Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - -Ori

Pages: [1] 2 3 4 5 6 ... 17
1
Releases / Re: [FF7PC] World Map Stuff
« on: 2021-11-30 07:10:30 »
Can you provide a release of just the dds files for use in direct mode?

linux only guy huh? i respect that

done, link in first post

2
Troubleshooting / Re: No image on slots on Battle Square
« on: 2021-11-26 03:47:34 »
i think your issue is one that has been fixed for newer versions of ffnx already

here is info on your problem, although i would try updating ffnx first
https://forums.qhimm.com/index.php?topic=20434.msg285266#msg285266

3
Releases / Re: [FF7PC] World Map Stuff
« on: 2021-11-16 06:42:39 »
another large update, mountain overhaul...

i also renamed this mod to Reunion World Map, since that's what it is - devoloped by our community, so i put the link to the website in the mod for anyone who wants to join and contribute bug reports or whatever


before



after



before



after



before



after



before



after



before



after



before



after



before



after

4
try turning off all mods and see if you get it, if you do just save and turn them back on

edit:

"ff7.exe
xbin.bin"    Yes    Points are added on consecutively after the zeppelin propellers, or the boat rotor, have been hit.    "White Wind
DLPB"    DLPB    R01

^ probably has something to do with that, a speed square bug in the vanilla game that reunion fixed a long time ago

5
Releases / Re: [FF7PC] World Map Stuff
« on: 2021-11-02 06:00:36 »
pretty major update, i thought the oceans and rivers were all way too dark, so i had to recolor a lot of files

got one other fix on a cliff and i included the updated world map animations with it as well to solve the chocobo-on-snow bug and a few other things


before



after



before



after



before



after

6
Releases / Re: More Realistic World Map Animations
« on: 2021-11-02 05:49:44 »
just updated this with the last 2 untouched map effects, the chocobo-on-snow animation (which is bugged as hell in all previous versions  :-P) and chocobo footprint (polished to remove pixellation)

i also went through and bug tested several of these and cleaned up quite a few other minor hiccups with other effects

7
Misc. Tools / Re: [FFX] Skill editor - Ronso (v0.3.1.0)
« on: 2021-11-02 01:50:33 »
Hey there, does anybody still have ronso? The links are dead and I cant seem to download anywhere else.

the link from the first post actually isn't dead - i just downloaded it, but you may have to right click on the link, copy it, then paste in a new tab/window

these forums have been doing that for awhile, ever since the switch to https i think - and unfortunately there's not much of a maintenance crew here to fix things either

8
FF7 Tools / Re: [FF7] Text editor - Loveless (v2.5)
« on: 2021-09-25 02:54:57 »
the first post on this page has the link quoted to the latest released version, 2.5

9
Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-09-22 09:11:28 »
i added Vanilla Theme UI .iro for 7th heaven to the original post, can be configured to 2 different versions, one that includes elements i've remade with small liberties and one that is only upscales and very faithful redrawings


upscaled:
https://cdn.discordapp.com/attachments/749506432130351114/890161219347050558/unknown.png
https://cdn.discordapp.com/attachments/749506432130351114/890161004430917662/unknown.png

redone:
https://cdn.discordapp.com/attachments/749506432130351114/890159448742572032/unknown.png
https://cdn.discordapp.com/attachments/749506432130351114/890160137275326504/unknown.png


you may notice all duplicates of the main UI bars are gone in this version of the mod (status menu, limit menu, and next level bar in after battle screen)
while i dont think anyone is missing the status menu or limit menu bars (just press back to see it on the main UI) the omission of the after battle bar might seem weird because you only have numbers in front of you for the exp

however, i did this because it solves a major (to me) bug in the bar gauges and fillers, where the fill for the bars never line up very well inside the bar - so the loss of those bars is what makes every bar/fill pixel-perfect for both versions of this mod, something that is not easy to do



10
7th Heaven / Re: Reunion + 7th Heaven - The Final Answer
« on: 2021-09-20 14:54:30 »
do you know how can i get at least the ogg files from reunion mod and put on 7th heaven? i really like the 'almost ps1-like' music from there. but i never know how to make things like these :(

i already told you the answer on reunion's discord, and if you actually read the original post of this thread you posted in - you will see mostly the exact same information that i told you

11
Releases / Re: [FF7PC] World Map Stuff
« on: 2021-08-20 07:53:34 »
some more updates, also note there is a clouds update (fixed seam) from a bit ago, i just edited it on the previous post back when i fixed that

but anyway, new in this update:
-custom maps edited from a world map mod by Kule ( https://draklor.com/files/ffvii_enhanced_overlay_world_map.7z )
     edited by replacement of each pin for accuracy; also added gongaga
     mini-map edited with spherical distortion for more accuracy
-another update in nibel mountains
-some buildings retrofitted with windows/doors
-ground texture around city of the ancients








maps:



as you can see, you can fully see the shallow water on the map, so the paths for the tiny bronco and river chocobo are all laid out, as well as having the snow properly colored in the northern continent






mini-map ^ went with no water visible for maximum sleekness, and red pins for visibility


if anyone wants to create their own map something like this, i highly recommend checking out that link from the top of this post, it has tons of options for color, opacities, even different sized map cursors, its really neat

edit: updated this with more subtle windows/doors, windows were too white, and both were drawing too much attention, so edited them to look like this now:


12
Releases / Re: [FF7PC] SYW "ArkTsukiVock" (v4) for Reunion
« on: 2021-08-09 23:52:45 »
Thanks for your work

I'll pass this thanks on to satsuki, I didn't do shit  :-P

is this going to be updated with the latest version?

as of right now this is basically SYW4 with a few extra bugfixes, Reunion doesn't support the remaining features from SYW5, so as of now this pack from the original post is the best version of SYW that can be used with Reunion

13
Support / Re: nvidia gt 1030
« on: 2021-08-04 20:38:59 »
Even with lastest FFNx canary ? there was a big improvement on lastest version (got about x2.5fps on most screens with animations)

seems it takes a few seconds for the improvements to kick in, though

a bit of a weird experience to run choppy for 2 seconds and then all of a sudden get faster, though its a step in the right direction for sure

14
even reunion's one is a crappy hack full of visual bug.

everyone saying that has no clue what they are even talking about, you shouldnt act like you know the features if you havent played in a long time

yes, the mode with interpolated animations is full of visual bugs, but the meat of reunion's 60fps is simple 15 fps animations rendered in 60fps - there is literally almost no bugs and its very noticeably smoother than 15fps vanilla battles, in both battle animations and UI (although not quite as smooth as interpolated, which is why that option still exists)

15
Releases / Re: [FF7PC] Battle shadows replacer mod
« on: 2021-07-13 02:07:40 »
Hello, new user here.

This mod looks awesome, but I can't seem to get it working with Reunion. I've tried putting the Aali shader files in the Program_Files folder and the HLSL files in the main shaders folder for the Steam app but it's just producing a completely black shadow with no gradient.

you have to replace the main.frag and main.vert in program files - it should work then

the only catch is main.frag is broken with reunion and we cant figure out why exactly, perhaps it is broken with all of opengl; it looks like my video above even with original aali driver

16
Releases / Re: [FF7PC] World Map Stuff
« on: 2021-06-30 05:02:16 »
updated this with a few textures, most importantly a bugged texture to the cave entrances

thank you to Urbanhack86 for finding and fixing this texture that i could not find for the life of me

before:


after:





edit: july 15

updated with fixed seam in the clouds

before:


after:




17
Amazing pack satsuki! Thank you!

Just to report, the battle square wheel bug is indeed an issue with the All-in-one Installer option.


find and delete FFNx.BATTLE.fullscreen.txt, most likely in a folder hext inside your ff7 directory (not sure how satsuki's installer installs things), back it up to your desktop or something first in case i'm wrong, and if i am just put it back

18
Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-06-21 07:03:46 »
Still going at it with development of these mods... i've updated the vanilla theme user interface

-font is much crisper, looking less and less like an upscaled font, yet retains very true to it, and will continue to get better as its still under development
-has all transparent dialogue artifacts fixed - about a half-dozen characters tweaked by hand as well
-the redone version got improved timer and avatars (now with custom frame, rather than fully transparent background)
-also with redone version, much better item bag icon consistent with the other icons... been struggling with that one
-menu/dialogue box border can now be used bug-free in windowed mode, no bugs even switching between fullscreen and windowed (requires setting internal scale to 6 or higher)
-fixed materia icon misalignments in shop, i am somewhat kinda maybe confident i have fixed all of these... maybe (but probably not)

for the screenshots i am going to show vanilla UI graphics screenshots against the same screen with this mod to try to show how accurate this mod is to the original UI graphics and font

vanilla:


VTUI:


vanilla:


VTUI:


vanilla:


VTUI:

19
excellent work, Caledor

nice job doing the work that is most needed at the moment!

20
Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-05-13 01:22:23 »
Did you ever get a copy of esui lite iro? if not I will stick one up on the forum or send it to you so you can look at doing the VTUI theme for it.


Also I will try to get the controller addon changes I promised before done for its next release, based on the stock font spacing, making it compatible with your mods.

shoot... i had it at one point, i guess i snagged it from discord but i've had some HD issues since then and appears i dont have it anymore

yeah, if you could put it on the forum or send to me that would be great

21
I'm looking to get FF7 after playing the remake, and I was wondering if I could mod it with 7th Heaven if I used the version of the game from Xbox Game Pass. I've heard that there are differences between the Steam and Windows version but I couldn't find any information about 7th Heaven being compatible with this version.

i know an advancement was made on this front, so sometime this will likely be possible, but as of right now 7h (or any large mod) will absolutely not work with the gamepass version, get the steam version

gamepass games have heavy protection from copying/modding

22
Releases / Re: [FF7PC] Ori's UI Thread
« on: 2021-05-09 07:34:34 »
now that i have a vanilla themed UI in development, i can use DFUI even more for its original purpose - to bring some actual change to the UI instead of the same old thing and inject some fun into it

DFUI has been totally revamped since last version, and i've now officially thrown away enough work to make a whole additional UI ( a very crappy one  :-D :P )

this version introduces a whole new game mechanic, the flashing 'Limit' text or flashing text when you pick up level 4 limits now does 'the wave' in sync with the flashing, actually looks great in-game
       https://cdn.discordapp.com/attachments/724440792126586950/840378544806690836/2021-05-07_17-07-56.mkv - example picking up Final Heaven

in addition, avatars have been fully revamped as well (once again  :-P)
       https://cdn.discordapp.com/attachments/724440792126586950/840743361627553792/unknown.png - light background example
       https://cdn.discordapp.com/attachments/724440792126586950/840744857684541450/unknown.png - dark background example

the start screen from the post above made by Devina and myself has been added (screenshot in above post as well)
the dialogue and menu borders used to be a tad pixelated, so upres'd from 1k to 4k and made sure it was pixel-perfect
the item bag (satchel) and UI timer, and some bar gauges also got cleaned up and sleeker
       https://cdn.discordapp.com/attachments/749506432130351114/840842193425661972/unknown.png - item icon
       https://drive.google.com/file/d/1SU6wFc9AQpgOAQL2NQc6WIA1jWIHbOBW/view?usp=sharing - short video of a battle to see a few things at once, and to see a bit how the mod will look in-game as a whole
       
 unfortunately i also took the old .iro version of dfui down, but once i get these mods into a state i feel is final i'll port them, i may actually put VTUI out there as a theme for ESUI lite in the near future, similar to how the remake theme is for regular esui (if i can get working well)

23
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-05-04 06:20:11 »
Hey Ori, thanks for responding man! So let me explain my mod setup, since I've been shuffling back and forth between so many different things. Right now I got,

Satsuki's SYWV5
New Threat latest
ffnx latest canary

That's it. Maybe I need some more mods? Like this ESUI? I don't know if it's compatible with the above mods though. Is it? I don't mind the spacing issue, just thought I'd mention it. I'm just a bit confused on how to proceed. I remember when I was using Reunion, there were a lot of those font mods like DFUI and Vanilla something, but there's no non-reunion version of them. At least I couldn't find. So far all I got is what Aavock and Satsuki have.

(I feel like I'm tinkering more now instead of playing the game. Hehe. It's all good.)

Alright, I'll try your windows.bin aavock. So what's this about Makou Reactor. Another mod? Man I gotta make a list. And now there's hex editing? Really? I been talking with Sega Chief, he said you could use hext files to modify the exe. Is that only with reunion? So ffnx can't do that? Huh.

(Btw, thanks for all the help Aavock, appreciate it.)

if you use ESUI controller buttons, you can get the buttons on the config screen like you were wanting (but that's an .iro, with satuki's all-in-one thingamabob you wont get the controller buttons for now, because they arent there in the original pc port and thats what the AIO tries to stay true to... also not sure about compatibility with new threat)

unfortunately both makou reactor and hex editing are somewhat complicated for someone who hasnt modded ff7 before, not they are unlearnable but will require a bit of motivation - i certainly dont recommend it if you dont intend on sinking significant time into learning

you can hex edit with FFNx or reunion, however there are some different addresses so the same bunch of hex code cant just be used for both (when it comes to UI, anyway) - which is why most UIs dont support both

the reunion UIs wouldnt help get the controller buttons even if they existed for FFNx, they work in reunion because it has a controller buttons mod built into it

24
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-05-04 01:28:29 »
keep in mind it may be impossible for controller buttons to work without misalignments with ESUI controller button mod, the controller button mod that will allow these buttons to display (the aforementioned ESUI controller buttons mod) expects character spacing that is either identical to ESUI's font, or there is another version that expects exact vanilla spacing - since this mod is neither of those the controller icons on the font sheet will be a moot point outside of Reunion until the controller buttons mod is made to accept a custom spacing set (or a lot of manual, technical work is done... one of my UI mods, DFUI, has this same issue)


25
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-04-21 01:10:14 »
My bad, I thought that the PSX buttons would display there as well.

Instead, can you post the dialogue box from the Highwind tutorial guy?

it will say the same thing until he uses the ESUI controller buttons mod, at which point it will look like the buttons screenshot i showed you

Pages: [1] 2 3 4 5 6 ... 17