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Messages - dclem

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51
I prefer to increase random encounters in HW. I went through every single field that has random encounters. (Some were maxed out because of tiny fields) and they all encounter like in the PSX.
With some extra areas though weren't completely maxed because of movability, but that's not a problem.
I also noticed that...(and I dunno if I'm hallucinating, but) if you run with speed boost, the encounter rate is more frequent than just running without speed boost. (Seems to stop you more often, maybe because of more steps???) No lie! Never the matter I tried to make sure it was frequent even without speed boost on.
Some of the SetRandomBattleFrequency are located in the Main_Init, or Main_Loop (I believe). And there's sometimes more than one of them because (of?) different scenarios of the field.
Like with Oeilvert, there are two SetRandomBattleFrequency functions, one that's during the retrieval of the Gulug stone, and the other during Hilda Grade 3 events.
Bottom line, I was able to get that fix no problem.

52
Tirlititi,
You know the bug with the Back attack, how the ATB doesn't halt for 5 seconds like in the PSX?
Is there a fix to this?

53
Support / Re: FF9 Sound Mod official thread
« on: 2017-05-31 23:10:45 »
I did delete the card texture. (Put it back until the list ends) the aligning isn't a problem. And it's a lot simpler than editing the CIL code, especially in my case.



  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

54
It's much better to wait for a Memoria-HW compatibility than re-inventing the wheel twice.

Yaasss!
The time will come we'll see Memeoria+HW together!

Two men working together to make one unique, --- I can't wait!  ;D

55
No, not as of now.
I want to go trough the whole Game at least once now and see for myself as the community did already a great job but now no one post anything broken (which is positive of course).

Yeah, I seen no others errors from disc 3 on up.

56
Support / Re: FF9 Sound Mod official thread
« on: 2017-05-31 06:08:59 »
Alright, added to the list.

List closes on June 9, 2017.




  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

57
Support / Re: FF9 Sound Mod official thread
« on: 2017-05-31 05:33:12 »
You want it removed?

*Card games with NPCs want to be removed, speak now or forever hold your peace.*




  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

58
Support / Re: FF9 Sound Mod official thread
« on: 2017-05-31 05:30:36 »
If these icons for card games with NPCs want to be removed, speak now or forever hold your peace.

59
1. When you're chased by the drill in Fossil Roo. The Textures are all messed up. In the battle scene everything is okay, though.
2. When you're chased by the Bandersnatcher(s). The Textures are all messed up. In the battle scene everything is okay, though.

I saw those too.
btw, was there an update to them backgrounds or not?

60
Got the update! (If any)
Back up to par again!  ;D

61
Support / Re: FF9 Sound Mod official thread
« on: 2017-05-29 02:00:22 »
working on Sounds Part 3. (p0data63.bin again).
There are some more broken sounds here.

Mod progress is updated everyday

<Tutorial>

  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

62
:o

Confused. Was FF9PC released on another online shop as well?

I dunno, I just play offline.

I didn't know there was a cracked version of FF9 PC. Not that I'm interested.

63
Silicon issued another update?
I wouldn't know I don't use steam, i don't want them breaking the game again.

Hmm, didn't know you could remove that sprite in the CIL code.
I actually don't mind the card sprite being there, it lets me know which NPC wants to play a card game or not.

Here's a temporary fix for the overworld stuff.
Again, I couldn't test that much but at least it worked for me for the parts I saw.
And here's the one package for everything texture related.
@Dclem The Polka is still going on in that one. ;P

That's okay, I'll wait for the full fix. :)

I've been browsing through all the models. Making sure the engine can be compatible with my higher poly models if a model importer comes.
Saw a few high poly models (enemy's and even main characters) good news for me!
Hopefully if it does come, it'll have some bone support so that new models imported matches with the bone structure of the original.

This is the last part (mostly) till the sound mod is finished.

64
I'll need some more people to know if I should remove the card icon showing with NPCs. Anything I do goes with the sound mod. (It's a multi-mod -not including HD backgrounds), which fixes everything (I try too) that everyone points out as a bug.
So everything requested goes in queue with the sound mod. Same goes for disabled cheats.
The most recent version of Hades Workshop can disable cheats.

Patching missing sounds:
If by "they" you mean Silicon Studios. Don't hold your breath. They aren't doing anything.
Yes it's already fixed. There's a link to it in thread on steam forums: Hades Workshop thread, I believe. It was a while back, though.
Nevertheless, it is included with the sound mod.

If that one person is truly scaling down the UI's, it would have to be compatible with Hades Workshop, or it won't all work out.

65
You actually lose detail when you apply such filters on them, it starts to look cartoony instead of pretty.

I say the filter is lovely! Okay, they don't lose any detail, in fact, they show more detail (in my eyes at the least) especially at a high resolution.
But its whateva.

There is already a mod that fixes the sound in the game.


That Sdlib.dll only changes the sampling rate the game engine uses. But don't worry, I still use it anyways. But know Alboris got a launcher (it comes with the sound mod I do) that allows to change the sampling rate with various rates.

The sounds are botched eternally. I've went through 90% of all of them (still working on the rest, clearly)
All Silicon Studio's botched sfxs. Just EWW, like, no. Like, yeah, graphics are great, but, I tried playing through the whole game with no sounds or sound effects on, and, it felt... quiet.

there's only three things that need to be modified for the port to be perfect.
Scale down UI elements in battle.
Remove the talk/card icons when you walk next to NPCs.
Remove the options to cheat.

Removing cheating is done with Hades Workshop
And is included with the sounds mod.

If anyone else wants the Card Icons removed when talking to NPCs tell me now, and I'll remove it.


I don't know how to code or mod games, but if you're a modder get to work on the above stuff. :wink:

And you automatically assumed that a Sdlib.dll fixed all those sounds (even missing sounds)?
No. And yes, the enemy death sfxs are back, fixed included with the sound mod.
And instead of saying: "get to work" say: "hopefully someone can fix". None of us gets forced. Not me, you, Fraggoso, Tirlititi, Mcindus, anyone.
I've already done everything you mentioned except, the scaling down of the battle UI's. If anyone knows how to do that. Talk to me in this thread:

http://forums.qhimm.com/index.php?topic=17616.0



Sorry if I misinterpreted your post - it seemed like you were putting Frag down for not 'beta-testing' his mod enough.  If that's not the case, please accept my apologies :)
Accepted. :)

As far as the interest - sound mods always have less 'visible' interest than graphical mods.  The only way to really know how 'essential' your mod is, would be to see the overall downloads after a period of time - and from personal experience, you may end up being surprised.  I know I'm interested in all of these mods as an essential 'package' for FF9 and am looking forward to using all of them :)
Yeah, when showing visuals over audio, eyes always win over ears don't they?

Oh, so you're doing all of the UI elements yourself??  Sounds like a beast of a project, but I hope you the best!  I will add it to the 'essential' mods list.

Yeah see:




Similar what I have for my game, but i just started from scratch with all FF9's UIs.

What is your progress like on that mod?

http://forums.qhimm.com/index.php?topic=17616.0
See the percentage? I update that every day. That's how close!

What is the difference in behavior of the battle UI in the Pc vs the psx version?

In the PC version, it's one big fat UI with all commands listed.
In the PSX version, the UI is small and the secondary commands are accessed by pressing left and right.
Until someone helps me with this, I have this currently:



Just getting ready for what's possible; 'cause you already know its possible.

Little OFF TOPIC:
Silicon Studios botched FF9 just how HiJinx Studios botched Silent Hill HD Collection.
(SIlcinon preopbaly used a beta version like they did too!)
Leaving all these bugs in here.

Back on topic now.

66
it's really not your place to put down the efforts of a mod creator.

Who said I was putting down efforts?  :roll:
Boy, bye.

I think you'll find that many people care about your sound mod.



don't make me laugh.
I have yet to see a Ratio where the sound mod matches up to this mod, or any other relative. I maybe see a 50:6
if you ever get access to the UI elements as .png's, I can definitely help you with the look of the game.
Already had access.
Sorry, I'm designing that part for what I do - going along with the sound mod. And I'm not looking to change that. Any of the UI's designs. Shrinking the battle command UI and getting it behave like psx; haven't yet to see that happen.

67
Support / Re: FF9 Sound Mod official thread
« on: 2017-05-27 20:13:34 »
PS icons & Black Borders Bars is included in this mod.

Updated May 25

68
No, no. You don't force him to make a change with anything. When he gets the time on his terms and deems it necessary, he will make the change.
But he is not a slave to anyone's command.
That's with anyone and their mod, too. (Me three)

Instead of "need", how about: "will there be" a fix for the psx limitation.

69
Yeah! Another bug Silicon Studios created!

70
Wow! Memoria can do many extraordinary things.
No bigge about the health bars. But hopefully the default name change will come to HW soon.  :)

And Freya's trance's supposed to work like this?
But on psx, she jumps in the air and stays there raining spears until her trance is over.
Is that what was intended to be done in steam version? Her not jumping in the air and remaining there?

I'm quite baffled it was meant to be this way in steam.  :-\

71
Tirlititi, three questions.
1. You know Freya's broken Jump Spear-Trance? How she doesn't even jump in the air and remain in the air and rain spears until her trance is over. Is there a way to fix this?

2. Is there a way to change default names in steam version?

3. Is it possible to add enemy health bars?

72
If there's a fixed link to all this, backgrounds, etc., post it.

If you guys find a way to do actual character importing i'll help you do the game with new models

Hades workshop will do this. You have some higher poly FF9 models you want to import?

I just need that for my custom models for my mod that comes with the sound mod.
Hopefully it'll come with bone structuring of some sort support since there are animations included with them.
You can replace animations currently. Worked well for me. I replace all standard animations of standard characters today; got no bugs nothing.

73
So will the polka dots and texture animations be fixed?
And, this (huge) file won't affect the model importer now, will it?

74
If you guys want to send me the original png files for the text/UI/menu items in the game, I can chisel away at making an upscale/replacement the likes of 'SeeDReborn'
I'm quite busy, but if I can merge it with the work from SeeDReborn in some way, then we can really get this project underway.

Not possible, nor that easy.
The UI isn't easy to edit in this case. And this coming from the only one who's managed to change all UI's.
If I find a way I'll do it. But currently, have not. Too busy with the sound mod nobody cares about

EDIT:
Another bug?



All this ties in great together, I hope it doesn't bug with the model importer though...

EDIT-EDIT2:
And it seems to have messed up the texture animation on all characters.
Ex:
When Zidane or any other died in battle, they're eyes were still open!
NPC characters also don't "blink" their eyes.
See... not everything goes as planned!  :-\

And look:



Dagger's hair tie is blending!

And in the battle scenes, there are lots of unwanted polka dots and artifacts that weren't there before!


But at least I fixed the Silicon borders for everyone. May not be a widescreen patchy-thing, but it's a lot better!

EDIT#3:
And yet another.
The moogle's broken.



A big file for this?
Was the WHOLE game beta-tested beforehand?

And another one:
(I'm only on "Disc 1")



What more awaits?
And no, it's not just (my problem), someone else had the same Zidane "half-blue" glitch as well.

This is the polka dots I mean:



Even the tents:



I think you went too hasty with this one.
That social gratification...

Like really though...



:-\



If it was fully beta-tested, it should've been taken care of.

Yep, Dagger is sleeping
...with her eyes open



An orange Garnet...



Airships:


75
Will there be an ETA on an update with HW?

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