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Messages - xxxgodz

Pages: [1] 2
1
You know, i always wondered why people didn't just port custom models from other games into this game. Most mods are made from scratch and as long as permission is given from the author, its perfectly legal. All of the credible mod sights make sure that all mods that are uploaded are not ripped from games and are custom made by the authors of course, because of copyright. As a popular mod sight, they don't want to get sued either. Most people don't mind their mods being used in other games or being retextured/changed as long as they are credited for the work somewhere in the mod desription. There are some very skilled mod makers out there besides the ones on this forum. I did play a lot of pc games like skyrim, oblivion, witcher, fallout, and there are countless mods for all those games that are of high quality. I just always thought maybe the process for creating mods and putting them into FF7 was too difficult because the game is so old so no one really bothered to create/port custom mods into the game. But if it is possible and not difficult to do, it's about damn time someone decided to do it.

O yeah one more thing. There are some models that are ripped from the witcher game on the nexus but its fine because CD Projekt RED is cool and said that it was perfectly fine. They wanted more publicity for their games and a good way was to allow for its content to be put in other games. Why not right? That's about the only company that recently gave permission for game content to be ripped that i know of. Anyways good luck. My pc is broken and im currently too busy to put any time and money into fixing it. (on a laptop atm) Hope this importing experiment is successful and goes well. Would love to see some pics too if it is successful.

2
Troubleshooting / Re: Strange things...
« on: 2011-09-21 21:42:23 »
Well i guess i didn't solve it because someone else had solved that exact problem already. I did however find out how to fix the issue with your help. You helped direct me. Thanks for doing that and replying. 

3
Troubleshooting / Re: Strange things...
« on: 2011-09-21 19:17:10 »
Ok solved my own problem. Anyone experiencing the same issues check here: http://forums.qhimm.com/index.php?topic=12121.msg167916#msg167916

4
Troubleshooting / Re: Strange things...
« on: 2011-09-21 19:05:18 »
So how do i use prod clod or hojo to fix that for me? I have both but am a little confused as to how to do so?

5
Troubleshooting / Re: Strange things...
« on: 2011-09-21 17:46:00 »
So once i download PrC, and run it, what do i do next?

6
Graphical / Re: Cloud's 6 Blades
« on: 2011-09-21 17:34:56 »
Hey it looks good  :-D  but do what you gotta do.

7
Troubleshooting / Re: Strange things...
« on: 2011-09-21 17:32:59 »
Well i have the remix installed, latest aali's graphics driver, avalanche, and a bunch of mods. The game is pretty much up to date with all the newest mods and stuff for it. The only thing i did was tweak the stats of a few weapons using the wallmarket mod.

8
Troubleshooting / Strange things...
« on: 2011-09-21 16:49:03 »
OK so what happened was i was in the shinra building. And then i got to the part where red breaks out and then you fight that monster boss after. I thought it was strange at first because the boss was a demonic dog looking monster and i didn't remember the monster looking like it did. It was relatively easy to kill too. As it turned out, that dog monster was just a regular monster that you fight in random battles once sephiroth breaks into the shinra building. I continued to the part where you fight that robot on the elevator. I didn't fight the robot, and instead i fought that monster i was supposed to fight earlier in the lab. Then after that, instead of facing rufus one on one on that balcony area, clould was on the elevators and i had to fight the robot first, and then the monster from the lab. Then after the bike minigame part, instead of fighting that giant robot that chases you, i fight rufus on the balcony. And now when i fight that giant serpent near the chocobo farm, i fight rufus. Its everytime actually when i enter a fight against the giant serpent, i end up fighting rufus on the balcony. ????? does anyone know what the deal is and how to fix it?

app log:
Code: [Select]
INFO: Auto-detected version: FF7 1.02 US English
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r19334, Copyright (c) 2000-2009 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: NVIDIA Corporation GeForce 8400M GS/PCI/SSE2 2.1.2
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1280x800, output resolution 1280x800, internal resolution 1280x800
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.788000, frames: 3717
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save04.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save08.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save09.ff7
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 287
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
set music volume: 127
Exiting MAIN
WM_CLOSE
set music volume trans: 127->0, step=60
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

9
Wow that was it?? man i thought i would never get the game to function normally anymore. Thanks a lot. I appreciate the help!  :D

10
Ok i posted a thread earlier about how something went wrong with my ff7. The problem is that when i start the game, the main menu, regular menus, characters, backgrounds, etc., are all white.  the only things that don't appear white are the monsters during battle. This happened after i tried to install microsoft visual basic power packs 3 and .NET framework 4 so that i could use the wallmarket mod. After unsuccessful installs of both the power pack and net framework, i thought something was wrong with the previous frameworks and so i used .net framework clean up tool to delete all previous net framework installs so i could do a fresh new install of .net framework 4. After i finally got the wallmarket to work somehow(even though i didn't even fully install the power packs) i started up my game and pretty much everything appeared white. Now i thought that if i just could just uninstall the game and delete the whole squaresoft folder and do a new install with the remix, avalanche, aali's driver, etc., it would go back to normal. That didn't work. I've uninstalled it, deleted and reinstalled it at least 3 times now. So i have no idea whats wrong. Here are my opengl settings and app log. Any help would be greatly appreciated.

Code: [Select]



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1920
window_size_y = 1080
preserve_aspect = yes
fullscreen = yes

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = avalanche

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = yes

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = yes

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

Code: [Select]
INFO: Auto-detected version: FF7 1.02 US English
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r19334, Copyright (c) 2000-2009 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: NVIDIA Corporation GeForce 8400M GS/PCI/SSE2 2.1.2
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1280x800, output resolution 1280x800, internal resolution 1280x800
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.788000, frames: 3717
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save04.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save08.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files\Square Soft, Inc.\Final Fantasy VII\save/save09.ff7
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 287
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
set music volume: 127
Exiting MAIN
WM_CLOSE
set music volume trans: 127->0, step=60
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

11
thanks for the help though appreciate it!

12
Alright i gotta get some shut eye. The first thing imma do is uninstall, back up some of the stuff i want like my save folders, etc., and just do a fresh n clean new ff7 install. Hopefully that will work.

13
Is this going to be in english?

14
And which thread exactly would that b?

15
Solved Problems / Re: HELP!!!
« on: 2011-09-17 10:54:42 »
Alright done.

16
I did back up all the stuff that was in my kernel folder but even after i put them back, nothing changed.

17
Solved Problems / Re: HELP!!!
« on: 2011-09-17 10:48:08 »
LOL sorry wanted to make it seem urgent because i gotta get some shut eye soon. was hoping someone would have an idea for a quick fix. Anyway, how would i even send you my kernel?

18
Uh so what exactly am i to dl on this link?

19
Problem solved. Had something to do with moving some files around in the shaders folder.

20
Ok i really need help now.... I think i just screwed something up big time. I did get wallmarket to work somehow. after i messed around with it a bit and changed weapon stats, i clicked create new KERNEL.BIN. And then i went to check in game to see if it work and everything turned white! the menus, letters, the maps, the characters, weapons, battle backgrounds, etc. The only things that didn't change were the monsters. The monsters remained in tact and are normal. Everything else turned white. What did i do wrong? What should i do to fix it. Really need help so please reply.

I should also note that b4 i got this wallmarket mod to work, i had to use a .net framework cleaner to kind of get rid of all the versions of .net framework i had installed so i could do a clean reinstall of the latest one which is .net framework 4. I did install the net framework but i never got the visual basic power packs 3 to fully install. In fact it never finished installing because of some errors but some how the wallmarket mod works on my comp now. i'm on vista 64 bit.

21
It says that the installer has encountered an unexpected error installing this package. This may indicate a problem with this package. the error code is 2908. What does that mean exactly???

22
Can someone help me out? when i try to install the Microsoft visual basic power packs 3.0, a quarter of the way into the installation process, it stops and says an error occurred during the setup and it never finishes installing. I'm on windows vista 64 bit. Am i downloading the wrong one or something or am i missing something? any help or suggestions as to what i should do would be greatly appreciated.

23
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-09-16 22:40:47 »
Hmmm strange. I thought i just did all that windows update stuff for the .net framework but from the looks of it, i guess i haven't. Well the updates are installing now so i'll have to see once they are done and i've restarted my pc. Thanks for the reply though. Would be funny if the reason why i couldn't get this mod to work is because i didn't do windows update.....

24
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-09-16 20:25:54 »
well what's the latest .net framework? isn't it the one from the link? I'm still on vista 64-bit.

25
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-09-16 16:02:46 »
Need a little help. I get an error that says i need to install .NET framework v4.0.30319 in order to run the application even though i already downloaded the .net framework from the link on the first page, installed it, and restarted my pc. I even tried to find the latest .net framework and it was the same on as the link on the first page. So i doubt that i have the wrong .net framework installed.....

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