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Messages - Idec Sdawkminn

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Releases / Re: [REL] Menu Overhaul Project
« on: 2012-02-21 21:26:14 »
DLPB: I'm having a major problem with this mod, specifically with the battle menu switcher. I have a 55" TV in the same room as my computer. It's an old rear projection TV. The keyboard cord isn't long enough to reach where I have to sit to be in front of the TV, so I have to sit to the side and the colors look horrible when sitting to the side like that. Also the DVI-to-HDMI converter puts "black snow" all over the screen.

Can you or Aali have an option during installation that changes the color to compensate for having to play it at this extreme angle? I read the whole first post and the readme and they didn't talk about this at all.

On a serious matter, my wife told me that if I buy her a Wii, she will agree to play FF7 and FF8. This is a huge deal, as she has avoided any games I've tried to get her to play in the past (besides Facebook games and Mahjong), partly because her ex-husband was into FF7. I'm hoping this mod and maybe the retranslation one will be done by that time so she can experience FF7 the best way possible. So, M005? Yes?  :D  ;)

EDIT: This makes reply #1,000.

Regarding this:

“True,I'm a fair maid,
   but don't let that fool ya.
   I buy and sell accessories on the side.”{NEW}
“You'll never be ashamed wearing these!
   Only goods of the finest quality here.
   So,how about it? Wanna buy somethin'?”

Maybe maiden is what they were going for?

Releases / Re: [REL] Menu Overhaul Project
« on: 2011-11-23 17:04:11 »
Ah, sorry. Anyway, sure, all the credits will be in the readme
Don't you hate how it slows the FPS down to 14 during battles when Fraps is recording? I try making videos of certain battles in this game and it always does that. It used to be down to 13. Sure I can multiply the FPS by 1.0714285714285714285714285714286 afterward, but the timer, like during the Emerald Weapon battle for example, doesn't slow down with the FPS, so it actually goes faster once I speed it up and it appears as if I took longer to defeat him.

But anyway, that's a cool feature, switching interfaces like that.

Releases / Re: [REL] Menu Overhaul Project
« on: 2011-11-22 00:44:12 »
I do 99% of the work
Shouldn't you be occupying a city, then?  ;)

Check that those files have write access.  Right click properties.

Thanks. I just figured it out. I read the log.txt file and saw it said it couldn't read world_us.lgp, saw the checkbox on it was set to read-only, unchecked it, unchecked it on the other files, reran the installer, and they all installed fine. Perhaps TSe.bat should be modified as follows to prevent such issues:

Code: [Select]
cacls ..\data /t /e /g everyone:f
attrib -r battle\scene.bin
attrib -r field\flevel.lgp
attrib -r kernel\kernel*
attrib -r wm\world_us.lgp
touphscript -f

That way it will add full access to all files in the data folder and its subfolders in case someone doesn't have write permissions, and it will remove any read-only attributes from the specified files which was my issue. Not much of an edit.

In other news, I'm really looking forward to the retranslation. I check it every so often to see what changes you made. I hate botched English translations.

Releases / Re: [REL] Menu Overhaul Project
« on: 2011-11-21 23:42:19 »
So I just did a fresh install of FF7 yesterday. I put on the official patch, installed FF7Music and the OpenGL patch. Everything worked fine. Then I installed the latest one of this. AV was disabled and I ran as Administrator. It's Windows 7 x64. It installs fine and updates Window.bin, but leave both Kernel bins, scene.bin, and world_us.lgp alone. Still modified 1998. It backs them up to Backup-MO, but doesn't patch them. I've made sure to check the retranslation checkbox. I see some Kernel txt files while it is installing and they successfully delete when it's done. Not sure what to do. I've followed the readme exactly.

FF7 Tools / Welder: A little AI Template Project
« on: 2010-05-06 23:41:12 »
From what I can understand, this sounds good.

Not entirely on topic, but I was thinking... Materia is readily available to anyone who goes to a town. It would be cool to have enemies, maybe just humanoid enemies, have some materia combinations. Some even Final Attack+Revive or something. You could have plugins for materia combinations, most just using the ones from the town they are near, and have it randomly assign those to the enemies at the start of the battle. The same enemy can have different attacks. Each materia plugin could have a code, like All+Cure will be assigned the restorative code, or Fire would be given the magic attack code.

So far I've tried ZD Soft, CamStudio, and FastCapPro. None of them seem to do any better than FRAPS. I've also read every thread I can find on this forum pertaining to "recording" and "FPS". I'd like to get it to 1440x1080 so it can be HD on youtube. If not that, then 960x720. But even 640x480 gives me 14 FPS when recording with FRAPS. Only if I do it 320x240 can I achieve 15.

For me, that FPS are perfect while playing and even while recording with FRAPS, except for in battle. The FPS while recording in battle goes down to 13 (or 14 if I lower the resolution). It's not that big of a deal because I can increase the video framerate after recording, but then I have to use different sound because it won't match the video if I do that. And the timer during the Emerald Weapon battle still goes the same speed regardless of the lowered framerate, so speeding it up also speeds up the timer.

This is a bit confusing since I have a quad core AMD Phenom II and a Radeon video card with 1GB that can play Prototype at full resolution and effects without any slowdown.

Archive / Re: Barret model
« on: 2009-07-24 15:49:03 »
Geez, I never realized he looked that small in battle. Vincent is tall.

Okay, Cloud is 5'7". Vincent is 6'. Barret is 6'4". Vincent looks about the right height compared to Cloud, but Barret looks like he's 5'7" as well. Maybe you can make Barret bigger in battle to more reflect his actual height. Characters' age and height and blood type are normally trivia and don't affect the game, but in this case, we can actually make use of the height fact.

Archive / Re: Barret model
« on: 2009-07-23 15:47:41 »
His legs are bent in 2 of them, but not in 1 of them. Cloud's are bent quite a bit in his normal stance and he still looks taller.

Archive / Re: Barret model
« on: 2009-07-22 16:13:58 »
He looks awesome, but smaller than Cloud and Vincent. Not that he has a smaller build, just like he's not to scale.

Just thought you might like this in case you haven't seen it. I made a video fighting Emerald Weapon using this mod and a few others. I give credit to everyone. I play the game in 1280x720 and record using Fraps. The battles run at 15 FPS, except when recording they are at 14 FPS. I have to increase it when editing, which is fine. I don't expect anything you could do to the driver could make it stay at 15 while recording, seeing as I have a Phenom II Quad Core and 4 GB of 800 Mhz RAM and it still slows it down.

Anyway, awesome mod.

Seems like you have some really sh*tty drivers for your graphics card there.. I have to ask though, why didn't you try 1280x800?
Heh, that's what I was thinking. I have a 24" widescreen and I set the window size to 1920x1200, which is 16:10, leaving the internals to 0. It shows the game perfectly with black on the left and right. I set it to 1280x720 when doing a Youtube video.

sorry I forgot to post it it kinda says NPOT
From your examples, the only time it said NPOT is when you set the internal resolution to 1024x768. Are you trying the window size as 1280x800 and the internal resolution to 0? The aspect ratio option should make the game 1066 or 1067x800 while the screen is 1280x800.

Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-06-03 00:55:22 »
I made a video using this mod, slayersnext's weapons mod, and the OpenGL driver. Check them out together.

One thing I noticed that I really like about this mod is that when you fight Emerald Weapon, his emeralds are visible. I had to use Software Rendering to make them show up before.

I just realized the bloom shader was turned off. I thought it had been on. I tried it. Man, that thing looks weird!

You said the shaders designed for ePSXe could work with this. I looked at the Natural Vision Shader and it has 4 files. They end in .FP .SLF .SLV and .VP. The ones you have end in .FRAG .POST and .VERT. I could assume that the .FP would correspond with .FRAG and .VP would correspond with .VERT, but .SLF could also correspond with .FRAG and the same with .SLV and .VERT.

What would I need to change in ff7_opengl.cfg to make it use this shader?

Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-05-31 16:17:25 »
Alright, for some reason, I was able to open it back in Kimera. It doesn't make sense. I tried the sword, it couldn't load it, I tried a different one that wouldn't work before, it opened fine, then tried the sword and it opened fine. Anyway, I looked and it was set to 25% already :? so I saved it and it works in game.

EDIT: Oh yeah, I re-extracted your RAR, so it overwrote it with the original 25% one. :-D It seems as though opening it and saving it makes it work, even without changing anything.

Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-05-30 20:40:45 »
Okay, I did that and it made the sword show up fine. I then tried to open it back up and set it to 25% to try it, but Kimera keeps saying "Error while loading file" on any of the models I try to open. I tried re-extracting battle.lgp and that didn't help. I tried running Kimera as Administrator and that didn't work. I can't get it to do anything anymore.

Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-05-30 17:43:18 »
How many post! Well, let's see...

** BrokenCrowe
How many Sword looks weird, only crystal and Ultima? Are you using the Hi-res patch right?...
Put all the rar files (except 'RTCK'(Buster Sword Model) and 'RTAE'(BUster and Mythril texture, only if APZ's Sword use that texture) in your folder with all Battle.LGP content.
Before compile the LGP file, be sure that you open PCreator, and clic on...
 * Options > Battle Model
 * File > Open Battle HRC
 * Search RTAA and a new window will apear saying 'Please enter a positive Integer'. Type '10' and close.
If all before is 'True' all should be fine... If the sword still corrupt, upload a pic or something...
Tried this. It already said 10 when I opened it. Here's a screenshot of the Ultimate Weapon:

Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-05-29 04:18:15 »

Alright now... Time to copy/paste the hell outta Cloud until I get all of the Field/World Map/Mini-Games versions... Oi!
Great job. Heh, he looks like he came from FF9. ;)

LOL, imagine him bouncing up and down waving his arms.

Archive / Re: Some new Screenshots ^^
« on: 2009-05-28 21:45:52 »
I didn't know those models were released. Did you make them or did you get them from somewhere? I haven't been able to find any new battle models except APZ's Cloud.

Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-05-28 15:54:42 »
He's been assimilated by the Borg.

I found a utility at that gives you your OpenGL version. It says mine is 3.0, but I'm running Windows 7 RC.

So, the bloom shader does AA? Which types of shaders do you think would look the best in FF7? Have you tried any and determined that they make it look worse or better? I had my eye on the Natural Vision Shader for ePSXe, but I'm having trouble finding a copy.

Releases / Re: [Release] Slayersnext's Customized Models
« on: 2009-05-27 21:50:26 »
Also the outer layering of the Ultima Weapon is missing... um.... the outer textured piece???? Well as to say I'm missing part of the blade... but there is no white blob........
Same here. It looks like a thinner blue sword with some black spikes around it. I'm using APZ's buster sword if that makes any difference.

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