... always miss ...)
The Buster Sword is not supposed to do that. Sounds like you're using old core files, which had a wrong flag ticked or you're using another gameplay mod on top.

Quote
.4) in the sewers of Midgar if you encounter an enemy "lobsters" Fighting goes to infinity (it seems that when it is their turn they do nothing).
Update the mod. Thats a problem present in the old core files, get the new ones from the thread.

Quote
5) If I talk to a guy in the slums of Midgar the conversation has never fine
also sounds like an old bug
I can only assume you're either using the slim flevel and / or old core files.

218
you only need to download the mods you want
you have to manually disable all the stuff you dont need in the torrent though
as far as I know bootleg itself can't download anything for you

and you need to mount the ISO because the game won't start if you don't have the game disc mounted

people with pirated copies should throw themselves out the window

219
Wutai is enforced to be on Disc 1 and before Temple of the Ancients in this mod. You cannot start the keystone quest before you finished Wutai. I forgot if I made the Pagoda optional but it's possible I didn't or only made the last floor optional.

And I assume he means Raps, Conero's second pet ( And Wutai is near the end of CD1. It could also be he means wallmarket and Apps but that wouldn't fit with halfway-through-CD1 )
you shouldn't be able to get past the new bosses ( like, in Shinra HQ, the triple named soldier battle from Gjoerulvs Hardcore mod. Unless you have the scene set up correctly, the game would crash or start some kind of bogus battle ) if you replace the scene.bin

Just don't tamper with the mod install unless you really know how the files work together and what you're doing.

220
This will not work for the entire game
Namely, whenever you have to fight a 'new' ( not in vanilla ff7 ) boss, the game will crash and you wont be able to proceed
This is because you swapped out the scene.bin with another one with the bootleg re-install.

I am not going to support any problems that arise from messed up installs.

221
worldmap encounters are handled by a different file than the flevel ( which handles field encounters ) and new bosses are specific new battles that were previously debug or unused scenes.
I'm honestly too lazy to explain why exactly you can meet new monsters ( like size growing ones ) but not new bosses if you install the mod but dont patch the flevel

222
Confirmed. I'm not finding any new bosses. Because I never fought the one on Hades materia. -.-
I don't like to follow walkthroughs because I prefer to play games on my own no matter how difficult they are, so that's why I've only noticed now. I've checked EQ2Alyza's videos on youtube a few times however, but only when I was really stuck, so I haven't seen any new bosses I might have missed. But I do know for sure that my game is just as hard as her's. I even have the equipment tweaks and materia tweaks like only being able to summon 1 summon per battle, etc.
I dunno how I could've gotten this difficulty and not the new bosses. O.o Anyway, to fix this I just need to re-install this mod again, simple as that, right? Dammit...

materia, equipment etc is kernel based
enemy stuff is scene.bin based
new enemies need models in the battle.lgp

> only being able to summon 1 summon per battle
I don't remember THIS being part of the hardcore mod at all. How would he even code that?

the new bosses are based on just the flevel, so if you're not finding them, your flevel isn't patched.

223
you mean like the existence of advent children hasn't done any harm, Corsair?

224
Completely Unrelated / Re: PS3 Emulator
« on: 2013-10-07 19:42:04 »
Well I assumed that there could not be any working ps3 emulator yet. Seems someone takes the time to make up 100s of fake accounts to comment his own video:

http://www.youtube.com/watch?v=0yPmo-raN6Y

its called spambots.

225
Completely Unrelated / Re: PS3 Emulator
« on: 2013-10-07 18:14:16 »
PSP has nothing to do with PS3

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