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Messages - Tom

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101
Does windows 10 even come in a 32 bit version?
And yes, it will install in the 32 bit program folder because Final Fantasy 7 is a 32 bit program

102
Thats right, you heard it, a full FF7Inst.exe remake! Now released!

Introduction;
This is a completely new, non InstallShield based installer, yet remains 1:1 identical to the original installer.
Windows 10 users are able to *finnaly* install ff7 on their computers without having to downgrade to Windows 7 or 8!
And best of all, mod support can be included, however I need your opinions on this part.

Features:
- Compatible with Windows 10
- Install movies to hard drive automatically
- 1:1 Identical Emulation of original FF7Inst.exe
- Installs the game quite faster than the original installer
- Built in updater to easily update your game to 1.02 while installing, no hastle later trying to find files!
- Built in patcher to automatically Chocobo-Crash fix your game without the need for external patchers.
- Compatible with any Windows NT5 or higher OS capable or running the .NET framework 4.0

Download:
Update News! Massive update, 1.5.0 uses Installer Coordinator II and supports configs and install movies to hard drive automatically!
You can download the latest version (1.5.0) here: http://www.mediafire.com/download/pm233877lf2xfqs/Toms_Installer1.5.0.zip

IMPORTANT: Please open FF7Config AFTER installing and SET THE AUDIO DRIVER to something, the game will not start if the box is blank!
Support questions that have missed this critical step will be ignored!

You can still download the previous version (1.4.2) here if you encounter problems:
http://www.mediafire.com/download/au4dgzaq9jtchza/Toms_Installer1.4.2.zip

Information:
Requires Administrator permissions!
Requires .NET Framework 4.0
The ability to run 32 bit programs
Change the install path only if you know what you are doing what the consequences of doing so are! (Some mods won't work if you change it!)
If your Program Files directory is on D:\ or E:\ it WILL autodetect it, no need to change any settings.
When it starts up at first and asks your for a folder point it to your CD-ROM drive where you have your install disc! (Not game disc 1-3)
Keep both DLLs and Data ZIPs in the same folder as the installer .exe it is required!
Please do not remove discs from the CD tray unless instructed on the screen to do so.

Changelog:
Version 1.5.0 - Installer Coordinator II after about a year with no updates! (Last Edit: 2015-12-14 19:03:10)
+Installer Coordinator II
+CONFIG.INI configuration file lets you change the default options on your installer and create custom setup scripts that automatically install the game (Good for network installations?)
+Install Movies to hard drive option, called Maximum install! (Not selected by default)
+Variable Editor, lets you edit the variables of the program and create your own config.ini files
+If you select the wrong drive on a disc selection menu you can retry instead of being forced to quit
+A dialog before the final window asking you to restart or not was missing (forgotten perhaps?), it was added
*Graphical update, new graphical buttons and more exact text on the IC dialogs
*On the final window, clicking on the text next to the radio buttons changes the selection like in the original, previously you would have to click exactly on the radio button circle.
*Changes in internal code so less copy paste and more common shared modules
-Old style debug mode removed, its now a variable editor.

Version 1.4.2 - Sweeping the mess under the rug...
*Fixes a registry bug that could prevent the game from running
*Path select dialog now lets you select folders outside of Program Files (x86)

Version 1.4.1 - The second biggest Installer Coordinator update! (I really gotta come up with some more creative titles...)
+Program Folder listing in the window with Yuffie on it
+Program Folder name changing (on the window with Yuffie on it)
+More error handling via Installer Coordinator engine.
*Changed methods ChangeBackgroundImage(id) and RefreshCoordinatorButtons() to Subs since they don't return values (Could prevent a crash or two maybe?)
*The progress bar on the Vincent Install screen is *always* in front of the window now. (Prevents it from being hidden without a way to get it back!)

Version 1.4.0 - The biggest coordinated release yet!
*Major Change: Installer now uses my new Installer Coordinator (IC) install engine!
+Installer Coordinator (Fixes all WINE bugs)
+First time users get access to the tools I use to make the installer (Installer Coordinator)
+Robust Kernel and Variable Manager (Installer Coordinator)
+Robust Error handling (With custom icons via Installer Coordinator)
+Debug Mode lets you ignore errors that would otherwise halt the installer (Very dangerous but useful for Power Users!)
+Custom icon sets for buttons (Look for that Ignore error button, its pretty funny!)
+InstallShield Emulation (Hooking into actual installer scripts and functions!)
*Fixed Font in buttons so it no longer smooths the edges of the text. (To mimic the original text feel)
*Fixed a path error that would cause a Win32 error (File Not Found)

Version 1.3.4 - Ghost buster
*Fixes ghost installers remaining in memory after exit

Version 1.3.3 - Fine Wine
+Adds suport to run on Wine
+Console output
*Fixes a bug in the autodetection

Version 1.3.0 - The stable one!
+Adds automatic 1.02 updating
+Adds automatic chocobo-crash patching
+Cait Sith's picture frame appears when patching/updating
+You can now install the Yamaha SoftSynth
*Fixes crash when installing on an already existing install
*Fixes issue on last frame where it would appear  on the taskbar

Version 1.2.0 - The professional one!
+Adds shortcuts to the Start menu!
+Standard and Maximum install work (Previously installed Max no matter what you selected)
*Fixes registry bugs
*UI has been polished
*Current Operation: While installing reports the correct operation

Version 1.1.0 - The amateur one!
+Ask for Administrator when run
+Working cancel buttons!
*Changing path now works however you do so at your own risk and some mods and other installers don't like altered paths!
*Closing the Setup window now closes the big window in the background
*Minor Changes to prevent DLL errors in the first place
*Changed version formatting to something more familiar and used by other tools

Version 1.01
*Fixes a CustomControls DLL error

Version 1.00
+Techicnal Test Release
+GUI,Installer,Registry modules added

Screenshots:
Welcome Screen:

Select Components Screen:

Select Setup Type Screen:

(It does also have that progressbar/loader thingy on startup if you were wondering about that...)
(Also, the image in the background *does* change, as BackgroundID has been implemented)

Support - Questions: Moved to a next post, scroll down a bit!

Mod Compatibility:

All mods that work on 1998 version will work on this as the install is practically identical.

Aali's OpenGL Driver:
This is compatible with Aali's Mod however the driver must be installed AFTER you install the game using Tom's Installer and you MUST have update game to 1.02 selected on the components screen (Its selected by default).

NT Mod (New Threat):
If you changed the install path during setup the Installer for New Threat will have to be pointed to that path.  This also applies to any other mods with GUI installers.

Chocobo Patcher:
If you selected to install the chocobo races patch (Its selected by default), do not run the chocobo patcher as it is already installed.

FF7 1.02 Update:
If you selected to update your game to 1.02 don't use any other tools or methods to re update your game as they might break something.


I would like to hear any feedback about it, features you would want added or how your mod can work with this if you are a mod creator.

103
off course it won't break 7thH its only an installer, the installed product is identical to if you had used the original installer.
Infact since its new we can add mod support to it so you can select a list of mods to install and the installer install them on the fly while it installs the game.  ;)
The sky is the limit with this new installer

You can now read all about the new installer on its forum thread: http://forums.qhimm.com/index.php?topic=16328

104
Yes, the game itself does run if you install it in windows 7 or 8 then upgrade to 10 with your upgrade disc

EDIT 26/8/2015:  Looks like a 64 bit installer is also possible if anyone wants it. :)

105
We should sticky this thread since it contains critical information on running the game

Don't worry I'm working on the Installer Remake (and have been for a while)!



The installer should be 1:1 to the original and will come in 2 versions. One that runs from your HDD and installs from disc and another that can be burned onto the disc (conver to iso, add installer to iso via patch and re burn)

Its based on a Q-Gears installer however will work on stock ff7 (and will have 100% original texts so ignore the Q-Gears label up top)

Kaldarasha my updated FF7Config will be included in this update as an option (selectable on the screen where you select if you want DirectShow installed)

106
Revision 3 - Descend into the Mako Reactor will be released a little after August 10th. Fixes glitches with the elevator field and adds animations for cloud and barret hitting the button (in the elevator).  Also work done in the later mako fields and fixes softlock in nmkin_1.

107
Revision 2 has been released, enjoy :)
Also post any improvements you make on the scripts so I can add them into the mod.

108
Currently, I only do Java programming, visual basic 6 and HTML.  I understand what the c++ does if I look at the files but don't really know how the syntax and all the commands exactly work.  This may change later on if I'm motivated enough to seriously do c++.

Anyways at least I can find all the problems as this is done and point them out in github if I can't fix them.

PS The field converter is better than you think, the amount of code that has to be fixed to have a field working 100% usually does not exceed 20-30 lines of modifications. :) And that's a bit overkill because I changed a lot more than the bare minimum to get them working like convert on/off bits to booleans and renaming labels.

109
Okay since the files change with the update the new installer will not be compatible with the old qgears build this means when the Revision 2 is released you will have to uninstall qgears and download the new revision and repeat the FT install instructions.

110
Does that one fully install data or freeze like the other one did?

111
In black chocobo there is a checkbox that says wether you can encounter mystery ninja in the forests,  is that checkbox checked when you load up one of the save files in which mystery ninja is recruited yet you can still find her in the forests?

112
Team Avalanche / Re: I guess that's it, guys
« on: 2015-06-25 21:45:11 »
That's not the same. If you guys are lucky enough SE will hire some of you to voice the remake. But for Mayo and me is it pointless work because we won't be part of the games development. You see even if SE creates a medicore remake more people will play it because it is official. As example many Steam users do want mods but they are not ready to upgrade the game with an unofficial downpatch for that reason.
I will still do here and there a thing, and mainly I hope that QGears will become a great engine to create our own PSX styled games (I have a really good FF7 prequel in my head which let you see the plot of FF7 in a different light without to destroy the original game). Also I have now only very limited time for two years and the remake lets finally re-enjoy the game, because it has become only a project for me. The work which is needed to overhaul the game with a HD mod is too much. With the current announcement we need 20 high talented people and Aali to fix the light layer issue to have a release right in time before SE release the remake. I can't see that this will happening.
What we can do is to polish up the Background with Alien Skins Blow Up (the results are even better as the one of YarLson) and put a bit more handwork on them but that's all what should be done.

After all FF7 is only a game among other games so we shouldn't spend all of our life blood on it.

Q-Gears is complete enough for you to write a story of your own, you can even design you own brand new fields to explore places that weren't in the orininal game.  Also if you want to help with the project you are more than welcome.  Currently I am working on the "Finishing Touch" mod/project for Q-Gears that fixes little bugs and field script errors in the game and makes it look much more polished.

113
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-24 20:00:10 »
Wild Red XIII? How? I wanna find him
Is he a boss in any point in the game?  I don't think he is coded as an enemy in the whole game

114
The Finishing Touch
Automagically fix Z-Index, LUA errors, savemap and dialogs




This program is aimed at fixing all those little bugs here and there that have plagued Q-Gears. It is meant to be applied OVER the data installer in a binary patch way.  You could say this is Q-Gears' first mod :)  It will fix up the Z-Index, meaning you won't walk above walls and obstacles anymore!  Implements a framework in order to add dialogue in a future revision,  it also adds Q-Gears' own custom main menu background that I designed in Blender.

Currently after you run the Q-Gears data installer you get the data in order to run the game however some basic things like a main menu or a level selection menu are not added, meaning that the game will crash upon starting.  This adds the special sauce is needed to get it all going :)

Heres what your game will look like once you have installed it:
(Minus a few menu options because those are debug options.)

How to install (Revision 3)
0. Make sure you don't have previous q-gears installs in your program files directory!
1. Download and install *this version* of Q-Gears from: http://qgears.itscovarr.com/dd454d2c2884f2d8b1125dfc15f500ddf0a24e7e/windows/
2. Open your Q-Gears directory in C:\Program Files\q-gears 0.22.0
3. Run q-gears-launcher and switch to the data installer tab
4.1 In the Import Data Source point it to Final Fantasy 7's /data/ folder (Not the actual Final Fantasy folder but the data folder inside it!)
4.2 In the Q-Gears data path point it to your q-gears/data folder Example: C:/Program Files/q-gears 0.22.0/data
5. Click the "Install data" button and let it finish. Don't worry if windows says it is not responding, give it some time to do its job!
6. Download the latest Finishing Touch patch and install it.
7. Run q-gears.exe and enjoy the game  ;)

Now on to the real deal:
Revision 3: We enter the reactor
Fixes bug in nmkin_1 where you would crash when you talked to Barret
Script now correctly executes in nmkin_1
Added extensive documentation and commenting in nmkin_1 to make it easy to read/modify



Download Revision 3: http://www.mediafire.com/download/5a39zi23fbx8m0y/Revision3.exe
Revision 3 works with this Q-Gears: http://qgears.itscovarr.com/dd454d2c2884f2d8b1125dfc15f500ddf0a24e7e/windows/

Revision 2: C'mon newcomer
Fixes the 2 guards that get killed, they now have on_interact scripts and drop potions when they are killed
Dialog implementation
Field background animations re-added
Fixed hang bug in nmkin_1
Added doors in nmkin_1
Works with a more updated q-gears



Download Revision 2A: https://www.mediafire.com/?c9w7h5ex8js3ir7.
Revision 2A works with this Q-Gears: http://qgears.itscovarr.com/dd454d2c2884f2d8b1125dfc15f500ddf0a24e7e/windows/

Download Revision 2B: Replaced by Revision 3, scroll up to download
Revision 2B works with this Q-Gears: http://qgears.itscovarr.com/602e2a895de4bd8f6474cbe9c81a3c891ad9b8e1/windows/
(Revision 2A and 2B are the same except they are compiled against 2 different versions of Q-Gears)


Revision 1: Hide and Seek
Fixes tiles Z-Index allowing you to walk behind stuff and not over it!


Download Revision 1: https://www.mediafire.com/?zko6npc5innbcsd
Revision 1 works with this Q-Gears: http://qgears.itscovarr.com/9684ed83f853428a3a17a1b4e20926b8be5d9455/windows/

115
Is it possible to easily add one?
Ive been using it to make qgears models and I have to keep a text file with each model explaining what colors go where

116
Team Avalanche / Re: I guess that's it, guys
« on: 2015-06-23 10:53:13 »
I always wanted to be able to roam around Midgar and see the other sectors that aren't available in the game :(
I have been making for the past 9 months a 3D model of Midgar for Q-Gears where you can roam the streets of Midgar but the amount of modeling that has to be done is enormous and I'm still only making the bridges connecting the sectors together.

What Mayo Master suggested is nice, the ability to have the other Team Avalance members as playable characters or starting off when Cloud wakes up from mako poisoning in the train station are great ideas and it would be nice to see SE implement them.

However I think that the new game won't replace the old as an "upgrade" but will be a new version with a bunch of cool new additions and gameplay changes.  :D
Both versions will have their pros and cons

117
Team Avalanche / Re: I guess that's it, guys
« on: 2015-06-22 23:02:24 »
Plus in Q-Gears 3D fields ARE nice :)
You don't have to mess with layers or z index, just feed it to OGRE and your done

EDIT: Throw in some pre baked lighting, textures and it looks just like a prerendered background

118
Team Avalanche / Re: I guess that's it, guys
« on: 2015-06-22 21:14:05 »
I agree with Sonikero, the SE remake is a true remake, ground up.  TA is all about HighRes fields in the original game.

119
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-21 20:42:57 »
Which version of the program do you use?

120
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-21 18:11:09 »
What tool do you use to make the main installer and Hotfix patches?  I'm interest in using a similar setup for Q-Gears

121
Is there a color picker tool for the model editor?

122
The data installer will spew out errors if it fails to install data.  I'm pretty sure you would notice that way before you actually ran the game.

123
So you have downloaded qgears and you are trying to get it running and you encounter the dreaded DLL errors!?

Well fear no more as this thread is dedicated to finding the DLLs and packages required to run the game.

0. The most important question of them all: Where can I download Q-Gears!?
http://qgears.itscovarr.com/dd454d2c2884f2d8b1125dfc15f500ddf0a24e7e/windows/
Once you have downloaded it, run the launcher/data-installer and install your game data, more info on getting the game to run is here: http://forums.qhimm.com/index.php?topic=16211.msg229368#msg229368

1. The program can't start because MSVCP120.dll is missing from your computer.
Download these Visual C++ runtime components: https://www.microsoft.com/en-us/download/details.aspx?id=40784



2. The program can't start because OgreMain.dll is missing from your computer.
If you are playing the compiled binaries from the installer, please re install the program.

If you are compiling from source, goto your OgreSDK folder and copy OgreMain.dll OIS.dll and OGREOVERLAY.DLL into your game folder.

3. The program can't start because lua.dll is missing from your computer.
If you are playing the compiled binaries from the installer, please re install the program.

If you are compiling from source, goto your LuaJIT folder and find the compiled lua.dll file and copy it into your game folder.

4. There are no renderers to chose from!.
If you are playing the compiled binaries from the installer, please re install the program.  If you want to run the game with DirectX then you must download OgreSDK from the github page and copy the RenderSystem_DX9.dll file.
If you are compiling from source, goto your OgreSDK folder and find the RenderSYstem_GL.dll file and paste it into your game folder, then open up the plugins.cfg folder with any test editor and remove the hash key ("#") from the line that says Plugin=RenderSystem_GL

5. The game runs, a black window opens and then closes!.
Run the q-gears-launcher program and use the "Data Installer" to import your data.  You must select a folder in the "Import Data Source:" box, select your FinalFantasy7 folder in your program files directory.  Proceed to Install Data afterwards.

124
I don't think the FF7Config manages how sound is played in the game but yes, for the sound from the configurator can go to OpenAL.  The game is not part of the config so there is nothing I can do about it.

125
That IS in fact one of the main functions of this upgrade. :D
I've fixed up MIDI support in the MIDI driver section and might add the ability to play any music you want from the game, instead of ASERI2 (Hurry Faster) what do you think?

Because I feel some people are gonna ask this: Well MIDI sucks!
Fear not, I will add Sound Mod compatibility so if Sound Mod is detected the MIDI tab will transform into the Sound Mod tab. ;)

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