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Messages - Hellbringer616

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76
Support / Re: [FF7] More than 750 sound effects?
« on: 2014-07-04 14:23:31 »
Uhhh nooo.... @.@ there is no edit in the post above you :D

77
Support / Re: [FF7] More than 750 sound effects?
« on: 2014-07-04 00:33:04 »
Sorry to necro, but i feel like this is relevant as it will allow adding in new and more soundeffects, in higher quality

EDIT: In my excitement, i forgot to paste. So yeas Kal, that was it :P http://forums.qhimm.com/index.php?topic=15268.msg214658#msg214658

78
FF7Voice / Re: Thoughts about reviving the project
« on: 2014-07-02 14:49:18 »
Morning all.

I knocked up a proof of concept tool for the original FF7Voice project, although I don't think it was my tool they went on to use for their work; it shouldn't be difficult to get something working again, if people are interested.

I only have the 2012 version to hand (I still have the original 1998 CDs - but none of my PCs have optical drives!) so I'd have to get it working on that version first, but I'm fairly sure the differences between the two aren't gigantic, right?

Cheers.

http://forums.qhimm.com/index.php?topic=14047.0

If you run this on your game i believe it will effectively become the 1998 version.

79
General Discussion / Re: Steam or original?
« on: 2014-07-01 22:44:59 »
Oh , sorry, I got lazy.  Thought this was a ff7 question.  On FF8, I agree with Covarr.  Although I like that ff8 movies are now outside package in Steam.

No no, i know the old version is the only good version of FF7:P

80
General Discussion / Steam or original?
« on: 2014-07-01 21:28:26 »
Just curious guys, I own the original FF8 for PC, but seeing how cheap it is on steam, Which will give me the best experience?
From what I've read where before it may have been the original (like it is with 7) now the Steam version has better mod ability.
The "boosters" Do not interest me, so if i have to break the mods i'm fine with that.

Unless there is zero impact than  I'll just keep the old version


81
WIP / Re: [In Development] FF8 Voiceover Project
« on: 2014-07-01 21:22:24 »
Curious guys, how will you get these files to play during the game?

82
General Discussion / Re: [REL] The Reunion
« on: 2014-07-01 19:30:22 »
Will Steam support fix the backwards options? Or am i still to patiently wait? :P

83
So - currently we have a workaround for the achievement crashes - just disable the Steam overlay in settings. 

Now unfortunately, the memory allocation causes crashes at a certain point (after the app reaches 1.6 gigs of RAM use) and it's causing everyone to have to save the game and then quit/restart the .exe file every hour or so. 

Is there a way to fix the memory issue easily? I hope its not a huge hassle for Omzy.

Only 2 major bugs and one already has a solution.  Great work!

Only works for a 64bit OS, but enabling Large Address Aware (often called the 4GB patch) may help, no 32 bit application can use more than 2GB of RAM (400MB is taken from your VRAM i bet) if they go above it, they crash, the 4GB patch can allow up to 4GB to be used, permanent solution? No, but it'll give you an extra hour, maybe even two until it's fixed. updates to steam will break this as any change to the .exe (or replacement there of) will disable it.

EDIT: Link to the patch for those interested: http://www.ntcore.com/4gb_patch.php

84
Is there no way to do this with OGL? i only ask because of your statement about FF9 and pSX having a DX9/D3D renderer Both emulators (ePSXe, PCSX-r) and both plugins i use (Petes OLG2, GPUBladesoft) are OGL :/ i suppose i could try pSX, but if it can't raise internal resolution of the 3d models, i find it almost pointless (GPUBladesoft i use for 2d games :P)

85
Support / Re: New home grown sound effects/Foley work
« on: 2014-06-17 21:23:16 »
Granted i am just one voice, But i can give you some direction where your wonderful skills could be used:

* Element sound effects are terrible, Fire is choppy 8-bit garbage, Thunder is.. questionable at best, Ice isn't so bad, But i'd love to see what you could do to it.

* Obviously the battle effects, specifically bullets and explosions, are dated.

just with those I'd think you'd be busy for a while, Than again, you seem well versed in your craft. So you'll probably have them done in a day haha. Now i'm not sure if you wanted to be provided the sounds or not, You seemed to do a great job picking them yourself. So i left it at that :P

86
FF7Voice / Re: Thoughts about reviving the project
« on: 2014-06-17 21:18:22 »
I'm in on two conditions.

I will only do DLPB's re-translation (I simply cannot go back! haha)
And if someone remakes or can reattain the tool used to allow this.

I'd love to do a main role but i'm afraid i wouldn't have time for that while running my business..

But i have no issues voicing various other NPC's. i can do an array of voices and accents :D

87
Releases / Re: Red XIII werewolf mod
« on: 2014-06-11 20:14:55 »
Thanks Kaldarasha. I've never done any modeling work. I'm very versatile in Photoshop and illustrator but I've never done 3d. Does Adobe have a program like blender

No they don't, The equivalent (meaning high end 3d modeling software) would be 3dsMax, Maya or zBrush (thats more for sculpting though) but Blender is free so i'd say start with that. the other programs are all over a thousand i think

Though i personally am trying to get into texturing so i wouldn't mind some advise with illustrator and Photoshop :D

88
General Discussion / Re: [REL] The Reunion
« on: 2014-06-05 17:08:29 »
*starts holding breath waits 30 seconds* I CAN'T WAIT ANYMORE!!

Jokes aside I'm eagerly waiting for your update. Reunion 1 is a master piece!

Just curious, do you plan on working with Kaldarasha about your and his model packs working together? (since if i recall yours is basically his just added in correct?) i recall someone somewhere saying they have issue

89
General Discussion / Re: latest kimera source?
« on: 2014-06-05 17:05:52 »
Got some big plans NFITC1?  8)

90
This could be an issue with the mods you're using and not the graphics driver.
Try running the game without mods and using the graphics driver. though it looks like that is what you did. Ask for support for the mod on the mod thread

91
I have already used such a hash method in the past to debug the driver (so that I can set breakpoints when a particular texture shows up or compare output from the texture conversion process) but it is not workable in real-time.

Textures are usually 256 * 256, either 8- or 16-bit. Add 16 different palettes of 256 32-bit colors each and you've got 70-150kb of data to hash every time the game tries to upload a texture. Now add to the mix the fact that palettes are not static, the game (and especially field files) often writes directly to the palette causing the whole texture to be reloaded (and depending on how the palette is modified you could get a million or so different hashes just for that one texture). In FF7 that is still kind-of manageable, textures aren't reloaded all that often and you can disable these palette writes without completely ruining the game (you'll just make all the field scenes feel static and dead).

Of course, FF8 is a lot more liberal with these things. Every time the game touches the emulated VRAM it'll reload some texture, sometimes more than one, this process alone is enough to make the game run slow on a modern machine, I've already had to implement a bunch of checks just to make sure it doesn't try to reload the same textures every single frame. Now, as if that wasn't enough, both palettes and textures are not even guaranteed to be in a consistent form, you'll sometimes get a texture uploaded that just contains random garbage, wasting time and hash space.

Even if such an approach is theoretically possible it would be nothing but hacks upon hacks upon further hacks. It would be a nightmare to support.

So short of a new game engine (like q-gears) we are sadly just not going to get support for it eh?

Maybe they redesigned the Steam version and we could use that? I know it's doubtful.. But a man can dream

92
Releases / Re: FFVII STEAM VER - Voice Attacks 1
« on: 2014-05-17 18:21:12 »
I agree about how every attack it may get annoying. But i love the voices on the limits.
Did you record these yourself?

93
Works for me. If it takes you to a Russian site it's supposed to. The guy is Russian But he can speak English fairly well.

94
Hi all,

I just started playing the Steam version of FF8 and the characters and objects look nice and crisp but the backgrounds are so pixelated that it makes me die a little on the inside. When I had that feeling playing FF7, I resized them myself with long-handed photoshop algorithms, but I could conveniently rely on Aali's driver doing the import nice and clean.

However, with FF8, according to Aali (in response to Mcindus' Triple Triad HD project),
My problem is that I'm so obsessive that I can't take no as an answer. I know that if I take the game apart myself binary bit by bit, I can build it again, theoretically, so that it will work however I want it to, given an infinitum of time. My question for those who have the knowledge of game engines, gpu architecture, executables, drivers, etc, what is the path of least resistance to allowing this game to accept larger textures? This may include some reverse engineering, recompiling executables, creating DLL's, etc.

Please use this topic as a place to sound off and throw your ideas around.

My hope is that when I have time on my hands in about a year, this question will be answered, or at least someone can provide me with the right direction to learn the things necessary to complete this task. I really believe it is a step-by-step endeavor, but right now the steps are not clear to me.

You'll want to contact edgbla: http://forum.emu-russia.net/viewforum.php?f=29&sid=7fcf6b31db2b046972d259884b764bec
His unreleased version of his GPU plugin can replace PSX textures. so if anyone will know, it's him

95
Team Avalanche / Re: file names
« on: 2014-05-16 12:33:27 »
I feel so stupid I forgot that even existed.. Thanks!

96
Team Avalanche / file names
« on: 2014-05-16 01:40:29 »
Does anyone know the file names for the battle models changed in this mod? i believe it's only Barret in the installer and maybe clouds weapons. Trying to combine all of the mods i have together haha.

or if anyone has just the zip of the battle models i'll happily accept that (providing TA is okay with that)

97
Releases / Re: [REL] No Chibis in FMVs
« on: 2014-05-16 01:15:27 »
No problem, It's worth it to me, I can try and do touch ups in it later or something if it bugs me too much :P

98
Releases / Re: [REL] No Chibis in FMVs
« on: 2014-05-15 23:40:43 »
Just curious, How come you aren't using the new 1280x960 videos?

99
Releases / Re: [REL] No Chibis in FMVs
« on: 2014-05-14 20:48:38 »
That is perfect!

100
Releases / Re: [REL] No Chibis in FMVs
« on: 2014-05-14 19:39:24 »
The changes to hwindfly with Barret are amazing. is it possible to add a few more frames of animation for Tifa and the guards now? Barret is extremely fluid (not that I'm complaining :P) and Tifa just seems less so now. If not what you've done is by far better than the original

onctrain:
Clouds crouch seems unnatural, Maybe position a leg back, as in reality it would give him more stability. maybe even put a hand down on the train as well.
http://fc09.deviantart.net/fs21/f/2007/239/1/e/GP076___Crouching_Girl_by_guilty_pleasure.jpg(dispite the name it is very SFW) is a perfect example of what i'm thinking (thank you google images :P)

You are doing wonders for these cut-scenes man, truly breathing in new life too the game for me :)

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