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Messages - Miseru

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51
 In the old days there was nothing better for me than a FFVI or FFX(To Zanarkand<3) music ringtone. Now my cellphone loves Avatar the movie/the game stuff and deletes any FF stuff I put inside when I don't watch:C. Through I like Avatar too so don't really care:P.

52
 Console games generally are ment to be easy.

 Well the early rpg's required lots of grinding, but I don't consider lvling on constant battles hard, it was just boring. Through people then could play whole day with excitement in galaxian/arcanoid/tetris, so the boring part was quite understandable and not soo noticeable then.

 Maybe people feel FF7/8 is crappy easy couse magic except restore and rarely support is useless in most cases making it seen as possible to complete the game with using just attack command, but it's not like FFVI with great magic was harder, the magic there actually was making it same or more easy. Through I kind of was disappointed from Giga Flare from FFVII for example. 9999 dmg at most after animation under which I could attack 2-3 times with 4-cut dealing lots of more dmg without even using mp.>.> Hopefully now we can mod it to cut all physical dmg down to make magic and summons more usable.

 Saying something is easy is the worst to say if you want to say something bad about a game. Games shouldn't really be hard as real life as they should give FUN not be another timewaster making you do hard WORK(like some old pc rpg's did>.>). Maybe kids having just school can't understand that, but sooner or later you have enough of "slow gather of coins" or the thing your "party members" can die just couse you were crossing a street while some drunk driver didn't saw red light;P, your lack of strength when you were alone and meet a band of bored skinheads while returning home in the night and all other stuff soo common in life. I would say to go and play sims to anyone that need life simulation while dunno his life's still on ultra easy lvl.=]

 I consider whole FF series very possitively becouse it haven't got a single game that was hard. I hate moments in games like bosses you can't kill without hours of grinding or jumping for 30 minutes in small arena(literally 30 minutes of jumping if you didn't die in the process>.<, action based j-rpg one of the -YS-, forgot exactly which one), it's all boring, nothing hard, at most tiresome.

 Actually as I remember there WAS/IS ONE console RPG hard for me, through not from FF series. It was Slayers Wonderfull which I got while being fascinated in this anime as a teen;P and... well it was never translated(or it was and I just missed that?=_=) to english or any other understandable-by-me-language, so it basically was hard couse I didn't understand a single kanji playing it. >.>

 Sometimes I just wish more RPG's would come out of Japan, then maybe USA and EU would produce less maniacs of FF that quarrel which game is better/easier/harder after seeing like 2 games a year instead then talking about them instead of playing 222 different games that come out every year there.^_^

 PS. My fav materia in FF7 was/is Enemy AWAY, through it didn't really made the game any harder, more pleasing for me as I hate too much of those random encounters.

53
 Glad it helped. Input.cfg have nothing to do with the resolution(I would be really suprised if that would happen by my hex edited config as I'm pretty sure it have nothing to do with graphic settings and more I just deleted joystick binds from it xD), that is stored in your registry, did you messed with something else or reinstalled game? Not sure if you're using Aali's driver, but if you didn't yet, install it and set in it's config file any resolution you want and check full screen, if you do make sure it's correctly installed and set up. That's maybe too obvious to say, but in case you're setting resolution in windows;P that have nothing to do with game resolution. Game uses it's own settings and you probably have checked to launch in quarter screen eventually it does launch like that by some other reason. Maybe it's a problem of registry or something, but as Aali's driver probably doesn't use settings saved in registry(well not the graphic ones at least), just use it and have fun with higher res than original game allowed.=](You also need patch 1.02 before installing Aali's driver.)

54
 Get just that one with NOJOY from my last post file is little bigger as I added that picture with keys as I have most likely pretty strange config there.

 I never had such problem as I don't have any joypad and I like simple keyboards/mouses, but by simple logic, if anything you have or even a driver is seen by ff7 as joystick and as NFITC1 said it's defaulting to upper left corner then, just making ff7 not use any input from joystick should fix that, so that exactly does this simple edit of ff7input.cfg.

 Hope this helps, good luck.

55
Aw in that last cfg I only set keyboard, I don't have a joy, but I manually hexed cfg for you without joy setup
-download below-

here's how keys are set in this


Uploaded with ImageShack.us

if it's a joy driver problem that will save you:P without installing ff7 on different OS or anything like that. Just use those controls from screenshot to control game to setup keyboard how you want.

edit: previous input I hexed I cut too much cutting possibility to accept name with normal enter-key on laptops, this should be pretty much perfect, at least corrected so no problems with smaller laptop keyboards.>.> FF7 with this cfg just doesn't use any keys of joystick(or so I hope as that's still just fast hex edit without true understanding exactly how keys are stored there - my quick guess was it's keyboard standard/custom then joystick standard/custom, but it could be different actually it probably doesn't save standard config there, or at least not full as the file seems to have much less info than 4x14 keys stored:P) so it shouldn't react on it.

Edit - reup for anyone that needs it and dunno how to hex it himself:3 :
http://www.speedyshare.com/files/25940949/ff7NOJOYinput.rar

56
 Maybe a mouse with too many buttons that maybe is seen as joypad for the game or bad/faulty drivers to keyboard, once I bought a keyboard with drivers that constantly crashed my XP lol >.> through they had good drivers on their site.

 Is that problem only on cursors/arrows? Or whatever you set to run left/up? If only for cursors, try this: http://www.speedyshare.com/files/23541718/ff7input.rar just download and unpack to your ff7 folder, I setup movement on J/K/L/I and OK/Cancel/Menu/Switch at E/W/D/S, you can check/setup to your liking the rest in game if it's just cursors that doesn't work for you. Also this is updated so it can work on laptops too(normally it have a problem with change name screen).

57
 Aw unfortunately I guess parameter 8 can't be just 2 either as in previous scripts(which had team of 3) this parameter takes even different values. This must be defined somewhere in the script and parameter calls exact menu. Like parameter 0 = all characters available, and next parameters must be defined in the script to set which characters were already choosen to not show them. I'm trying to check line by line how that field works now, couse guessing just leave more questions. :P It's damn long and have hell lots of if's, and my guess adding a choice of 3 will be equal to even more if's... >.>

Edit;
Oh well hopefully I was wrong, I just tested the game by setting this very same parameter in script 5 in HEN group to 0 and got "select party of 3" ;p but even if it works soo easy it still bugs me, what exactly values of this parameter does, couse there are more than just 0 and 8 used there. for example 4, 5, 6, 7, heheh but I'm too lazy to try them all now, maybe I link field from last save directly to seph scene to test it later, running it all X times is just too slow. :P I noticed that with 0 it wasn't just make party of 3 but also flashed with press start or something(lol short memory syndrome), probably one of those other parameters would be better here. And also what bugs me, what would happen if you would set it for a party of 3, or even without setting it a party of 3, just with Aerith added IF you wouldn't have Vincent and Yuffie, my guess it wouldn't turn the menu to set third party at all as those checks before test if you have them and if you lack just one then third party is most likely automatically set with last character too.
 In other words even if setthing this to 0 works just fine, there would need to be another if's to remake in case player wouldn't have Yuffie or/and Vincent. <- through that's not too important as if somebody want Aerith back surely have all others too:P.

Edit 2:
 Now I dunno anything. I tried setting this parameter as 5/6/7 and game allowed only 1 party lol, I dunno then how those parameters are used in scripts around that, nor why changing 8 to 0 changed only this script(not sure as I didn't added Aerith to this scene and soo I couldn't accept 3 squad having not enough characters), while changing to other values stopped scripts for second and third party to work at all;O. Or maybe they use something from previous scenes? As I linked las4_1(where I had last save) to lastmap to test those changes faster. Had enough of it for one day.>.>

58
 Glad it finally works for you! Hah and yeah noticed that heheh everyone looove Cait Sith=[. If only he knew he would be more emo^^. I kind of like that dumn golem through without disliking any other so thought that it should be done for all characters. Not sure about this parameter as it isn't explained on wiki, but we can guess seeing there 8 while 8 characters is used, and it should work just fine setting it as 9 as I guess you already added scripts for Aerith everywhere around. Maybe nine character will need also new slot position on the field, not sure how that looked on your movie/how it's currently done by you^_^.

59
 So it does load fine if you make lgp without changes and not with even slight change? Still strange for me, as I do basically same thing but like in that example which I added 2 new dialogues to Barret - I remade lgp with them and finished editing in Makou adding scripts to use this text. So edited worked fine for me too. Maybe your added texts were too long or too many in a scene and couldn't get indexed correctly? I found that possible as the project seems pretty big:P.

 Well your dialogue is fine, just don't show too much before release:P it'll be boring to know all before you release it for testing. xD Well but if Aerith mentions Zack, maybe you would make use of "ztruck" scene ingame too? In like Aerith would help Cloud to remember Zack and then this scene could be used. As he doesn't really belive in it even seeing how Tifa feels after Seph shows them the past. I find it scripted quite nice, through I guess it's not used in game(or I don't remember where>.>), would be a nice long new scene with hopefully not much work to add. There are some other scenes I guess that could be unlocked to add even more fun to the project.

 Aw one more thing, not sure if it's still same as in the movie you had on youtube with that battle against Seph when you create 3 parties, but third party could have only 2 members leaving 1 to sit useless while other fight=]. Did you changed that already or planning to change?:P Isn't that set just by paramether of "Show menu Change party (parameter 8)" in script 5 of group HEN in lastmap field? Not sure I just thought abvout now and looking xD maybe setting parameter at 9 will allow 3 parties 3 characters each:P. Seems logical.

60
 Well Trnad_53 surely was just planned as another scene before cutscene where Cloud passes Sephiroth Black Materia, maybe it was replaced by the movie or movie linked better to previous scene. Surely it's nothing that could be available before as it would completely break the plot, not after as that "egg" with Seph fallen along those roots and stuff.

 BTW how you do those lgp step by step? I just dunno why it doesn't work for you. But that lgp does work in game? Just can't be loaded back in Makou Reactor? Or doesn't load in game either?

 IF I remember NOT ALL files in flevel.lgp are lzs archives it have more than just field files compressed, tut, tex and maplist, maybe you compress it by accident when you recreate lgp after editing? There are only 2 possiilities, you're doing something wrong while recreating flevel.lgp or same programs runs different for you than they do for me, I find that second rather impossible.

 If you want you could send me files you want to add new dialogues(or full lgp if you don't wanna add all other files later by makou reactor import/just host somewhere and pm me with link if you want) and some list how many which scene to add and I would create working flevel.lgp with added dialogues, then you could export it from makou reactor, edit those texts in meteor, import back and use in Makou Reactor as you prefer as number of text wouldn't change in lgp, makou reactor would save them correctly.(I tested such saving and it works. Makou Reactor just dislike if number of dialogues changes inside him, it doesn't care if it's different/higher than original.)

61
 You sure you didn't delete -  “” from around your new dialogues or anything else? Maybe just some formating error? And reading lgp... hmmm what compression You use to compress those decompressed field files? Ficedula LZS tool by default have exactly same compression like original, it worked for me, through I think lgp made by LGPtools worked too - well for me>.>. Anyway it's not even needed as makou reactor can export and import them hopefully without bugs. I'll try to add some custom text later and test it in game, couse didn't really tried ingame yet in editor they looked fine. Maybe tomorrow couse I'm leaving now>.>.

 Edit:

 Lots of testing today:3 and here are the results:
 -Makou Reactor just can't save any additional text lines=], add new windows, using existing dialogues or none and finish your work inside meteor. It's not hard really, they're defined as "MESSAGE (00,ID_of_the_dialog)">.>.

 I tested opening lgp files made by both old LGP tools AND Aali's LGP/UNLGP(compressed firstly with Ficedula's LZS tool) and Makou reactor opened them fine and if they had more text it showed it fine too, then saved correctly and opened and they still were there. BUT if I just imported a file with more text to makou reactor, he saved without errors, but when opening it, the new text weren't there, soo it CAN'T save more text than it opens >.> it must be programmed that way... < then it shows those random signs in dialogue window ingame couse defined message isn't there.

 Soo either you can, replace the dialogues in meteor finishing your files there, OR after you add all dialogues you want, make an LGP with them that can be readed in makou reactor. Maybe really I have some different versions of those programs and they work together for me while can't for you.:P If that's the case: http://www.MegaShare.com/2360804 self extracting archive with exactly what I used - Makou Reactor, Meteor, LZS, UNLGP, LGP. Maybe you forget to LZS the edited files before making an archive with LGP and that's why your Makou Reactor doesn't read those new LGP files? I dunno really, all working nice for me.:/

Edit2: Aw I wanted to use same sharing site most people here use but choosen wrong couse name was alike:P I prefer rapidshare, so I dunno, hope that's better: http://d01.megashares.com/dl/f4e9555/tools.exe Anyway one of them should work. xD

Edit3:
Check an working ingame example:O
http://img33.imageshack.us/g/iviewcapturedate2507201.jpg/
^added 2 new texts to Barret and yeah I know they're lame:P that was JUST AN EXAMPLE of making additional/new texts working ingame without replacing old ones:O - explanation for those who'll view and say they don't want it. xD
^LOL >.> forgot to uncheck mouse cursor on capture:P well it's just an crappy example anyway...

62
 I dunno now what's not working for you. I tested makou reactor yesterday it reads lgp made by Aali's lgp from meteor edited files firstly compressed with Ficedula's lzs easily. Also when does this added text disappear for you? Sure I culdn't edit it in makou reactor either, but I easily used it up to character as new dialogue and saved the file. Reopened and it was still there. It's actually easy to export from makou reactor, add new text in meteor, import it back and continue editing in makou reactor easy and stable interface, full edit without any third program. Hmmm maybe there's an limit for max dialogues and when you added too much/too long file corrupted? I tested it with just 3 new lines, each like 2-3 words - fully worked like I wrote above.

 Edit
 Maybe when you tried that, you forgot to check -show unused texts- at makou reactor and thought they disappered?^^

63
 I just noticed you only use text already in. Why not just use meteor for adding new text lines? Last time I tried it worked;P well deleting text crashed the program randomly heheh, but adding new worked fine and it should be easily available back in Makou Reactor after reimporting back. Giving you as many "unused" text to use as you wish for the project. It's pretty easy too, Meteor can paste code for character name, colored text etc. with a click of a button.

64
General Discussion / Re: Rip Kingdom Hearts Voices
« on: 2010-07-24 14:56:00 »
 Hehe a good place for ripping topic there is better place than unrelated:P it's called "trashcan".

65
 Aw so your BluRay is D: and virtual drive W:, you don't need to install/run game from that BluRay drive, try just changing it's letter to higher and then set virtual drive at lower letter as the lowest letter optical drive = first optical drive - is from what FF8 should run which isn't in your case and that's seem to be the problem.
 Even made a quick search on the google to confirm that as the original readme on FF8 install CD didn't said a thing about that "problem"(hence it was released in times most ppl had 1 drive at most>.>) and I didn't remembered if I ever had problems with it:P, and yeah game CD must be in your FIRST(optical) DRIVE nevermind real or virtual. Must be set as first(and have correct registry ofc) for game to see it. If you can't change letter of real optical drive(don't really have win7 64 - so not sure), just disable it, set virtual drive on first possible letter, enable it again and it'll be set after that virtual one, giving you possibility to run the game from it. Anyway you seem to be intelligent enough to do that without step by step instruction:O.

66
 Not sure if that's the case with FFVIII, but many old games tend to love being run from the first CD drive. Letter W is quite far so I'm guessing you most likely have other drive with lower letter. Try changing letter of your CD/DVD drives so virtual drive you're using to mount FFVIII is first. Remember to change it also in registry if you change letter of that virtual drive. If that doesn't help, delete iso and made new backup with some more advanced format/drive emulator. Well I admit I never used CloneDrive so dunno what it is able to emulate, but ISO's AFAIK can't store most of CD/DVD protections. If it's a copy protection failure, you can only remake your backup copy or use better drive emulator.

 Edit: nothing important

67
Troubleshooting / Re: FFF7 Installation help
« on: 2010-07-22 08:29:42 »
 Do you really have "legal" copy of the game? I have doubts what would show person in worse light. Trying to trick others to help with illegal copy or having no clue how to install original one. First disc as backup? Can't really understand it... did you had a psx version + some emulators backuped as "install disc" or some modified version illegally downloaded from net?

 If you have illegal copy only thing I can say in advise is to take a baseball bat and contact person you bought it from. If you are sure you have legal version then double check as you should have install disc + 3 play discs which from what you say you don't have. >.>

 By the way, if you lost install disc during your FIRST TIME, then make sure to not DO IT anymore ON your PC. =]

 *that last sentence was stronger than me*

68
 Nice one as always, I'm quite subjective through as I would use your weapons in game even if you would replace Sephiroth Masamune with pink teddy bear on the stick. :P

69
Archive / Re: Menu Reconstruction [WIP]
« on: 2010-07-22 04:03:54 »
 Just to see the difference in game I did 2 screenshots to compare couse I wasn't really sure what's modded in here lol:O. Patched without problems even my heavily patched .exe, it gave a little more modern look, makes an illussion of being higher res / more clear, but in the end it's not a + for everyone. It seems a little less ff7, more ff8-like, maybe just couse I'm used to it, original seems better, but if I would starting new game after few months maybe it would be opposite as it doesn't seem to have any bugs and looks nice.

 I would have a question through, is it possible to add new option to the existing menu? What I always felt lacking in menu wasn't nice graphic and stuff like that but one little option - load game. Probably everyone at least once felt like loading a game after doing something wrong close after save point, alt+f4 and re-run game only option to do that, soo maybe you guys know after playing with the menu soo much is it possible to add "continue" to game menu or at least replace a quit with load as I see it better to use alt+f4 to exit game than to exit, re-run and load(plus the game randomly ask me to exit if I use Q key, which is bad couse I map my keys on that side of keyboard).

70
 Those models aren't really colored like standard weapons, but textured so you'll need some skill and/or more advanced graphic program, depending how much you wanna edit it.
 Use program like img2tex to convert "rtad" which is texture file into bmp, edit as you wish then save and convert back to tex file. You'll need to edit it's name and cut .tex which is added after conversion before you put it back to your battle.lgp.

71
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-07-21 08:09:52 »
 Well that's rather not a topic for such question and surely there is stuff from this mod you can't run without Aali's custom driver, generally you can't even install it without this driver, but you can always backup your ff7 registry/config after full install, add custom driver, install TA mod, kick new driver out and restore registry/config and then customize stuff that could work especially resizing new textures to low res as keeping 2k+ x 2k+ textures on 640x480 game is quite useless.
 Practically if you would get some modding tools from here and borrow some common sense from someone else(that's all for the guy asking not you Millenia:P) you could get most of this stuff running on PC just little above minimal config for original game. Through seeing your post I'm guessing you aren't good at reading/learning stuff on your own meaning you have good pc(hehe what a relation=]) and see no point in installing all this without Aali's driver:O. Soo just go and install Aali's driver, name can be confusing if you know a little to none about your system, so if you are affraid - no it's not a driver which replaces your system's hardware drivers, just a custom driver that stands between THIS(ff7/8) old game and new hardware=].

72
 My suggestion after sitting here for a little while is to make own version of some small non-vanilla changes.
 For example different/more modern font/fonts, avatars, menus maybe even converts of battle models to field/world as an add to chibi's, some other non-vanilla mods maybe too. The idea is simple, those things aren't soo time consuming to do, doesn't require much talent either(maybe I back my words looking at some menus/avatars - whenever I see a pic resized without keeping proportions as an avatar/menu... I just think why somebody sign under release post with own nick;]). Anyway such non-vanilla ffVII stuff added to TA installer could clean the forum off constantly repeating questions how to add this and that as most people prefer to ask 20 questions than read a mysteriously named txt file "readme".

 It would also make TA mod more popular as young people have different tastes and don't really care much about HD if it keeps style from late 90`. IMHO popularity is more than just filling needs of consumers, it also bring new sometimes tallented people that can keep project running. I have faith in TA, but things happen, people leave from free projects from various reasons, keeping popularity and interest on the project is a key to keep it alive for years.

Implementing things like battle scaled characters in the field would be intensive enough, as all teh skeletons would have to be modified to fit, and it would only work for those characters who have battle models. To create consistency, we'd have to make a battle scale model of every npc @.@ I've had the odd thought about bonuses to add muuuch later, as in when everything  (EVERYTHING) is done, like AC costume set for battle, etc but not really that much, and dont count on it or beg for it. It aint happening any time soon.

Short answer, we're sticking to the original.




 More popularity of TA could also bring some overall light to FF7 "modding scene" which seems to be horribly seen as band of thiefs/rippers by many outsiders along with the most important one - Squaresoft. I would suggest also to announce the release of TA Bombing Mission somehow more than a release post on this forum. Contact some popular Final Fantasy sites or anything. I dunno really I'm not much into playing, so don't ask me about what popular sites:O, but as for me - I got here by pure accident with 0 interest in FF7 modding=].

We do plan to advertise ourselves a bit more, but i'd like to wait 'til we've hit the milestone of the bombing mission. By that time we will have proved to others as well as ourselves, that we can do everything that is needed. Until then, we'll take whoever comes our way.

I'd like to say that I don't think big advertising is the best idea.   Chrono Trigger Resurrection advertised and look where it got them.  I think word of mouth is the best option.
 Well so it ended in two suggestions with same overall thought:P hope it's redable more than a wall of text it nearly turned by accident:3.

 Edit: Oh I'm far from requesting even more begging anything, that was my try to think generally and far from own expectations(I'm old enough to love original style, chibi etc.). Didn't know anything about Chrono Trigger Ressurection(through I even have original SNES with this game somewhere still:O), just I seem it funny that it's like only bigger ff7 mod trully made from scratch and can be harder to find than those ripped and completely illegal ones. Anyway I wish best for the project, thanks for answers. I understand it's hard decision to announce or not the project while Square doesn't officially support ANY modding.

73
I didn't looked much in meteor, just: http://wiki.qhimm.com/FF7/Field/Script/Opcodes
I guess makou reactor translates it to something easier to understand, but generally it's same thing.

 My words based on wiki opcodes: To make a "LADER" there are code "LINE"s at the start and end of it, "LADER" is defined in character entity, but it's started at ladder entity and defined there if it's by keypress or just walking over etc. So maybe it can't be made on ladders that require keypressed to get on. I'm pretty sure there were ladders that you can just walk on, through I don't remember now where.

 Maybe they would work with npc too as npc can't really press a key=]. I mean adding a "lader" script to following entities on a field that have a ladder which doesn't require keypress to start. If that could work it would be a start at least. Or maybe even add completely new start/end ladder scripts for use with following entities which would be in exact same position, just have a check to not being used for player character. :O Hell I must be confusing you even more, if it looks completely different in makou reactor than on Wiki. Sorry :3...

74
I dig up a little about that, the jailguy that follows you use "mova", one could add a "line" around the place they hit the wall instead of going after player, that would stop this script and turn on "lader" script, BUT I dunno if it can be made for those entities to follow character move by move as:

-LADER:
If this opcode is used as part of a non-playable character entity, the NPC object will automatically climb from the start to the end point without need for player interaction.

 So if they would get on, they would go all the way up/down. That could work on ladders you can't control your movement, but on those you can, if you would change your mind and return they would be blocked on the other side I guess.

 I'm trying to find something that could actually "read" player movements, but other than getdir, getxy, getai that could be made to completely replace MOVA with something more accurate(and more complicated:/), but nothing for a ladder problem:P...

 Oh wait, maybe using IFKEY/IFKEYON/IFKEYOFF and "just" make the "lader" variable from player keypressed(it CAN check WHAT key is pressed not just "any":P so up/down can be usefull here). Not sure exactly if that could be made to work ingame, I only worry if it's possible to continue/start from the place current entity is actually, couse "lader" uses beginning and end, not sure if they can be somehow set as variables I'm green at ff7 script.

 Well good luck anyway. Hope my waste of time was at least a little usefull:P.

75
 The fish is blocking a passage to Aerith death field and is inside the shell building on this field. Maybe not even blocking as while fish is there, there are no stairs at all, untill you sleep in the city waiting for Aerith & Sephiroth to come.:O Nothing ever as I recall blocks the way to -this- field through:P. Well maybe sleeping forest but that's BEFORE you find item to be able to go there for the first time.

 BTW Nice update.

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