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 - DestroGalacticmon

Pages: [1] 2
1
I thought the newest version of Img2tex had a "Mass Convert" option that converts many textures at once? Please correct me if I am wrong... Either way, it should not be too much for anyone to take the extra step of converting.

2
Hi DestroGalacticmon



With some Intel graphics chip the framelimiter is not working.
Also look at this Post.

Greeting Kompass63


Alright, I'm convinced I can not get the framelimiter to work.  :o Thanks for the input anyway.

3
I see that no-one addressed your issue, Disable vsync from the graphics control panel, I do believe it is enabled by default in the driver.

Woow, I didn't notice this.  :P In any case, I have already tampered with those settings in the graphics control panel, but no desirable result.
I assume Vsync means basically the same as Asynchronic Flip, no? I have tried setting it on/off various times, but the driver always reports that Vsync is forced on....

I honestly don't see how any of the other settings would relate to Vsync, but there's always the chance I've done something wrong...?

4
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-08-22 18:16:04 »
I have restored the International PSX version almost completely.  Everything.  The initial data is the same (copied entire table across from PSX int), so the camera is the same.  You can switch camera like before already, but the camera will be defaulted to the EXACT SAME as PSX.  The whole point of the project was to restore the game to the newer PSX version.  So you are in luck.  8)

Cool, no problem then.  :D I guess I'll see what it's like when it's released.

5
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-08-22 15:32:23 »
Did you touch the Submarine minigame camera data at all? I feel very annoyed when switching between top-down view/first person mode and the 3rd person mode; the camera seems to lag behind normally, and if it was in a different angle due to not resetting, the angle will freeze when switching to top-down/1st person. It feels very stupid to try and navigate like that, and I certainly haven't had that happen on PSX.

6
I'm not sure if you noticed, but the Walkmesh viewer displayed height the wrong way around. I noticed this with blin_X maps where the stairs are the only height changes. What leads downstairs in the visual background would lead upstairs according to the walkmesh viewer...

Will this bug be fixed in the new version?

7
Hello, I have come across an issue related to Vsync. I've enabled Vsync in my graphics accelerator settings, but I get an error/errors like the following:

"GLITCH: Vsync seems to be forced ON, minigame framelimiter will not work"

The same also appears with the battle swirl, but that's really obvious and probably not worth mentioning.

My question is: how should I try to enable Vsync properly? I have an Intel graphic card (GM965), but it's not that ancient it wouldn't support Vsync, is it?

8
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-07-20 17:50:19 »
I chose standard graphics and got this:



Please don't tell me that's precisely what was supposed happen? I'm starting to feel like I should jump off a cliff if I've done something stupid again.  :cry:

9
Scripting and Reverse Engineering / Re: Mini-game Fixes
« on: 2012-07-20 17:39:44 »
Well, having the wireframe by default would sure be easier when playing with a controller, which has no F2 button. :D

Also, wireframe mode is better for the overall feel. Having only the blue geometry to navigate with felt like I'm trying do squats in a mailbox. Wireframe offers a lot more relief and breathing space.

10
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-07-20 17:29:13 »
Well, I'll be darned. The installer did give me FeliX's graphics when I chose the standard ones instead.  :o

Uhh... just to make sure, the shiny & dark materias are FeliX's work, right? And the grey ones are the standard, aren't they?
If I'm the one that mixed them up in my thoughts, I'm gonna cry.  :oops:

11
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-07-20 14:29:17 »
I have looked into this, the installer and files are fine.  Clear cache folder manually and see what happens. Has anyone else had this issue?

The cache folder was empty already, but I deleted and re-created it in case there are hidden files in it. I'm going to try to install one more time and see what happens.

Argh, no result. It still gave me the standard graphics. I'm running low on options, it seems.

12
Scripting and Reverse Engineering / Re: Mini-game Fixes
« on: 2012-07-20 14:03:20 »
Does the wireframe mode still have to be enabled manually, or is it enabled by default now?

13
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-07-17 20:08:47 »
I just installed again. Ran it as administrator, even disabled my annoying anti-virus, and double-checked to make sure that I wouldn't accidentally have clicked the standard graphics option. No, FeliX's tweaked graphics option was checked, so I hit the install button, but I still see the standard materia graphics in-game.  ??? The funny thing is, I have never actually even tried to install the standard graphics, so they shouldn't be in my /../mods/Menu folder in the first place, right?  :-\

14
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-07-17 19:40:59 »
What happened to FeliX's tweaked graphics? I can't see those pretty Materias anymore, the installer only gives me the standard ones regardless of what I choose...  :'(

15
Scripting and Reverse Engineering / Re: Mini-game Fixes
« on: 2012-07-16 21:28:22 »
Huh, now this is weird. You know, I just re-played the Underwater Reactor Battle in the PS1 version, and the music was playing at first... then, it faded out.  :o So I guess there's nothing wrong with the PC music after all? My mistake...

Side note: Is it just me, or do the PS1 sound effects have better quality than the PC ones?

16
Scripting and Reverse Engineering / Re: Mini-game Fixes
« on: 2012-07-16 21:17:09 »
Aseri2 would be known as "Hurry Faster" in the OST. And I could bet a few bucks that it was playing during the submarine minigame... I could be wrong, though. I'll check the PS1 version now.

17
Scripting and Reverse Engineering / Re: Mini-game Fixes
« on: 2012-07-16 21:09:33 »
I don't know if this relates to the matter at hand, but I've noticed that when starting the Submarine minigame, it loads Aseri2 and plays it for a few seconds. Then it just stops... If I remember correct, it played flawlessly on the PS1. What's the deal with that?

18
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-06-27 10:52:38 »
I haven't really tried the translation option yet. I've changed the spell names into more modern ones manually in the past, but since they are in this mod, I thought maybe it would be useful to point it out anyway. Although, if by any chance the translation option magically resizes the selection box, then I guess not...

19
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-06-27 08:12:20 »
I noticed that "Thundaga" rolls a bit over the border in the battle magic menu. Do you think maybe the selection box should be wider?

20
General Discussion / Re: [FFVII] - Sleeping Forest Cave
« on: 2012-06-26 21:04:49 »
All signs point toward the Sleeping Forest once leading to the Ancient Forest, which in turn then led you out to Coral Valley. I'd rather implement this than create completely new caves.

But at present I'm more interested in finding the coordinates to properly teleport on to the walkmesh where the unused cave exit/entrance is. However, all my attemps to teleport to the right spot have failed.


The Ancient Forest theory is supported by:
1) Areas and their field identification numbers being generally ordered in the same order that you visit them throughout the game and the ancient forest being placed after the sleeping forest and before coral valley.
2) Unused "Ancient Forest" tutorial text in Bone Village.
Example:
“If you learn the special qualities
   of the animals in the (Old Forest),
   there'll be nothing to fear.
   Do you want to hear more?”
->     Yeah, tell me
->     Not now

“What do you want to know about?”
->     About Pitcher Plants
->     About Scent Balls 
->     About
->     About Inchworms

3) The monster attack IDs, which also line up with the Ancient Forest theory.

YESS!! I'm glad to see I'm not the only one who came up with this theory. You, sir, are awesome. You have my respect.  :D

On that note, I have made an attempt to mod it to be like that. I haven't got around to actually test it, though... The way I see it, the hardest part will be the coordinates. Everything else should work out just fine. Oh, and I have absolutely no idea what to do with the World Map -> Ancient Forest transition.  ???

21
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-05-21 17:46:23 »
I discovered a minor glitch with text box collision. Again, it is minor and propably on low priority on the todo-list, but just for perfection's sake I'll show you what I'm talking about.

In the original texture, the windows would appear kindly on top of each other, but here it looks like they're going in each other?  ???



(Image has been cropped due to spoilers!)

If this has already reached your attention, then I apologize...

22
Broken, huh... so there's no way to do anything with it, unless it is fixed?

Is it even possible to fix it?  :-\

23
Question! Is the Tutorials/Sound section editable? I was just wondering, since there seems to be a little mistake in the BLUE_1 and BLUE_2 field files, where the script wants a specific music file, but it indeed plays out a wrong one. Both of the mistakes seem to call the Honeybee Manor theme, which is really inappropriate, considering it plays during the funeral FMV when something more sad is supposed to play...

Anyway, I compared the PC field file to the PS1 one and noticed the difference between their Sound/Turtorials section. While the PS1 file has a couple of sounds loaded, the PC file has an entry named "Tuto 0". It's full of gibberish, unlike other tutorials that actually play during the game. The PS1 did not have this false tutorial, as it loads a music file instead. In BLUE_1 it calls for kurai.mid, and in BLUE_2 I'm guessing it calls for earis.mid.

Like I said, in the PC files, the first entries are some tutorials that don't even do anything and are never played; and for some reason it plays bee.mid, which is just wrong at such a moment. I planned to fix this by taking advantage of the Export/Import buttons, but whenever I click on the false tutorial entry, the buttons are greyed out.  ???

If anyone could give me a lil' bit of information on how to make it play the right music, I'd really appreciate it!   ;D

24
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-04-16 17:45:17 »
...Yes, yes I did. I also tried to re-install just now, double-checked to make sure it was done on a clean set of files, but nope... the letters are still right next to each other.

Hold on, are the letters supposed to be in better shape too? All I'm seeing is the standard FFVII PC font, misplaced of course.

Just a question; how does one "properly" install the Custom driver? I always just got a zip file with an FF7Config and a few other files when I downloaded it.  ??? Then I followed the instructions and placed the stuff in FFVII main folder, replaced already-existent stuff? Isn't that a proper way, seeing as it's worked flawlessly so far?

PS. Do personal modifications to flevel.lgp interrupt the installer in any way? I see an error message about failing to convert anct1 (or something like that) into field... Temple of the Ancients clock puzzle, I presume?

25
Releases / Re: [REL] Menu Overhaul Project
« on: 2012-04-16 16:35:12 »
Houston, we have a problem.  ???
I just noticed, when I run the installer, it displays a message on startup. It says something along the lines that I haven't installed Aali's custom driver, although I have. And it is the latest version.

On the font thing... I believe this is something related to window.bin according to the readme. I'll try a second install and see if I overlooked anything essential. Oh, and fancy_transparency was also set active in ff7_opengl.cfg.

Pages: [1] 2