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Messages - Bonez

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176
I just wanted to give a bit of an update and explanation for the delay.

Work is nearly done. It's been nearly done for a long time, but there is a reason for that.

As I've said many times I'm going through the entire game and bug squishing. A single playthrough doesn't sound like it should take a long time, but you'd be surprised. The reason that it's taking so long is because I'm not only bug squishing my own mod, but I'm also essentially QA testing the brand new sound engine it's based on at the same time. And now that I'm in the late game in my playthrough, I'm in a largely untested area of the game. There have been many, many times where I've sat down to start working and in the first 5 minutes run into some kind of bug like an infinite looping sound, or an entire sfx channel breaking, and then I have to completely halt the work for anywhere between a day to a week until it's fixed. I literally can't continue because the bug may effect subsequent sounds and I'll miss something. So I have to report the bug, sometimes even help diagnose the bug and wait for a fix before I can continue in order to ensure a complete bug-free-playthrough of the game can be completed (and this doesn't even account for any fixes that may break something earlier in the game. I haven't found any yet, but that isn't to say it hasn't happened. That bridge will just have to be crossed when I get to it). This actually happened tonight, for example. I wanted to play all night, but in my very first fight, I discovered a new bug keeping half the magic sounds from playing. Since literally all of the sounds I have left to replace are in battle, I had to stop and get the bug fixed. Odin's a legend and fixed it at soon as he saw the report, but that was the whole night gone. Of course there have also been the new features being added that have pushed the release back as well; ambient, then battle ambient, then grunts, then footsteps, then ground conditional footsteps... But at this point, they're all done.

That reminds me. If you didn't know, I've now added footstep sounds to the entire game that change depending on what kind of ground you're walking on. So yeah, that's pretty rad.

So that's where we are. all the features are complete, the engine is in a good spot, in my playthrough I'm getting ready to head back and parachute into Midgar. So I'm very close to the end of the game. There are only about 27 sounds left in the game to replace. like 10 of them are in the Gold Saucer arcade, like 5 are Super Nova and the rest are some late game enemy attacks I just haven't come across yet, so we're real close. Barring anymore show-stopping bugs, it should be smooth sailing and closer than ever.

177
Any chance this is nearing release, or can we have the beta link back? Currently replaying and wouldn't mind trying this out before I'm done :)

What sort of configuration options were you considering? I'd really like if you could toggle on the new sounds (ambience and footsteps etc.) independently of the replacement sounds for when I'm in a more vanilla kind of mood.

Not yet. And no because some of the ambient sounds come from the original engine, so you'd have some high-quality-real-life-recording ambience and some original-midi-made-of-static ambience. So unfortunately, you have to go with high-quality-real-life recordings for everything :)

178

A collection of menu enhancements including:
Prelude credits from artist Lap Pun Cheung with option to randomize from 109 pieces on every launch.
Start menu background artist Lap Pun Cheung with option to randomize from 109 pieces on every launch.
New game over screen from artist Lap Pun Cheung.
17 avatar sets.
7 battle/dialogue avatar sets.
Full retro-modern ESUI theme.


New ESUI Theme Preview:
Spoiler: show

Main Menu

Item Menu

Materia Menu

Finishing Touch Battle View

Finishing Touch 2 Battle View

Optimized V1 Battle View

Optimized V2 Battle View

Minimal Battle View

No Box Battle View

Expanded Icons

Live Status Ailments

Keyboard Icons


Xbox Icons


Playstation Icons


Switch Icons

Indicators/Other







Avatars Preview:
Spoiler: show

Portraits Borderless Cropped

Portraits Borderless Feathered

Portraits Bordered Transparent

Portraits Bordered Opaque

Brushstrokes

Chibi Transparent

Chibi Opaque

Tactics

FFVI Sprites

Tactics Sprites

Brave Exvius



Mini Avatars Preview:
Spoiler: show

Portraits

Brushstroke/Vanilla

Chibi

Tactics

FFVI Sprites

Tactics Sprites

PSX Memory Card

Dialogue Avatars



Prelude Credits Preview:
Spoiler: show

Random

Static



Start Screen Preview:
Spoiler: show


Random


Static



Game Over Screen Preview:
Spoiler: show






Additional credits: Lap Pun Cheung for all the artwork. Chrysalis for the ESUI base. Xhris for the Barret and Cait Sith weapon icons.Twinees from ffhacktics for all the Tactics stuff. Vertex for live status ailments.

This is an IRO file which will require 7th Heaven Mod Manager (see: http://forums.qhimm.com/index.php?topic=19533.0)
Be sure this mod is above any other User Interface mods in your load order.
This mod requires 7th Heaven 2.9+.

DOWNLOAD HERE


If you enjoy the mod, consider a little something for the many many hours it took to put this together: Donate Here

179
Yep. Same deal... Reformatted my c drive and now can't open Wallmarket. (have .net and VB Power Pack)... It worked fine before the format. Frustrating. Can't work on my mod.

Update: VB Power Pack 10.0 is a no go... Gotta have that 3.0... Since the real link is down (probably forever)I had to find it elsewhere. https://microsoft-visual-basic-power-packs.software.informer.com/download/

180
Looks like a lot of work and it does sound nice but shouldn't this be in the WIP section?

Technically, maybe. Then again, technically most mods on the site are a WIP - and always will be; we're never quite done with them and always can find something to fiddle with. But as you can see, I initially provided a download link to a release - I just took it down temporarily. Plus it would just have to be moved back in a week or two when I'm finished. Not to mention if it was temporarily moved, then there'd still be the "This topic was moved" cluttering up Releases so it would essentially accomplish nothing. Not sure why it's an issue for you, but your rigorous janitorial attitude is appreciated nonetheless. Welcome to the forum.

181
Only the main original sounds could be used with Reunion. The other features; ambient sounds, shuffled sounds, fmv sounds and voiced attacks would not be compatible for various reasons.

182
i am very hyped for this mod. Any update? :D
I'd say the mod is all together about 97% complete. I'm actually streaming all development of it on Twitch... I'm doing a final full run-through of the game and finding stray sounds/finding things to change or fix along the way. I'm currently at the base of Gaia cliff if that gives you an idea how much time is left. So once I'm through the game, It'll be out... Having said that, I have been doing a thing where you can get a current early copy by redeeming channel points on twitch. 

183
I just know ReMusic and Carlucci's old music mods weren't allowed with out permission by the song's creators. Music and models always seemed to be the big no-no. Didn't the offending thing get taken out of that mod? If it still contains something it shouldn't, then fair enough. I didn't know.

184
Did you search for and acquire permission to distribute all these songs? Simply attributing credit isn't enough.

185
I took it down temporarily as it's all but done and release is imminent.

186
Sorry if my post isn't strictly inherent to the topic.

Is there a chance you could possibly upload a vanilla sfx pack for those of us who prefer the original sfx?
You see, the stock sfx playback engine of the game is bugged, and while FFNx has a sfx playback engine with those bugs fixed, it still requires a sfx pack to begin with.
I tried extracting the sfx myself with the old FF7SND (I couldn't get the new version of FF7SND working despite having installed .NET 5 x64 and x86, and having my antivirus off) and with cosmo095c, but after a few battles the game always crashes (if I only play in a field without entering battle mode the game runs fine).
Since you've so much experience with sfx modding, and your modded sfx pack works good, you surely know how to extract the sfx in a way that doesn't make FFNx crash.
That's why I'm asking you.


Thanks anyway  :)

You shouldn't NEED a sound mod... make sure your sfx option is set to "Original audio.dat" in the 7H driver settings (I'm assuming you're on 7H 2.3 to be having this problem)... If you need further help, hit me up on the qhimm discord. It'd be a lot easier to walk you through it.

187
This is a cool project, Bonez. Congrats!

Are there videos showing the new sound effects in action? I'd love to see your mod in action.
My Youtube channel has a few videos of tests as well as previews for the original mods, which while outdated are still largely included in this one.
https://www.youtube.com/user/WTurner859/videos
I also post a lot more updates on the discord than I do here.

Sorry for the question, but how did you actually replace the sound effects?
Tediously. Very tediously.

188
He said he downloaded ED from within 7H and can configure the mod... Importing the mod again manually is going to change anything.

Cooley, did you by chance download 7th Heaven 2.3 or update FFnx?

Edit: Jesus, I could have sworn the date on this thread was new lol. I must have been looking at the date of the thread above it.

189
Completely Unrelated / Re: Why I don't like either of you
« on: 2021-02-24 05:07:51 »
?

Are you talking about the drama from last June??? I'm not saying it's directly as a result of what happened there, but It's been totally drama/controversy free for going on a year now... Even if you needed to ask for help on SYW5, you wouldn't be wading into any community drama to do it, as there isn't any happening... So, what are you talking about? lol

You're effectively starting drama by bringing things up.

I'm sorry about your high cholesterol, by the way. But it's better to eat healthy.

190
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-02-03 01:41:58 »
This is what I'm thinking right now.

All fonts used by Square in FFXII and especially the HUD in FFXIV

But there's no way to tell if it will look good until you actually do it.

191
I'm currently having problems getting the music to play after installing the updated FFNx driver 1.8.1.13+.  I've set the settings correctly on the FFNx.toml file and removed the "#" as mentioned.  The sound effects suite all work but only the default music plays.  The music mods I use are the the Tsuna Arranged and the EDMusic, and I used to use the Symphonic Redux mod before this, now they don't load at all even by themselves.  I also get the black screen blinking throughout the game.  Is there something I'm missing or doing wrong?

This isn't related to this mod, but to get music mods to work with the new FFNx, you need to enable external music and set the path for external music to "music/vgmstream", similar to how you did for the sfx. The next 7H release will not require all this, btw...

The black blinking thing is apparently an AMD issue. I don't know anything about it as I use intel... I do experience blinking if I use the program Borderless Gaming to make the game borderless, however. But that seems to be a Borderless Gaming issue.

192
Releases / Re: [FF7PC] Bonez' Avatars 1.2
« on: 2021-01-16 08:08:54 »
Updated to 1.2

193
Lowering/raising the SFX volume in the game's Config menu seems to disable the SFX sounds altogether (menu cursors, engine sounds etc.). I'm using FFNx-v1.8.1.140 and I've set the correct settings in the FFNx.toml file during installation.

You're right. Thank you. I've never had a reason to lower the SFX, only the music; as the SFX are already a much lower volume than any of the music. I likely would never have found this. The next FFNx canary will likely have a fix.

194

Formerly known as "Bonez' Sound Effect Suite". Cosmo Memory uses the new FFNx SFX engine and is an entirely new mod rebuilt from the ground up with a ton of new features. This project started out in 2018 as a little mod to just replace the FF7 menu sounds with the menu sounds from FFXIII. Since that time, it has evolved into something far more... After following the community and modding the game for several years, I noticed the graphical and musical mods were growing and advancing but the sound effects department was totally stalled. I mean, it's an entire 1/3 of what your senses are taking in, along side the visuals and music! I wanted something to match the beautiful/advanced graphical and musical mods provided by the very talented authors/creators of this community... So, I present to you Cosmo Memory: A Complete Sound Overhaul.

Features:
  • Replaces/updates all 724 original sound effects including battle, magic, enemy skills, limit breaks, summons, world
  • NEW Ambient sounds for every field and battle scene in the game
  • Ground-conditional footstep sound effects for every field and world map
  • Replaces all sound effects in cutscene videos (Compatible with any FMV video)
  • Voiced attacks or "grunts" for all party members
  • Shuffled battle impact sounds as well as other select sounds randomly so you never hear the same exact sound twice in a row
  • 3 selectable menu sound sets
  • Complete compatibility with New Threat, Echo-S and any other mod
  • Each feature is optional

Launch Trailer: https://www.youtube.com/watch?v=Zt0GRSb8KcA


IMPORTANT
-This mod REQUIRES 7th Heaven 2.4+ and FFNx 1.11+
You can download the latest 7th Heaven here : https://github.com/tsunamods-codes/7th-Heaven/releases/tag/canary

-For best experience, use headphones and set music volume to ~60%

FAQ
Will you add the option to/Can I turn off the replaced sfx?
Spoiler: show
No. There are several technical reasons for why. I won't go into all of them, but among which; it's impossible to use the stock engine for some sounds and the new engine for others. It's all one way or the other. If you were to "just stick on the ambience", then the new engine would be used for the ambience and you'd get no other sfx at all. Also a few of the fields have a stock ambience, so if you did import the vanilla sounds to the new engine, you'd have some fields with super high def ambience and some with crushed midi vanilla ambience. There are several areas in the game where doing this would be very awkward or be outright cringe. Some people suggest to change everything except battle sounds. The thing about that is many, many sounds are reused throughout the game. Just one example, a wave sound: The wave sound may be used in battle for the sewer monster, or Leviathan, but also used near the ocean. So, when you're near the ocean you'd suddenly hear midi waves next to HD sounds. This happens with probably half of the sounds in the game. There is also dealing with the complexities the mod adds like shuffled melee sounds. Setting up contingencies for if replaced battle sounds are off would compound those complexities. Which leads me to my second reason - I just don't want a hodgepodge mod where you'd have real recordings of birds etc. clashing against staticy-midi battle sounds. This was the problem with previous incomplete sfx mods for FF7. They only changed a hand full of battle sounds, which clashed against other battle sounds immediately surrounding them... Which leads me to most importantly; Cosmo Memory is a sfx replacement mod for the 724 vanilla sounds first and foremost. Identifying and making and editing and replacing them took 2 years to complete. That is the entire purpose of the mod - to update everything. The same way Nino replaces every model in the game, the same way SYW updates every field in the game, and the same way any music mod replaces every song in the game. The other features like ambience, footsteps, etc. were just last minute bells and whistles to go on top of them thrown in during the final couple weeks of development.

Most of the FF7 modder's philosophies are to provide the remake everyone really wanted. If Square had made the 1:1 remake, they wouldn't have used those original sounds...


Special Thanks:
TrueOdin - the FFNx sound engine
vertex2995 - world map footsteps

Download Cosmo Memory HERE Size: 350MB


If you enjoy the mod, consider a little something for the many many hours it took to put this together: Donate Here

195
Releases / Re: [FF7PC] Bonez' Avatars 1.0
« on: 2020-12-01 19:02:54 »
I snuck in a DDS option (without updating the version number so I don't already have to change any links) so if you've already downloaded and want DDS, download again.

196
Releases / [FF7PC] Bonez' Avatars 1.2 - Deprecated
« on: 2020-12-01 10:11:54 »
This mod has been deprecated and replaced by Finishing Touch
I thought it was crazy that no one had taken the Testuya Nomura character sketches and turned them into transparent, portrait-style avatars (with the exception of the Zendar avatars, but they're set in opaque white circles), so I took a shot at them and I think they turned out pretty well.


1.1: Cleaned up some transparency issues, adjusted the saturation on the less-saturated avatars, automatic DDS selection.
1.2: Moved Cloud over a tad. The sliver of his hand showing was driving me nuts!



This is an IRO file which will require 7th Heaven Mod Manager (see: http://forums.qhimm.com/index.php?topic=19533.0)
Be sure this mod is above any other User Interface mods in your load order.

DOWNLOAD HERE Version 1.2 Size: 7.4MB


If you enjoy the mod, consider a little something for the many many hours it took to put this together: Donate Here

197
I've started replacing remaining sounds including ambient sound effects,  88 more sounds in total and I'm not stopping until every single sound in the game is replaced. I've added a FFXII UI sound set and a FFXIII-B UI sound set (since XIII has different UI sounds for the battle menu and pause menu). I've also expanded all the UI sets to include ALL sounds that happen inside a window box rather than just cursor, back, error and ATB load (so exp gain, gil gain, menu heal, buy, save sphere, item get, char lvl up, equip, materia lvl up, and materia get are also all themed depending on which set you choose)

198
hi! I'm not sure if this is were I report a bug but your mod causes CTD when talking to barret insided choco billy's farm on disc 1 in the latest New Threat mod. Though you should know.
I'm aware. Nothing I can really do about it, unfortunately. I can't find a reason as to why it would happen in that specific situation, but it does... That should be the only crash as far as I'm aware, though. You can turn the mod back on as soon as that conversation is over safely.

199
This is far, very far from the right place to ask this... FF7 audio mod releases section? Did you just pick a section at random?

Can we get this moved, please?

Anyway, once it's modded, there's not a huge difference between 2013 and Remaster. I still use 2013 as all of the mods have yet to be ported. Once Lunatic Pandora Remastered is completed, I'll switch. That will be your overhaul for the entire game. Remako is just updated backgrounds (SYW is currently superior) and 7th Heaven is just a mod manager.


200

This mod has been deprecated and replaced by Cosmo Memory.

An optional add-on for Bonez' Sound Effect Suite that plays physical attack sounds randomly from pools of slightly different sounds so repeating actions don't sound the exact same and never plays the same sound twice in a row, as is done in modern games. So when Cloud hits someone with 4xCut or certain Limit Breaks for example, each slashing sound will sound slightly different leading to more realism! Every physical attack and impact in the game is randomized with pools of at least 4 sounds each, as well as a few other appropriate world sounds like doors, buttons, foot steps, etc...

FF7 also has a few missing sound effects (they're technically not missing. They're in the game. The game engine just refuses to play them for some reason) that you may have noticed before like Leviathan's wave. This mod has the ability to play those missing sounds, so I put them back in - the ones I'm aware of off the top of my head, anyway. If I discover more or if anyone knows of anymore, let me know and I'll add them back in as well.

If shuffled sounds are too loud or too soft, change the volume of 7th Heaven in your Windows Volume Mixer accordingly. Changing the volume of SFX in-game will nave no effect on shuffled sounds.


Randomized sounds:
Miss
Cloud Melee
Receive Melee Damage
Cloud Critical Melee
Receive Melee Damage 2
Field Kick
Aerith Melee
Field Button 1
Field Button 2
Land From Jump 1
Red 13 Melee
Honey Bee Smack
Field Door
Red 13 Critical Melee
Footsteps (President's entrance sounds awesome!")
Bing
Honey Bee Boop
Receive Melee Damage Small
Receive Cut Damage/Sword Impact
Receive Stab Damage
Bite/Lay Flat
Land From Jump 2
Cait Sith Melee
Tifa Punch
Cait Sith Melee 2
Yuffie Critical Melee
Cid Mop Melee
Yuffie Melee
Cid Stab Melee
Tifa Beat Rush Melee
Tifa Kick Melee
Receive X-Small Cut Damage
Sephiroth Melee
Sword on Metal
Squats

Missing sounds added back in:
Leviathan's Wave
Part of Neo Bahamut/Part of Omnislash

Preview Video: https://youtu.be/YSeDtksaB0s



After the game is closed, 7th Heaven must be restarted before the sound shuffler will work again. There is a reminder window that pops up when the game closes.

Thanks to ficedula and Martin Barker for the program Ultrasound for which this mod relies and thanks to unab0mb for helping to get Sound Shuffler working correctly with 7th Heaven. Without them, this mod would not be possible




Installation:
This mod REQUIRES 7th Heaven 2.2.3.522 or later. Available here: http://forums.qhimm.com/index.php?topic=19533.0
Due to the nature of how this mod works, packing it in an IRO file is not possible, so:
Automatic installation (Recommended):
Download and install automatically from the Mods of the Round catalog in 7th Heaven the same as you would with an IRO.
Manual installation is a little different:
1. Create a new folder in your 7th Heaven mods directory called "Bonez' Sound Shuffler Add-on"
2. Download the 7zip file from https:///
3. Extract the contents of the 7zip file into the "Bonez' Sound Shuffler Add-on" folder you created.
4. Open/Restart 7th Heaven. If the mod is not automatically imported, Turn on "Import Mods From Library Automatically" in 7th Heaven's General Settings and restart 7th Heaven again.

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