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Messages - Dark_Ansem

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51
Completely Unrelated / So, Warcraft Reforged...
« on: 2018-11-08 18:16:47 »
Who else is excited for it?

52
I'm releasing the Dissidia 012 system files which have been sitting on my hardware for a couple years.

I have no idea how to use them, @nfitc1 once had a look at them. Theoretically it should work like the FF7 system.bin. Perhaps someone here will like to see them.

Now, I don't remember how I got them off the game, will have to do some doc review of a couple years, later...

53
Please allow me a bit of shameless self-promotion.

Quote
Phoenix Point is the new strategy game from the creator of the original X-COM series. It features turn based tactics and world based strategy in a fight against a terrifying, alien menace.

An unusual virus discovered in melting permafrost excites the scientific community. It has a massive genome, and only 1% of its genes match anything in existing databases.

"What the hell is going on with the other genes?" asks researcher Jean-Michel Moreau. "This opens a Pandora's box. What kinds of discoveries are going to come from studying the contents?"

The seas transform in something totally alien. Then the mutagens began to invade the land via an airborne microbial mist.
Highlights: mutant enemies, proper boss battles, turn-based squad battles, proper soldier development, extensive equipment mechanics, fully destructible procedural environments, a fully revamped Geoscape and various mission types.

Please see the details here.

Guys, this is from the man who made the original XCOM in the 80s.

Personally, I think the projects looks spectacular and if you are turn-based RPG/RTS fans would really miss out if you didn't back.

Not to mention, I will also be part of the developer team - localising the game (next year, summer).

I'd love you to pledge and share, if possible!

54
Just wanted to let everyone know I am back from a long hiatus and am working on this again, this time for the FF7 Steam version. I will keep everyone informed. For those interested, where the fern have I been for years? strawberries happened (and the initial trigger were some extremely rude ferns from this forum).

Guess that goes for everyone. Anyways much work to do.

I'm still staying true to my first intention when working on this, so nothing to fancy from me. Original models will stay in place just that cloud will be successfully swapped with Sephiroth and will have animation, long hair and the likes. Limit breaks for Sephiroth will be looked into later, goal here is to get Super Nova to be working, even though that is hard because a) it's attached to the background of the second last encounter and b) camera angle is designed that the user/player party is getting hit and not the opposite side. But just because I have disappeared for a couple of years does not mean I have sat still and not learn new coding and animation.

Thanks and until the next update!
Thank you so much!

55
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-12-30 18:39:33 »
What I'd really want is a working or compatible sephiroth patch!

56
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-12-30 18:30:46 »
1.5 is out soon then?

57
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-12-30 07:02:58 »
When are you going to re-release the exe mods for limit breaks and other non-WM editable things? I really enjoyed it!

58
Misc. Tools / Re: [FFX] Skill editor - Ronso (v0.3.1.0)
« on: 2016-06-19 13:04:40 »
A new version is available containing a bugfix for damage formulas not getting properly updated when changed through the drop-down list.
Also found the purpose of a few more bytes / bit flags which now have proper descriptions in the UI. See the opening post for details.

watching this with great interest!

59
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-22 13:00:11 »
Bug: once wedge falls off the pillar his model disappears from the ground but a random running npcs becomes "him".

60
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-21 09:49:50 »
BUG: there is a guard scorpion in the church during the first aeris meeting. It is there only in the close-up scene. The top-down church view does not have it.

61
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-20 15:00:24 »
I fixed the it's/its on that line; as for the content of the line, well...you should maybe take everything Cloud says with a pinch of salt.

I wouldn't know how to set up an accessory like that (it'd have to be an .EXE thing, but accessories like Cat's Bell might be a good place to start) and MP Rage would depend on whether I can get the game to track the damage taken, divide it, then apply it to the character through their AI which might be too bulky for the kernel's space limitations.

Thanks. please bear it in mind for future updates if you want :p

On a sidenote, could you consider incorporating in your mod an integral translation, truer to the original?

62
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-20 14:05:49 »
Is it intentional that the text message during the Guard Scorpion battle is still "wrong"?

Could you add two new item properties: MP Rage (turns a % of damage received into mp) and an accessory property which cuts MP usage of summons and spells by x% (like Chrono trigger)?

63
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-07 17:00:04 »
Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.

only night shifts?

64
Aw. and updates on it are dead.. right?

65
Kimera does not work for me. are there any other tools which allow the editing of models and animations?

66
any update on this?

67
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-06 20:16:31 »
Ah, I like that reasoning a lot: perhaps you'd consider renaming it as "Darkness", "Shadow" or "Evil"?

So now the "Dual" status has a purpose in gameplay: I like that. excellent.

68
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-06 19:56:50 »
I've been reading the XLS. Now apparently flare can inflict "dual": did you actually discover what it does?

Can I also ask why Shadow Flare and Pandora's Box now are of the Hidden Element, instead of being non-elemental?

69
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-05 22:04:43 »
Any chance of the Darkness status being useful against enemies in this mod?

70
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-04 08:58:56 »
Thanks a lot!

71
That would likely require editing the exe and a lot of other stuff.  Not the job of Makou.

I see. but at least one step can be done :)

72
Do you believe this, or other sephiroth mods, would be compatible with the New Threat?

73
See the menu and you'll see you can expand the list.

I'm sorry, I should have been clearer: I am trying to add entirely new tracks, and the drop-down menu does not recognise them, of course.

74
BGM is decided on "play music #"  - and the # can be set in the sound menu in makou. Tools > tutorials/ sounds

thanks. Now I only have another problem: where do I find that list that appears, and is it possible to actually expand it with new tracks - so that Mako Reactor sees it?

75
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-03 20:37:47 »
I'll wait then. But this is going to be 1st mod to install.

By any chance, your modified EXE also unlocks enemy attack visuals? the ones that were unavailable before for modding?

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