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 - Fennas

Pages: [1]
1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-11-19 06:08:06 »
Glad you're liking it, bud. For reasons I'm not quite sure of anymore, I set the Zolom to sweep away the player party if they had any character below Lv.70. The problem is, a level cap was introduced since then for Lv.70. I think the original idea was that this guy was going to carry Zeio nuts or something, but it goes dropped and they're back with the Goblins.

The next time there's a patch, I'll set the level cap down to 60 for him and give him a brand new item to drop. I'll need to give him some extra attacks though, he's not very versatile.

So that's how it works. I usually come back to the zolom to get beta from him. No wonder I couldn't fight him with my lvl 22 party. I think I saw a playthrough for version 1.1 where he could be fought earlier. Anyway, thanks for the info :)

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-11-18 08:38:46 »
Loving this mod so far. I just finished Corel, got my buggy and decided to go back to fight the Alpha Zolom but he flushes me away everytime. Is there a secret in this mod to be able to fight him?

3
oh, i see. At least everything else seems to work just fine now.

Then I guess I can finally stop modding and start playing NT :D


4
mhhh, i had used the stand alone Menu Overhaul that came with Tifa's Pack because i wasn't able to find a Download for Reunion in the official Thread. If someone could link me to the Reunion Installer, that would be much appreciated :)

Edit: Found it http://forums.qhimm.com/index.php?topic=14914.0

It works alright so far, but wasn't the command Box to be different, with better organized spells? Thank you for the great help so far.

5
Been awake the whole Night to get 7H to work with New Threat. Now my only problem is the Menu Overhaul.
When I install it via 7H i get graphical glitches (see pictures below) and when I manualy install it I can't start the game. Is there another way to make the menus easier on the eyes?  ;D



It's also brighter than without the overhaul.


6
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.40)
« on: 2014-11-13 22:09:52 »
Hi there, i have a fresh install of the Game at C:\Games\FF7 and ran the GameConverter but now i get an error when opening the 7thHeaven.exe

Code: [Select]
System.ArgumentNullException: Der Wert darf nicht NULL sein.
Parametername: path1
   bei System.IO.Path.Combine(String path1, String path2)
   bei Iros._7th.Workshop.Settings.<VerifySettings>d__0.MoveNext() in c:\Iros\7thWorkshop\Settings.cs:Zeile 47.
   bei System.String.Join(String separator, IEnumerable`1 values)
   bei Iros._7th.Workshop.fLibrary.fLibrary_Load(Object sender, EventArgs e) in c:\Iros\7thWorkshop\fLibrary.cs:Zeile 120.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Maybe i messed up something while clearing registry with CCleaner

Edit: Just found the tutorial from EQ2Alyza (thx :) ) and was able to fix it by deleting the AppData\Roaming\7thWorkshop folder


7
Quote
➣ I can't see the counters for the Shinra Mansion Safe, Junon Parade, Gaea's Cliff, Rocket Launch Countdown, etc.

    Make a backup of [gamedir]\mods\Bootleg.
    Install Menu Overhaul with "Re-Translation Project [R04]" checked.
    Go to [gamedir]\mods\DK and copy all its contents to [gamedir]\mods\Bootleg. Overwrite everything when asked.
    Open up Bootloader Configure and change the Mod Path back to "Bootleg" OR open ff7_opengl.cfg with Notepad and edit mod_path = Bootleg. Be sure to save the file.
    Play the game passed the counter and save right after.
    If you don't like the translated text, run Menu Overhaul again with "Uninstall this mod" checked at the bottom.
    Go to the backup from Step 1 and copy all its contents to [gamedir]\mods\Bootleg. Overwrite everything when asked.

I followed these Instructions and got it to work.


Anyway, now I got another problem with the Countdowns on the train chase in Corel. The Countdown runs at twice the speed, making it impossible to stop the train in time.
How can i get the timer to run at normal speed?

Edit: I used the EQ2Alyza preset for my Bootleg installation.

8
i fixed my half counter problem by reinstalling, i had to manually install my Menu Overhaul and selected Retranslation(someone suggested this would work). I now have fully visible Countdowns.

You could try to backup the game files and try to install Menu Overhaul. If it doesn't work you can just go back.

9
fixed my final problem by reinstalling the Menu Overhaul,somehow it didn't install with the bootleg installer.

Everything works now, thanks everyone

10
Ok, I still got another problem. This one is with the Countdown. Everytime there is Countdowntimer the digits are only partly visible(the upper 10-20% maybe) and I can only guess the number. It was extremely difficult inputing the keycode at the Shinra mansion. How can I fix it? Do i have to reinstall the mods? Which options do I check?

Edit: I got that fixed now by reinstalling completely but i can't Save anywhere now. I made sure i checked the Option in the bootleg.

11
Edit: I did a lot of reinstalling hardware drivers and fixing other stuff today and the problem was gone. So ignore this post please :)


Hello everyone

this is my first time posting here and I wanted to thank you for supporting my favorite game of all time up until now.

I have a problem with the Minigames running too fast. I have played about 60 hours in hardcore mode and I am enjoying it very much but the one part were you have to snowboard at the beginning of the 2nd CD has been frustrating me for 3 months. I know i can just get down and continue but i want to play the minigames later in the GS. I guess the problem should have been discussed before in this thread but unfortunately the search function is unavailable atm.


I have the Framelimiter for Minigames set to "On" with activated V-Sync.

Code: [Select]
# ff7_opengl-0.7.11b config file - modified by Bootleg



## 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 = 1366
window_size_y = 768
#internal_size_x = 3840
#internal_size_y = 2160
preserve_aspect = yes
fullscreen = yes

#window_pos_x = -1
#window_pos_y = -1
#widescreen_hack = 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 = bootleg

# check your driver settings if this option doesn't seem to work
enable_vsync = yes
#refresh_rate = 60

# 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 = off

# 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 = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no
#new_hp_limit = yes
#new_mp_limit = 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
enable_postprocessing = no
post_source = shaders/SmartBloom.post
yuv_source = shaders/yuv.frag
frag_source = shaders/main.frag
vert_source = shaders/main.vert



## 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
#enable_lighting = yes
#show_light_rays = yes
#show_normals = yes
#show_tbn_space = yes
#max_lights = 12

#Variable Functions#
#specular_fog = yes
#texture_scale_bias = 1
#texture_coordinate_clamp = yes
#pixel_texture_bits = 32
#generate_mipmap = yes
#detail_texture = yes
#shader_precision = yes
#tessellation_program5 = yes
#multisample_coverage = yes
#multisample_filter_hint = yes
#texture_filter_anisotropic = yes
#texture_edge_clamp = 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 = on

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

# 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
use_vbo = no

# 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

# Disable Error Notifications
disable_popup = on

# Load Multiple DLLs
load_library = Multi.dll

Is there something else that I can try to make this work?

Thanks in advance


Pages: [1]