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Messages - Aali

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1076
Archive / Re: FF7 Hi-Res Patch
« on: 2009-04-28 21:13:32 »
I'm not sure what you're trying to say but the hi-res patch will only work for 1280x960 (or 1280x1024 with the extra patch for that), its a technical limitation of the patch and not a design choice.

1077
Completely Unrelated / Re: Corrupt-A-Wish
« on: 2009-04-28 19:39:01 »
Granted, but that's the only thing you'll be doing for the rest of your life.

I wish I had cheese in my fridge.

1078
Archive / Re: FF7 Hi-Res Patch
« on: 2009-04-28 17:42:12 »
Does your monitor support the 1280x960 display mode? Check APP.LOG (in the same folder as ff7.exe) for more information on whats going on.

1079
That whole missing custom models deal was actually a combination of two things;
They use unlit vertices, no model from the original data does this (I had no idea you could specify this in the .p format, it doesn't make any difference though since FF7 doesn't have any real lights) so I was simply ignoring them.
Those same vertices have 0 alpha so even if they were drawn, you wouldn't see them.

I'm just going to assume all unlit vertices have full alpha for now, I'm not sure how D3D handles this. Whoever made those models (or the tools that made the models), please don't use such obscure features :-P

1080
The "tree problem" actually applies to any textured object, when you go past it, it gets warped and spewed all over the screen. You do not have to crash into the tree/whatever for this to happen.

That random crash is unsettling though, I had a random crash that I never really figured out that seemed to go away with the minigame crash fix, this could be what you're getting. I will look into it more deeply when I have the time.

1081
Yeah, that should be a simple one-liner, something I removed from the 0.3b release because I thought it wasn't necessary.

:EDIT:

Not that simple actually, but I have fixed the crash (at the cost of some effects not being visible).
This was actually something I neglected to fix, hoping it would never be used or just work anyway (because a proper fix is a lot of work) ..so much for that.
Seems like KOTR is the only place where it is used though.

1082
Hey, don't beat yourself up about it, I want to know about the small(er) issues too :-)

I don't really have any plans for 0.4, infact, I haven't touched the code since I made the 0.3b release.
But expect to see any combination of the following:
A fix for the KOTR crash, if I can reproduce it.
Support for the french version of FF7. (thanks to myst6re for providing the .exe)
A fix for the snowboard glitch, assuming I can figure out whats causing it.
Correct blending in certain situations where its still a bit off.
Better texture loader. (Support for more texture formats and more correct conversion of original and new graphics)
Linear texture filtering.
A replacement for frame buffer emulation. (Which will make all those effects much faster and better-looking)
Any other crazy stuff I can think of.

1083
The FF7music problem arises from the fact that shaders are loaded from a relative path (which means it depends on current working directory), I could solve this by reading the install dir reg key and using that as base dir for all file operations.

Bilinear filtering isn't "working" for three reasons:
1. D3D has to force it on you, FF7 can request it for any texture but it doesn't (the driver does provide filtering if FF7 wants it).
2. It makes everything look terrible in my opinion (low-res textures are filtered "too much" ruining what little detail they have)
3. You can't enable it all the time without introducing really bad glitches with fonts and field. (field has the layering problem, fonts are filtered differently when you change palette/size which ruins anything but plain static text)

I could probably get it "working" (i.e. do what D3D does) if I wanted to, but its low priority for now.

:EDIT: I need to look into the KOTR crash, I don't have any 100% completion saves available for testing at the moment, so I've been doing all the testing with my 11:30 speedrun, needless to say it doesn't have KOTR :-P (aka do what the release post says, provide the info I need to fix it)

1084
Find the magic number that defines the size of that window? (This is probably not an easy task unless you're familiar with the inner workings of FF7)

1085
You do realize that by this time, those pictures are just gonna look like they came from the original game, right? :-P

Landarma: nice video, I'll have to look into that texture issue (I'm probably missing something in the texture loader, its barely enough to load all the original game content correctly). I'm not sure why its so slow though, it can't be related to the tnt fix because that was never a speed thing and it just doesn't do anything anymore (which is why the 0.3b release doesn't even have those .reg files). Does it make any difference if you change the vsync setting?

1086
That depends on the preserve_aspect setting; if its on, you get bars on the side (so, effective resolution becomes 1200x900), if its off, it'll stretch.

1087
You have to change some variables in ff7_opengl.cfg, open it in notepad or any other text editor, every option is commented with an explanation of what it does.

1088
Troubleshooting / Re: FFVII Crash Before Battle
« on: 2009-04-21 23:45:29 »
I recommend you get the battle swirl fix

1089
http://backup.ninjaloot.se/share/ff7_opengl-0.3b.zip

Installation
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (64-bit Vista users have to use the vista64bit file, the TNT fix is no longer required)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)

Known problems (issues marked with an x are already fixed and hopefully wont be present in the next release)
That darn snowboard glitch. x
KOTR will crash FF7, don't use it. x
Some textures don't load properly. x
Some custom models aren't shown. x
Blending issues that are so insignificant you won't even notice. (Tifa's slots, healing wind, possibly more)
ff7.exe needs to be started with the install dir as working directory or shaders wont load. (Not going to be a problem unless you use a 3rd party launcher such as FF7Music, see posts further down on this page for a workaround) x

New features in this version
Window mode - FF7 can now run in a decorated window aswell as fullscreen
Fixes for all known crash issues in 1.02 (this is not really graphics related but everyone will want to use these fixes anyway)

There are no more glitches in field when running in a custom resolution (non-multiples of 320x240 have some very very minor rounding issues, but thats it), which means you don't have to (and shouldn't, since it will just add a bunch of glitches) use the hi-res patch. Some credits go out to our good friend TheSaint for this, for pointing me in the right direction, even though I ended up going with a different approach.

So what does all this mean? Well, you don't have to apply any patches but the official 1.02 patch from Eidos to get a fully playable and much enhanced FF7, which was really the main goal of this project :-)

And as always;
If you find any other issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, make sure to note down the module and offset from the error report.

1090
It is, and its fairly noticeable on any non-textured areas. Compare the following screenshots:

OpenGL driver, 32-bit:


D3D driver, 16-bit:

1091
Yeah, that system is way too fast to run this game :-P

Seriously though, I have no idea what could be causing it, I can't reproduce it (smooth as silk here, 30fps all the time in both field and worldmap) and there's nothing that should block outside of the movie player (the only thing that does any kind of disk access on a regular basis)

1092
Done this test before a couple of times, always got the same result :-)


1093
And that only happens in field? What are your system specs?

1094
Hmm, my system is waaay too fast to ever show the battle swirl, might be why I haven't noticed that :-)
Not sure whats up with the framerate drops, does it happen randomly or is there a pattern to it?
Vsync could be a problem if FF7 wants to use a framerate not compatible with your monitor, but I'll see what I can do.

1095
It will fix the FPS problem, but it has other issues at the moment and I can't really recommend using it for casual play.
But you could always install it, get past the problem area and then uninstall it, of course.

1096
Yeah, this tends to happen with the D3D driver and modern cards. See the custom graphics driver thread (in tech related forum) for a work in progress that will fix all these issues and more.

1097
Tested and working on Vista x64 in 1920x1440 using preserve_aspect = true option. 2560x1600 however causes a crash in ff7_opengl.dll!0x6e51f767h.

Confirmed. That's a crash in libswscale though, so if you disable nice_movies it'll work :-)

1098
http://backup.ninjaloot.se/share/ff7_opengl-0.2b.zip

Installation
Extract the archive into your ff7 folder (where ff7.exe is), run one of the .reg files (if you used the Nvidia TNT mode before, use one of the "tntfix" ones, 64-bit Vista users will have to use one of the vista64bit files)
FF7 will now use the new driver. (To revert the changes made by the .reg file, run FF7Config)

Known problems (issues marked with an x are already fixed and hopefully wont be present in the next release)
Movies are a bit dark and oversaturated (this was actually a bug in ffmpeg) x
Snowboard minigame has some annoying glitches, but is no longer unplayable.
Alot of small glitches/issues related to blending/Z-ordering. x
Some things are still missing, even though I fixed all those missing battle effects. x
Field looks terrible with custom resolutions*, even if you use a multiple of 320x240. x
Movies do not sync audio&video properly if your system is too slow to play it.
320x224 movies are stretched to fullscreen (320x240 is supposed to be fullscreen, 320x224 should have a black border) x
Sometimes you can't see the text and menus during scripted sequences with special effects and/or fades. Just keep mashing the OK button if this happens.x
Software movie scaling (the nice_movies option) is a bit unstable under the right (wrong) conditions.
Battle swirl is missing. x

Otherwise, this release should be fully playable, if you can stand the minor graphical glitches :-)

If you find any other issues, please post screenshots, relevant information from APP.LOG and if possible, a savegame.
If you get a crash, make sure to note down the module and offset from the error report.

* hi-res patch still works fine and if you're lucky you can lower the resolution without major glitches

1099
The whole scene. It would be far from ideal (since by that time, you've lost any information associated with the objects on screen) and the best you could do without completely killing framerate would not be much better than what we have now. The point of filtering field backgrounds before they're drawn is that you only have to do it once, so you can apply any kind of expensive filtering and even make manual edits to really make it look better.

1100
Ah, that .exe IS incompatible with this driver, I should change the error message to include this possibility..

I can add support for other languages*, but its going to be alot more work than just disabling the version check. (And wont be in 0.2b)

* As long as you provide the .exe

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