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Messages - myst6re

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51
Okay thanks, I will try to reproduce the issue on my Steam installation.

Unrelated, but I try to add cross music volume fading to FFNx, because currently the game does not implement it, and volume changes can be abrupt sometimes. More soon :)

52
Is it still slow when you run without FF8Music, but with FFNx?
Set use_external_music to false in FFNx.toml and restart the game to check :)

53
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.11.2)
« on: 2020-12-10 00:35:31 »
Normally a new save is set to the first map, not the worldmap, can you send me the file you created and more details about how you ended to this state?

54
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-12-10 00:31:52 »
Sorry I didn't understand the issue here. Please download the official release from here: https://github.com/myst6re/deling/releases/tag/0.10.1b

55
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.11.2)
« on: 2020-12-09 22:42:18 »
For those of you with issues using hyne in not french

I have uploaded a new zip for windows that now contains the translations to the release.

Thanks! I don't know why the files wasn't there




56
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2020-12-09 22:35:14 »
Hello, go to Options > Langue

57
Hi, been using MR for a while now, you did a great job with it, btw! I've been trying to put the materia tutorial in a different place, but I can't get it to start. The menu just comes up but nothing happens. I've got the tutorial text added to the list and "Tutorial #2" in the commands list, but it won't run. Is there a step I'm missing? How do I know which number to use, because on the 7th Heaven field, "Tutorial #3" is the command used, but it's labeled "Tuto 4" in the list.

I think on PC version the loading of tutorial files is hardcoded specificly for 7th Heaven and Junon. If we can do something, I guess it is by patching the game. I'll look at it someday :)

58
This release has not been moved over to CMake ?

Nope, this is planned for the next major update

59
New minor release: https://github.com/myst6re/makoureactor/releases/tag/1.8.3

Changelog
  • Fix script jump calculation when a conversion from short to long happen
  • Fix text color turn to black in some lists in dark mode
  • Fix map marked as modified when the walkmesh editor is opened, even without user changes

Thanks for keeping using Makou Reactor :)

60
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.10.0)
« on: 2020-11-16 22:54:42 »
Tiny update to fix Cloud metadata saving in FF8 Steam version.
https://github.com/myst6re/hyne/releases/tag/1.11.2

61
Thank you for making such a great piece of software! Thought I should mention some of the glitches I've encountered:

-The white text in dark mode turns black whenever you edit a script.

Thanks for your feedback!

-It sometimes crashes when you switch between flevel files and then edit something.

Hmm odd, I though I fixed this one.

-Opening the walkmesh viewer marks the file as having unsaved changes, even if you didn't actually change anything.

Yeah I noticed that too, I will try to fix it.

-The "Red XIII is named Nanaki" custom opcode doesn't seem to work. I tried using it and the game just hung. (It also didn't create a collapsible code block like if statements usually do.)

Your game also needs to supports it, do you use Reunion? I think it will works with it

-Looks like Cloudiar reported this already, but I noticed, when working with large amounts of if statements, that the game started behaving strangely. When I closed and reopened the file, all the goto statements were changed to "forward %n bytes", with all the corresponding labels missing:

(That screenshot also shows the black text issue I mentioned)

Can you test with this build? https://ci.appveyor.com/api/buildjobs/319kwobw6dags5d1/artifacts/makoureactor-continuous-win32.zip

And one suggestion I have, I've noticed that animation type 2 usually waits for the animation to finish before continuing (while type 1 doesn't), but for "play animation and return to previous state," it's reversed. It would be nice if that were fixed—or, better yet, if it actually said something like "waiting for end to continue" on the frontend, so you don't have to memorize which is which.

Keep up the good work!

Thanks you again for your feedback :)

62
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.10.0)
« on: 2020-11-13 08:18:21 »
Don't know  :)

63
Can you share a field map file to reproduce the issue? thanks!


64
Tiny update: Renaming mural.minipsf to mura1.minipsf (Mideel theme).

65
FFNx 1.8.0 is out, you'll need to update FFNx FF7Music to the last version (1.3).
https://github.com/julianxhokaxhiu/FFNx/releases/tag/1.8.0

66
FFNx 1.8 is now officially available: https://github.com/julianxhokaxhiu/FFNx/releases/tag/1.8.0

I removed almost every known issues of FF8 Music, thanks to FFNx improvements. Feel free to try!

67
Alright, new version that fixes music intro bugs and replaces F.H. concert instruments!

Only available for FFNx 1.8 (not released yet) for now.
Please try the canary build and send me feedbacks! https://github.com/julianxhokaxhiu/FFNx/releases/tag/canary

68
New version to prepare (again) the next version of FFNx. With FFNx 1.8.0 and later, latencies are gone.

69
Oops, dunno how I broke this, but that's possible, only in 1.8.2 you say?

70
Very nice myst4re, in older (1.8.0/1.8.1) is stable, but fail import and cread new map, is not enable? (never run original file).

Sorry I'm not sure to understand your question

You have documentation of opcodes savemap access? its really run?

This is implemented in DLPB's DLLs, I don't provide any documentation about it.

72
Okay I will investigate more on my installation tonight, I hope we will release a new canary really soon :)

73
Well... :-D
Maybe you'll have more luck with version 1.7.0
I will report your issue to the author of FFNx :)

74
Please download a beta version of FFNx, the 1.7.2 will always crash
https://github.com/julianxhokaxhiu/FFNx/releases/tag/canary

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