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Messages - KaidenJames

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101
I just tried your ffix_test.exe. All it did was open the folder where Steam is actually installed.

102
Okay I got it working:



I reinstalled your new patch and was getting the same errors, minus the messed up backgrounds. Then I tried the other patch you linked, that didn't work right away. I moved the original launcher out, moved in the new one you provided and renamed it. Steam once again reopened your launcher, but when I got in game it was working.

Thanks for looking into it, and most importantly thanks for the hard work on this great mod. I've been waiting very patiently since this pc version came out for a field replacement mod.

103
Fresh install meaning I just installed the game. I tried renaming your launcher and steam still asked permission, then re-opened your launcher. When I got in game it looked like this:


104
I'm still getting the old scenes after installing. On a fresh install of FF9 to FF9_Launcher.exe After I use your launcher steam asks me if I want to continue, then opens the original launcher. Is that normal?

105
Graphical / Re: epsxe filtering + some reshade effects
« on: 2016-05-17 03:59:02 »
Which shader are you using? And are you using reshade framework? These look outstanding.

106
Don't worry about that. Since this port is not being done by any of the main development teams at Square, I don't think they're gonna put that much effort and call Uematsu for soundtrack re-arrangement.
Anyway I was not that pissed by the remastered FFX HD OST, some tracks seemed somehow better to me while others just had a different taste (not better nor worse).

If Uematsu isn't coming back for FFVIIR, then I highly doubt he'd be back for a FFIX port. Sucks, but true. Hopefully they just leave the music as is. Doesn't need to be messed with imo.

107
IMO this looks quite a bit better than the original. I fired up epsxe last night with opengl2 shaders and sweetfx and although it looks great, i'm excited for this version to come out. Here's a couple screens of my epsxe set up.




108
Apart from the end boss... who literally comes out of nowhere like FF8's.

That's probably my ONLY gripe with this game. Everything else is amazing imo. It's my favorite.

109
I actually never finished this game. Last I remember was being defeated in rainy Burmecia and ending disc 1. This ought to be a fun one to pick up :)

The story just gets more fun from there. People start to discover who they actually are. I'm so excited for this!

110
Yeeessss!!! My favorite Final Fantasy is finally arriving on PC!!! Then my favorite forum can start modding it.. Happy new year to us!!

111
General Discussion / Re: CLOUD IN SMASH BROTHERS
« on: 2015-11-13 10:09:59 »
It's weird to see Cloud in a Nintendo game. Wasn't VI the last numbered story on Nintendo? That being said, well done Nintendo. I think they've portrayed him well.

112
Try this. A simple program that tells the game where the movies are. And it's really easy to use new updated movies with this.

http://forums.qhimm.com/index.php?topic=12305.0

113
Damn, that looks really good!

114
Running the game with this just adds a nice touch to all the beautiful mods you guys keep crankin out. And thanks for the mention, that's really cool!

115
Code: [Select]
# GeDoSaTo User Whitelist
# One application name per line (application name = file name of the .exe without the .exe)
# Wildcards supported (* = any sequence of characters, ? = any single character)
# Unlike the global whitelist, this file will not be overwritten by updates

# Format:
# Exe File Name (or pattern) || Readable Name (optional)

FF8_EN

Code: [Select]
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!

## NOTE 1: you might want to set most of these settings in game-specific setting files
# if a game has a profile the settings there overwrite the defaults specified here!

## NOTE 2: if you want your personal settings to persist across updates
# put them into a user config file (created with the "U" button below)

########################################################################################
# Graphics settings

# The actual rendering resolutions you want to use,
# and how many Hz you want the game to think they work at.
# format: renderResolution [width]x[height]@[hz]
renderResolution 3200x1800@60
renderResolution 3840x2160@60
renderResolution 4480x2520@60
renderResolution 5120x2880@60
renderResolution 7680x4320@60

# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
# 0 = main monitor resolution
presentWidth 1920
presentHeight 1080
presentHz 60

# How many vertical traces to wait when presenting
# -1 = unchanged
#  0 = no vsync
#  1 = standard vsync
#  2 = half refresh rate (e.g. 30 on 60 Hz)
#  3 = 1/3rd refresh rate, etc.
presentInterval -1

# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
# lanczos: higher quality and sharp, most expensive performance-wise
# nearest: extremely cheap, generally ugly, but useful to upsample retro games
scalingType bicubic

# Whether to maintain the aspect ratio if different ratios between input and output
# false = stretching
#  true = pillar/letterboxing
maintainAspectRatio false

# Forces an anisotropic filtering level
#  0 = no override
#  N = force Aniso level N on all surfaces (eg. N=16)
# NOTE: this is more "brutal" than the driver-level override, and may break the graphics
#   in some games. Outside of special circumstances (e.g. FF13), you should rather use a
#   driver-level override.
forceAnisoLevel 0

########################################################################################
# Compatibility Settings

# Forces the constant reporting of the downsampling resolution in all applicable
# scenarios - a small selection of games needs this to show the DS resolutions
forceAlwaysDownsamplingRes false

# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false

# Restricts interception to only system dlls
# might increase compatibility with 3rd-party injectors, but decrease stability
interceptOnlySystemDlls false

# Force disables Steam in-game overlay from getting loaded into the process
# which caused some games to crash, even if it was disabled in Steam settings
preventSteamOverlay false

# Loads Steam overlay early
loadSteamOverlayEarly true

# Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
loadD3DEarly false

# Forces the present resolution to be set, regardless of what the game requests
# usually only makes sense in conjunction with game-specific plugins
# for games with resolution limits
forcePresentRes false

# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0

# GenericDepthPlugin options
# zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
# zBufClearIndex        : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
zBufCompatibilityFlag 0
zBufClearIndex 0

# Override the plugin selection process to always select the given plugin
# example: pluginOverride GenericDepthPlugin
pluginOverride None

# Delays the detouring operation until the first hook call (like the old default injection)
# may fix startup crashes in some games (e.g. Alan Wake)
delayDetouring false

########################################################################################
# Windowing settings

# Hides the mouse cursor, at all times
# options: "true" (= hidden) and "false" (= unchanged)
hideMouseCursor false

# Forces borderless windowed fullscreen mode instead of fullscreen mode
# options: "true" (= force borderless windowed FS) and "false" (= unchanged)
forceBorderlessFullscreen false

# Forces "real" fullscreen (e.g. for games which only support borderless FS)
# NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
forceFullscreenMode false

########################################################################################
# Image processing settings
# Note: may or may not apply depending on the plugin used

## AA

# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 3

# AA type
# either "smaa" or "fxaa", depending on your preferences
aaType fxaa

## SSAO

# Determine the type of AO used
# "SAO" = Scalable Ambient Obscurance
# "HBAO" = Horizon Based Ambient Occlusion
# "VSSAO2" = Volumetric SSAO
# "MSSAO" = Martinsh SSAO inspired by ArKano22
ssaoType HBAO

# Enable and set the strength of the SSAO effect
# (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 3

# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 2

# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType gaussian

## DOF

# Enable Depth of Field
# false = off
# true = on
enableDoF true

# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType bokeh

# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.1)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.05

## Post

# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
enablePostprocessing true

# Postprocessing type
# durante = basic postprocessing adapted from SweetFX (dark, local contrast)
# asmodean = postprocessing by Asmodean (with tone mapping, softer)
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
postProcessingType durante

## Bloom

# Enable HDR Bloom
# false = off
# true = on
# For in-depth configuration, look in "assets/bloom.fx"
enableBloom false

########################################################################################
# Texture settings

# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false

# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false

# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false

########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games

# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos false

# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos false

# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc false

# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt false

# Adjust the reported client rect when downsampling
modifyGetClientRect true

# Adjust the reported window rect when downsampling
modifyGetWindowRect true

########################################################################################
# Internal settings

# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0

# Number of seconds on-screen messages are displayed for
messageSeconds 10

# The maximum degree of parallelism for screenshot encoding
#  N = use up to N worker threads for screenshots
#  0 = synchronous (no parallelism)
# -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
maxScreenshotParallelism 4

116
Congrats to you and every one who has worked so hard on this! Your friend would be proud, and we here at Qhimm certainly are! Thank you guys!

117
GeDoSaTo IS working with Steam FFVIII and Tonberry. Here are a couple pics with the postprocessing (Asmodeans) enabled.

https://imageshack.com/i/idobWqclp
https://imageshack.com/i/pahIQCy3p

118
Graphical / Re: Help Me FF7 PC - Backgrounds Filter
« on: 2014-12-22 23:35:36 »
You can edit the Sweetfx_settings.txt. If it's too much color try turning off vibrance or hdr filters in the settings.

119
IX is my favorite and I would love a PC version of this game. It could be beautiful. http://www.neogaf.com/forum/showthread.php?t=551612

120
Releases / Re: [REL] FF7 Re:Sampled v1.1 [Updated + Demo]
« on: 2014-07-15 10:01:44 »
You really don't Kal  :) Yarlson, that looks fantastic dude.

121
Bootleg Questions / Re: [WIP] Tifa's Package
« on: 2014-07-10 09:18:17 »
Can anyone upload the custom shaders from this pack? All the other links on the forum are dead and I don't use bootleg to install my mods. I'd appreciate it!

122
Does this work with the Steam version?

Edit: It works with Steam version. Thank you Omzy, amazing work!

123
http://www.ign.com/articles/2014/06/10/e3-2014-the-legend-of-zelda-for-wii-u-first-details

It's officially official, I need to get a wii u soon. Also Xenoblades, Smash Bros. and new Starfox. No big deal.

124
Graphical / Re: [WIP/FF8]FF8 field backgrounds enhancement
« on: 2014-06-02 01:09:30 »
Man, that looks great! Awesome job!

125
Completely Unrelated / Re: First gaming PC
« on: 2014-06-02 01:07:21 »
That's awesome man! So I have a makeshift PC running right now. AMD A6-3650 2.7 CPU. Gigabyte HD 7850 2gb, Corsair Vengeance 8gb Memory, 120gb Corsair SSD. With this setup I can run Skyrim at ultra settings 1080p @55 FPS! I tried to run Twilight Princess with Dolphin, but the CPU is too weak. But the main thing is Wildstar runs great and very smooth! So i'm going to wait a couple months and then upgrade to the I5 4670k.

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