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Messages - Bonez

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1
Do you have any changelog for the revisions ?

Since 1.0:
-Automatic footstep activation
-Automatic VGMStream activation
-Updated New Threat Kernel to 2.0991
-Built in foreign language grunt support for Spanish, German, Italian and French.
-Added New Threat 1.5, 1.5 Vanilla Combat, True Necrosis, Scavenger and other grunt support.

Nothing you need to worry about for SYW, though.

2
That's been fixed. Kaldarasha released this to be used with 2.3 https://mega.nz/file/DAUATTDa#nrM4nQgVN7k2h3RmKsXlohpVpBPe9OIMpYN2nOnquxw

3
It doesn't seem to be New Threat 2.0 Compatible. Installed the latest version of 7th Heaven. I have selected that I am using New Threat.
It definitely is. You're either not using the latest New Threat, your load order is incorrect, or you're using a different language.

4
The morph thing is likely not a 7h issue.

5
I've tested it every way I possibly can and have never had it not work. The only thing I can tell you to do is mess with your audio device settings.Join our Discord if you can't figure it out. it'll be a lot easier to troubleshoot from there.

6
dont use 2.3, its broken and doesnt have any improvment. keep using latest 2.2 release
Well that's just not true. You can explain why you think there's benefits to staying on the old version, but come on, don't spread misinformation like "it's broken and has no improvements". 2.3 stable and definitely the canaries have many fixes, improvements and features that 2.2 doesn't.  Chaos has also been fixed to work on 2.3. By all means upgrade to the latest 2.3.

7
This mod and SYW5's battle textures replace the same things... If you use one, you will not see the other. There is no "compatibility".

8
Cosmo Memory is officially available.

9
I just wanted to give a bit of an update and explanation for the delay.

Work is nearly done. It's been nearly done for a long time, but there is a reason for that.

As I've said many times I'm going through the entire game and bug squishing. A single playthrough doesn't sound like it should take a long time, but you'd be surprised. The reason that it's taking so long is because I'm not only bug squishing my own mod, but I'm also essentially QA testing the brand new sound engine it's based on at the same time. And now that I'm in the late game in my playthrough, I'm in a largely untested area of the game. There have been many, many times where I've sat down to start working and in the first 5 minutes run into some kind of bug like an infinite looping sound, or an entire sfx channel breaking, and then I have to completely halt the work for anywhere between a day to a week until it's fixed. I literally can't continue because the bug may effect subsequent sounds and I'll miss something. So I have to report the bug, sometimes even help diagnose the bug and wait for a fix before I can continue in order to ensure a complete bug-free-playthrough of the game can be completed (and this doesn't even account for any fixes that may break something earlier in the game. I haven't found any yet, but that isn't to say it hasn't happened. That bridge will just have to be crossed when I get to it). This actually happened tonight, for example. I wanted to play all night, but in my very first fight, I discovered a new bug keeping half the magic sounds from playing. Since literally all of the sounds I have left to replace are in battle, I had to stop and get the bug fixed. Odin's a legend and fixed it at soon as he saw the report, but that was the whole night gone. Of course there have also been the new features being added that have pushed the release back as well; ambient, then battle ambient, then grunts, then footsteps, then ground conditional footsteps... But at this point, they're all done.

That reminds me. If you didn't know, I've now added footstep sounds to the entire game that change depending on what kind of ground you're walking on. So yeah, that's pretty rad.

So that's where we are. all the features are complete, the engine is in a good spot, in my playthrough I'm getting ready to head back and parachute into Midgar. So I'm very close to the end of the game. There are only about 27 sounds left in the game to replace. like 10 of them are in the Gold Saucer arcade, like 5 are Super Nova and the rest are some late game enemy attacks I just haven't come across yet, so we're real close. Barring anymore show-stopping bugs, it should be smooth sailing and closer than ever.

10
Any chance this is nearing release, or can we have the beta link back? Currently replaying and wouldn't mind trying this out before I'm done :)

What sort of configuration options were you considering? I'd really like if you could toggle on the new sounds (ambience and footsteps etc.) independently of the replacement sounds for when I'm in a more vanilla kind of mood.

Not yet. And no because some of the ambient sounds come from the original engine, so you'd have some high-quality-real-life-recording ambience and some original-midi-made-of-static ambience. So unfortunately, you have to go with high-quality-real-life recordings for everything :)

11

A collection of menu enhancements including:
 -3 New prelude credit sequences featuring art from Lap Pun Cheung (with matching Explode.avi's).
 -New start menu background featuring art from Lap Pun Cheung.
 -New game over screen featuring art from Lap Pun Cheung.
 -Original Tetsuya Nomura portrait-style character avatars.
 -New ESUI menu border bars (Requires ESUI).

Prelude Credits Preview:
Spoiler: show


Start Screen Preview:
Spoiler: show


Game Over Screen Preview:
Spoiler: show


Avatars Preview:
Spoiler: show


New ESUI Menu Border Bars Preview:
Spoiler: show
Old:

New:




This is an IRO file which will require 7th Heaven Mod Manager (see: http://forums.qhimm.com/index.php?topic=19533.0)
Be sure this mod is above any other User Interface mods in your load order.

DOWNLOAD HERE Version 1.02 Size: 140.MB


If you enjoy the mod, consider a little something for the many many hours it took to put this together: Donate Here

12
Yep. Same deal... Reformatted my c drive and now can't open Wallmarket. (have .net and VB Power Pack)... It worked fine before the format. Frustrating. Can't work on my mod.

Update: VB Power Pack 10.0 is a no go... Gotta have that 3.0... Since the real link is down (probably forever)I had to find it elsewhere. https://microsoft-visual-basic-power-packs.software.informer.com/download/

13
Looks like a lot of work and it does sound nice but shouldn't this be in the WIP section?

Technically, maybe. Then again, technically most mods on the site are a WIP - and always will be; we're never quite done with them and always can find something to fiddle with. But as you can see, I initially provided a download link to a release - I just took it down temporarily. Plus it would just have to be moved back in a week or two when I'm finished. Not to mention if it was temporarily moved, then there'd still be the "This topic was moved" cluttering up Releases so it would essentially accomplish nothing. Not sure why it's an issue for you, but your rigorous janitorial attitude is appreciated nonetheless. Welcome to the forum.

14
Only the main original sounds could be used with Reunion. The other features; ambient sounds, shuffled sounds, fmv sounds and voiced attacks would not be compatible for various reasons.

15
i am very hyped for this mod. Any update? :D
I'd say the mod is all together about 97% complete. I'm actually streaming all development of it on Twitch... I'm doing a final full run-through of the game and finding stray sounds/finding things to change or fix along the way. I'm currently at the base of Gaia cliff if that gives you an idea how much time is left. So once I'm through the game, It'll be out... Having said that, I have been doing a thing where you can get a current early copy by redeeming channel points on twitch. 

16
I just know ReMusic and Carlucci's old music mods weren't allowed with out permission by the song's creators. Music and models always seemed to be the big no-no. Didn't the offending thing get taken out of that mod? If it still contains something it shouldn't, then fair enough. I didn't know.

17
Did you search for and acquire permission to distribute all these songs? Simply attributing credit isn't enough.

18
I took it down temporarily as it's all but done and release is imminent.

19
General Discussion / Re: A mod
« on: 2021-04-06 07:42:09 »
I'm pretty sure New Threat has an effect on the experience points characters receive... But I'm not sure whether or not those experience points are improved, necessarily.

Are you looking for characters to receive more experience?




In all seriousness, can you elaborate? From my point of view, pretty much every mod improves the experience in one way or another. That's their purpose.

20
Sorry if my post isn't strictly inherent to the topic.

Is there a chance you could possibly upload a vanilla sfx pack for those of us who prefer the original sfx?
You see, the stock sfx playback engine of the game is bugged, and while FFNx has a sfx playback engine with those bugs fixed, it still requires a sfx pack to begin with.
I tried extracting the sfx myself with the old FF7SND (I couldn't get the new version of FF7SND working despite having installed .NET 5 x64 and x86, and having my antivirus off) and with cosmo095c, but after a few battles the game always crashes (if I only play in a field without entering battle mode the game runs fine).
Since you've so much experience with sfx modding, and your modded sfx pack works good, you surely know how to extract the sfx in a way that doesn't make FFNx crash.
That's why I'm asking you.


Thanks anyway  :)

You shouldn't NEED a sound mod... make sure your sfx option is set to "Original audio.dat" in the 7H driver settings (I'm assuming you're on 7H 2.3 to be having this problem)... If you need further help, hit me up on the qhimm discord. It'd be a lot easier to walk you through it.

21
This is a cool project, Bonez. Congrats!

Are there videos showing the new sound effects in action? I'd love to see your mod in action.
My Youtube channel has a few videos of tests as well as previews for the original mods, which while outdated are still largely included in this one.
https://www.youtube.com/user/WTurner859/videos
I also post a lot more updates on the discord than I do here.

Sorry for the question, but how did you actually replace the sound effects?
Tediously. Very tediously.

22
He said he downloaded ED from within 7H and can configure the mod... Importing the mod again manually is going to change anything.

Cooley, did you by chance download 7th Heaven 2.3 or update FFnx?

Edit: Jesus, I could have sworn the date on this thread was new lol. I must have been looking at the date of the thread above it.

23
Completely Unrelated / Re: Why I don't like either of you
« on: 2021-02-24 05:07:51 »
?

Are you talking about the drama from last June??? I'm not saying it's directly as a result of what happened there, but It's been totally drama/controversy free for going on a year now... Even if you needed to ask for help on SYW5, you wouldn't be wading into any community drama to do it, as there isn't any happening... So, what are you talking about? lol

You're effectively starting drama by bringing things up.

I'm sorry about your high cholesterol, by the way. But it's better to eat healthy.

24
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-02-03 01:41:58 »
This is what I'm thinking right now.

All fonts used by Square in FFXII and especially the HUD in FFXIV

But there's no way to tell if it will look good until you actually do it.

25
I'm currently having problems getting the music to play after installing the updated FFNx driver 1.8.1.13+.  I've set the settings correctly on the FFNx.toml file and removed the "#" as mentioned.  The sound effects suite all work but only the default music plays.  The music mods I use are the the Tsuna Arranged and the EDMusic, and I used to use the Symphonic Redux mod before this, now they don't load at all even by themselves.  I also get the black screen blinking throughout the game.  Is there something I'm missing or doing wrong?

This isn't related to this mod, but to get music mods to work with the new FFNx, you need to enable external music and set the path for external music to "music/vgmstream", similar to how you did for the sfx. The next 7H release will not require all this, btw...

The black blinking thing is apparently an AMD issue. I don't know anything about it as I use intel... I do experience blinking if I use the program Borderless Gaming to make the game borderless, however. But that seems to be a Borderless Gaming issue.

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