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Messages - Fischkopf

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51
Seems mostly okay to me, just the same good old layout with some unnecessary spacing on menu commands though

The spacing is probably due to the fact that the game is also coming to phones, so you can navigate the menus even with the biggest sausage fingers... I've seen worse examples than this, I think it's still acceptable.

52
7th Heaven / Re: Right Steps.
« on: 2016-01-09 10:50:54 »
Yes, it's the official tutorial...

53
7th Heaven / Re: Game crashes at launch
« on: 2016-01-08 22:20:55 »
I have Windows 10 and tested everything on it.
After lots of trial and error I finally have found the cause of this strange behavior. When I set the field models for the non-player characters to "PRP" instead of "Kaldarasha" it will produce the crash. So I'll just play with Kaldarasha models for now (although I like the PRP ones more). Apparently it didn't have anything to do with my audio device after all.^^

54
7th Heaven / Re: Game crashes at launch
« on: 2016-01-08 13:41:43 »
Be sure you also download the Game Converter again. I updated it for Catalog 2.0.

I would love to try that, but  now 7th Heaven refuses to launch the game and freezes instead... This is insane, I think I'm going back to Windows 8.1 and will try it again then.  This is only one of the many problems I've  had with Windows 10 since I first started using it  so I might as well uninstall this crappy OS.

55
7th Heaven / Game crashes at launch
« on: 2016-01-08 02:20:00 »
So I wanted to try out FF VII with the newest catalog, so I did everything according to the tutorial, download all the mods from catalog, launch the game and then I just get a black screen with a crash message. Here is the log:

Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 970/PCIe/SSE2 4.5.0 NVIDIA 358.50
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] : unhandled exception

The odd thing is that the exception occurs right after the sound is initialized. I never had that before with 7th heaven... I did all the sound configuring when I converted my game folder, and the sound/midi tests came out working so I really don't get what's the problem here. Using Windows 10 here.

56
7th Heaven / Re: Menu Overhaul Issues
« on: 2016-01-07 20:22:11 »
I'm on Windows 10 x64, too and currently I'm downloading the catalog 2.0... I will post the results tomorrow.

57
They say DirectX11 is recomended maybe they use Tesselation.

If it was simple tesselation it would look like the original models, just more rounded which it doesn't. I think it's really a new model, look at his shoulders which are now slightly differently proportioned.

58
7th Heaven / Re: Catalog 2.0 is HERE!
« on: 2016-01-06 22:00:03 »
Congratulations on the 2.0 release, we appreciate the work you're doing here a lot, for this community of FF enthusiasts!! :D

59
The models are noticeably higher in polycount in the update, Zidane is pretty angular in the original and looks much smoother here.

Look at the hair and shoulders.



That's a nice new model indeed, which is pretty acknowledgeable for Square Enix, considering how lame their ports of older games usually are.

60
Catalogs / Re: [FF7] Update Reports and Mod Requests
« on: 2016-01-05 20:14:06 »
For everyone who is asking: when its done.

Alyza said,she is uploading right now.it might be today,tomorrow or by the end of the week. We waited months, we can wait for some additional days.


Exactly this. A few days more don't make much difference now.^^

61
Catalogs / Re: [FF7] Update Reports and Mod Requests
« on: 2016-01-04 14:03:38 »
Not yet, but almost. I just finished compiling ALL the mod files (I hope). So now it's onto uploading and then writing out the new subscription for Catalog 2.0. Hang tight, we're very close :)

Great to hear, I'm looking SO forward to do another playthrough with the latest mods. :)

62

  • Cheat button to refill HP/MP/Limit during battles.
  • Cheat button to disable random encounters.


What the hell... These are not pros. So this means you're able to use cheats at any given moment? I wonder what their reasoning behind this is. Because these elements are considered too taxing for todays gaming crowd?

You're supposed to use items to heal yourself... It was designed that way for a reason. Choosing the right moment in battle to heal party members is part of the whole fun. Also random battles are an integral part in the way the game was designed.  Disabling them would mean you miss a lot of XP, gil, learning enemy skills, useful items which makes you end up underpowered and will create more frustration than it was supposed to prevent in the first place. Omitting the integral aspect of random battles actually renders the whole battle aspect of the game pointless.

Including cheats by default will actually RUIN the whole experience for a lot of players, because a lot of people WILL just use those cheats, just because they're able to. If these are the philosphies the remake will be based on it won't be a bright future for this series as a whole.

63
True. Z-fighting issues have finally been eliminated with "modern" GPU plugins (hacks of existing plugins, rather), and 4k+ internal resolutions are also available.
Not eliminated, just slightly reduced... I use PetesOpenGL2Tweak with the GTE accuracy hack in my emulator and while you DO notice a big improvement, you still notice there is no actual z-buffering. How good the hack works varies from game to game, though. Maybe some day we will have an ultimate PSX emulator that has actual z-buffering along with anisotropic filtering, HD texture swap support, tesselation, draw distance hacks... ;)

64
Support / Re: [FF9 PC] Re-mastered music
« on: 2016-01-01 19:51:50 »
Yes. Also consider we won't have MIDIs for reference, which means we may have to rely on good ol' ear training. And many of the tracks sound quite fine already. Time will tell... Keeping my hopes up for a solid port!

We don't have the MIDIs? As far as I know, FF IX uses the same format for it's music as the previous two games, which is the Playstation-native "psf" format. It's basically MIDI data+samples, you can get the whole soundtrack in it's native format from here which can be converted to .mid files using VGMTrans.

65
Uhm, the possibility to mod FF9 has been there for a couple years now, there are even some mods around at this forum. Have none of you ever checked out tirlititi's HadesWorkshop in the Tools section? It allows you to edit pretty much everything ranging from items, spells, equipment, shops, party stats, enemy stats, enemy attacks, enemy AI scripts, enemy formations in battle, Tetra Master cards, treasure chest contents (both in fields and on the world map) etc. What more could one ask for? It's like FF7's Hojo, ProudClod, White Choco, Wall Market and Makou Reactor combined! In short, amazing. You have to make isos of your PS1 discs first or (dare I say) download them from somewhere, and you have to make the changes on each of the 4 discs individually which can be a bit tedious at times, but still.

Anyway, great news that it's finally getting a PC release, even though I wished that this happened like 14 years sooner.

I was talking more about model swap/retex kind of mods... Just mods that improve the graphical quality, like we have for FF VII (and to some extent for FF VIII).

66
This looks like an actual port to me, you can tell it's not a emulated PS1 version by how smooth the polygons look (usually, when you emulate PS1 games they wobble a lot). I'm not the biggest fan of FF IX, but if this means modding will be possible it's a win anyhow.

67
Team Avalanche / Re: Spell effects
« on: 2015-12-30 14:46:54 »
Impressive work!

However it seems like that the PSX has more effects as the PC version. It's very noticeable by the limits of Red XIII and Aerith.
Pretty weird considering PCs were more than powerful enough at the time the port was released.

68
I would love a xBRZ filter for this game... Or even Waifu, but that needs to be pre-applied.

69
General Discussion / Re: FF7 Remake general thread
« on: 2015-12-24 11:38:11 »
Another update: SE discusses fully voiced staff, world map, mini games:

http://www.novacrystallis.com/2015/12/final-fantasy-vii-remake-will-be-fully-voiced-staff-discusses-world-map-mini-games/
My thoughts on this:

Quote
Nomura: "Basically, it will be fully voiced."
I guess this will mean the game will be cut short quite heavily in regard to trivial dialogs. There is NO way they will have every single line voiced that was in the original game. This makes me wonder, why the hell do they present themselves with such a challenge? This is something NOBODY has asked for. I'd rather have all the dialog from the original, with voice acting added for cutscenes. Nobody will argue, even today that the way they did it for FF-X was already perfect.

We shouldn't forget it was because of constraints like this, that FF XIII has become the sh1tty linear game it was.

Quote
Kitase:“We want to put the mini-games that remain favorable among fans in as much as possible.”

Nomura: “There were a lot of things from big to small, but we need to consider a bit whether it’s necessary to create them all with the latest technology.”

Whether it's necessary? NECESSARY??!

Are they short on budget already making statements like this, or what? We want nothing less than all the mini games. ALL of them.

Quote
Nomura: Personally, I’m waiting for Kingdom Hearts HD 2.8 and World of Final Fantasy in 2016. I think when they’re completed, I’ll be able to release new information.”

Are they seriously prioritising development of some MMO-spinoff and a Kingdom Hearts game over FF VII?? I don't know about you people, but I never cared about KH not in the slightest. I just can't take it seriously and it doesn't grip me at all, which probably has to do with the fact that it's based on the completely RIDICULOUS premise of mixing Disney characters with Final Fantasy. And I couldn't care less about yet another Final Fantasy MMO either. Now that FF XV is near completion, all their focus should logically be on the newest game in their main franchise, which is the FF VII Remake.

It should have been obvious to them from the beginning, that FF VII Remake will be literally their biggest project ever and should get all the development resources it needs, which basically are all of them.

/rant

70
General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-08 13:50:17 »
Yay!  I get to say something positive:  I think this is actually a good thing.  The renewed interest in Final Fantasy VII will be win-win for Qhimm's, modders, and projects already released. It's true that a lot of the people introduced to Final Fantasy through this won't want to play an "old" game.  But a lot of people - especially those alienated by this "remake" - will.
I hope this will be the case, maybe I'm not optimistic enough. Could have to do with the fact that Square Enix robbed me of all my optimism since the initial announcement.

I see no reason why it would not be possible to have a shared worldmap, and other resources, for all episodes. But the worldmap thing probably wont happen anyway...

The way I predict it is more like a FF13 kind of thing. No option to go back. Stuck in episode etc.

I also don't think they are gonna make a worldmap (would be too good to be true) but as I recall there are some places you have to visit multiple times. So if they structure the remake as a linear game I wonder how they justify the characters going back to some place you had visited earlier. If they had a world map it would be not as problematic because you simply went there yourself.

71
General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-08 13:34:42 »
Oh... my... god... the confirmation of both Advent Children style graphics and over-the-top hack'n slash gameplay was to be expected, but it's still a big bummer to me. Basically, this remake is now going to be the exact opposite of what I had hoped for (not that I had much hope to begin with, my faith in Square Enix was shattered one too many times in the recent years). That alone will already be reason enough for me to NOT be getting it.

But now the additional confirmation that it won't even be released as a full game, but rather in episodes? It's very hard to put my feelings on that into words. It's like my disappointment just hit a whole new level that I didn't even know existed.
And you know what sucks even more? The existence of the remake will discourage people even more to keep modding the original game. Either way, for us original fans it's a sh1tty situation.

72
General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-07 14:15:06 »


What I'm slightly more concerned about is the overall colour (or large lack of) in the trailer. There is a worrying trend with blockbusters of a similar ilk to suck all the colour out of everything to make things look 'cinematic'. To me, it just makes everything look washed out. I get that maybe Midgar is dark and so that particular section's been done on purpose. And yeah maybe a bright purple uniform and blindingly orange hair won't work as well today as it did in the 90s. But annoyingly, they seem to have stolen the art direction from XV, and I'm not sure if anyone at SE has realised that they're separate games. We'll see.

I don't like lack of colour either, but maybe it's just Midgar looking like that to give it a even more desolate feel, we don't know yet.

I wouldn't say that each disc had a "unique" experience, apart from the first disc being the start of the game, disk 2 the middle part and disk 3 the ending part. Splitting it to 3 discs was really just a necessity of the time because of the cd's limited storage capacity rather than the intention to give each disk a unique experience.

73
General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-07 05:02:06 »

Quote
FINAL FANTASY VII REMAKE will be told across a multi-part series, with each entry providing its own unique experience.

While I'm trying to remain neutral on the remake(even though there are parts of the trailer that irked me), not sure how I feel about this statement. I could be reading/understanding it wrong, but it feels like, to me, it's going an episodic route? I doubt they'd sell the game in pieces(or rather I dislike that method), but knowing SE I wouldn't put it past them. But like I said, I could be reading it wrong.

http://press.na.square-enix.com/releases/586/final-fantasy-vii-remake-showcased-at-playstation-experience

They can't be fcking serious!!!

This really pisses me off to no end right now. How can they casually make such a cataclysmic announcement, like it's nothing? It seems they are seriously trying to ruin everything that was good about the original game. One of the greatest things about the original game was the nonlinear nature and by going episodic they simply destroy that whole aspect of the game. Free-roaming was also a very integral aspect in the original. Will this mean you won't have access to the whole world map as you progress through the story? Another great thing about the original was that as you progressed, people in places you have visited before would have new things to say, depending on the progress of current events.

I think this announcement just ruined the game for me and robbed me of the last bits of enthusiasm I had left for this game. I seriously thought it was going to be this big huge game, similar to the original. How naive of me, I guess.

74
General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-06 17:01:52 »
To be honest, I'm just glad I'm not the only one who thinks this. It's nice finding a place with such similarity in opinion. I thought maybe it was just me being overly critical, but yeah, these are the same complaints I have and I'm just beyond disappointment. I saw someone post a picture of Cloud's portrait from the Nibelheim flashback and compare it with the remake's close up stating they "don't see virtually any difference". Like really?
How ignorant does one have to be to not see that difference? If it wasn't for this kind of "fans" there would be a huge strawberriesstorm over the whole art direction already. The sad part is that most of these "fans" didn't even play FF VII back in the day when it came out, if at all. A lot of them only got introduced to FF VII by the compilation and AC and think that's the definitive art direction for every future FF game.

We as fans of the original game seem to be a small minority these days and our complaints don't get noticed or taken seriously when in fact our complaints ARE very justified and NEED to be noticed by Square Enix, but now it seems too late anyway. :(

75
I personally think that there is ALOT of potential for the remake to be great even if it drifts away from the original.
Exactly, the game has a lot of potential - all of which they are NOT going to utilize judging by what we have heard and seen so far.

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