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Messages - Senti

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51
General Discussion / Entertaining an idea
« on: 2010-08-31 18:31:00 »
Been entertaining the idea of using the UDK (Unreal Development Kit) to recreate FFVII in a fully 3D FPS/RPG style like Dirge of Cerberus and Crisis Core. If this project was to kick off, it would require checking for original FFVII installation files, etc. to run. In other words, you don't have a valid install of the original FFVII, it won't even install with this. What I have in my head is vision of full custom models of everything in the game, and recreating the entire game as it originally is, with a new field/world map system and a new open battle system (where you actually do battle in the field/world maps instead of battle maps), and with a true "real time" feel to it, not turn based (like DoC).

Before I take this project any further then strictly being in my head, I would like to get some feedback from the rest of you here on what you'd think about such a project, and if I it does go beyond just an idea, if any of the many talented modelers/graphic artists/Programers here would be willing to hop on board.

Like I said, it's currently purely a concept idea, looking for some feedback.

52
Team Avalanche / Re: Verdana Font
« on: 2010-08-31 17:43:09 »
Well the problem is there is no lowercase font for the logo so if you use it you will have to use uppercase letters only.
Wouldn't be a problem for me, of course there's always the alternative of creating a secondary version of the font with shorter letters to indicate lowercase, those still using the same style as the uppercase letters (there are many fonts out there that have this). But then a lot of people may not be too keen on that either, I suppose it'd be something for me to try out myself.

53
Releases / Re: [BETA RELEASE] FF7Music Installer
« on: 2010-08-31 17:01:32 »
What if I want to use FinalFanTim's remastered soundtrack?
  • Put it in C:\FF7Music\OSTRe to use it. I may include it in future versions of this installer, pending FinalFanTim's permission, but it really depends on somebody being willing to host it; my host won't let me put up something that large.
I can host any files you want on my site, not sure what the max file size is for the upload in the section I currently have is, but I can easily ftp it in there for download.

54
Team Avalanche / Re: Verdana Font
« on: 2010-08-31 14:24:42 »
I'd be up for it. Also, random thought, anyone tried using the FF7 logo font as the primary font in game?

55
General Discussion / Re: FF14 going open beta :D
« on: 2010-08-31 12:59:20 »
FINAL FANTASY XIV Open Beta Test Postponed

FINAL FANTASY XIV Open Beta Test, which is scheduled to begin at 19:00 (PDT) on Aug. 31, 2010, will be postponed due to a confirmation of critical bugs. New schedule will be released at a later date.

Along with the postponement of FINAL FANTASY XIV Open Beta Test, the issuing of registration code for FINAL FANTASY XIV Open Beta Test will be postponed as well. With the download of client software's installer, it will be suspended at 19:00 (PDT) on Aug. 31, 2010.

We apologize for any inconvenience this may cause.

Appearantly their pre-beta testers weren't up to snuff with seeking out those pesky crit errors as well as they should have been.

56
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-08-31 05:37:19 »
I got to say, been out of the loop for a while (about a year) and reading up on the current works, just read through every post here and I'm loving the work so far. If you guys need any help with the rendering, or if you would like a secondary repository for the files in case yours goes down again, let me know.

57
Troubleshooting / Re: Newbie Question
« on: 2010-08-30 18:54:47 »
I'm actually using all of those myself. I first installed the PRP mod (copy the LGP files over like nikfrozty says), followed by APZ cloud (with Millenia's custom models), and finally did the TA mod. Works great except the main menu background doesn't load for me, been trying to figure out why, along with tweaking it to run best for me.

58
Releases / Re: [WIP] The "not-so hardcore" FF7 mod
« on: 2010-03-22 19:40:14 »
Points about Cloud's history:
Cloud was level 1 in the flashback because cloud himself was weak, however Zack wasn't weak at all during the trip. Zack and Cloud's memories never did merge together, only those that Cloud was with Zack did (otherwise he would have recognized Aeris).

Cloud is weakened by Mako poisoning after waking up in Midgar, why do you think he starts at level 7 instead of level 15 or so to represent the strength he did have as a grunt? The reason for him subsuming Zack's identity is because of his subconscious desire to make Tifa notice him coupled with the Mako poisoning to begin with and his adventures with Zack while he was in the Shinra Army (see CC: FFVII for more details).

The representation between Sepheroth at level 50 in his flashback and him being level 1 was very close in proximity to how strong Sepheroth was compared to him during that trip. And everyone knows how to use a sword, you swing it with the sharp edge toward your enemy, not much to it if your enemy has never fought with/against a blade before.

As for the rest of the menagerie of characters:
Vincent is a former Turk who has been infused with Chaos.
Yuffie is a Ninja trained in Wutai.
Cait Sith is a robot controlled by the head of Shinra's Urban Development.
Barret and Tifa are rebel fighters against Shinra.
Aeris is the last of the ancients born with the powers of the planet.
Cid is a former pilot for Shinra (most likely the military).
Red XIII is the descendant of a race of intelligent big cats that have obvious physical prowess.

Of those, Vincent, Cait Sith, Red XIII and Cid, in addition to Cloud, have been trained and/or experimented on by Shinra to make them stronger.

59
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-08-03 18:16:46 »
In short, reinstall .NET runtime, run a virus scan and redownload wallmarket, should fix the problem.

60
Releases / Re: 'Always Run' patch
« on: 2009-08-02 17:44:59 »
It would be nice to change it to always run and hold cancel to walk for a change, would make it more like so many other games out there today (since you only walk during certain points). It does make it easier on the hands, especially for someone who's getting arthritis from being on a computer too damned much. Sometimes I hate my work heh.

61
Archive / Re: battle to field conversion mod HELP!
« on: 2009-08-02 14:11:02 »
Ahh, well I'm playing from the start, and only in short bursts at a time (setting up my new site and forums among other things).

62
Archive / Re: battle to field conversion mod HELP!
« on: 2009-08-02 02:15:03 »
The PRP already does this and has (as far as I can tell) every single normal field model replaced with battle models and other customs, though you might have a hard time getting it to work (I had to do 5 reinstalls and tinker with it for about 6 hours to get it work right for me). It is well worth the download.

64
Eh, don't mind the typos, in a poker tournament online for real money, have to support the PPA you know.

65
No, but it translates into being well read on the copyright laws, having two uncles that are attorneys (one a county prosecutor) and a third that's a judge, as well as knowing the human psyche well enough to inspire the right amount of fear into a person without a single word in order to make them bend to your will a bit more easily. (You can learn the first part from law books and the last part from either psychology in college or joining the US ARMY, the drill sergeants use it all the time only coupled with threatening words.) You don't need money if you know what you're doing when it comes to court and lawyers, trust me, had 15 sheriffs fired and one jailed for criminal negligence after refusing my worthless brother emergency medical treatment after a car wreck. Turned out the pain my brother was claiming in his neck that their jail house medical examiner said was whiplash was actually 3 broken vertebrae in his neck, and the only money spent was on a few phone calls and about 10 sheets of paper with stamps.

EDIT: Fixed typos.

66
Again, need to respect the rules of the forum, no matter if the rule was made by an admin or a moderator, so if you want to continue projects that goes against this new rule feel free to use my forums. Not to insult anyone, but unlike some I do have the testicular fortitude to stand up to companies when I know I'm in the right. No need to have a hissy fit over a forum rule when there's another forum you can use to avoid the rule. And no, I'm not trying to steal members, just giving an alternative to shutting down projects.

67
no, running from the FF7-PRP.exe (had it renamed), running XP home SP2, just did clean reinstall with only Aali's drivers and PRP installed and still crashing, any ideas? And yes, I added the reg file.

EDIT: Renaming 00.lgp and 01.lgp to char.lgp and world_us.lgp causes it to not even load.

Double EDIT: Alright, done just about everything I can think of, with only Aali's driver and the PRP patch it crashes when loading menu and also crashes during first battle as soon as your CT runs up, no matter if I run from PRP.exe or from orignal FF7.exe with the lgp's renamed and replaced. I'm running out of ideas here.

Triple EDIT: Finally got it to work, after using every patch I can think of then rolling the .exe back to the original with the 00 and 01.lgps renamed and replaced multiple times. Not sure how the hell I did it in all honesty, but it's working and I must say, you guys have done one of the best modding jobs I've seen in any game when it comes to updating the looks. Very well done guys and thanks for releasing it, pain in the ass to get it to work for me but well worth it.

68
Yeah, had saints in before I got Aali's drivers, tried YAMP and still crashing, giving me this error...

Code: [Select]
AppName: ff7.exe AppVer: 0.0.0.0 ModName: ff7.exe
ModVer: 0.0.0.0 Offset: 002b1ff6

<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="ff7.exe" FILTER="GRABMI_FILTER_PRIVACY">
    <MATCHING_FILE NAME="backup_ff7.exe" SIZE="5882880" CHECKSUM="0x846A5F8A" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="09/15/1998 18:14:07" UPTO_LINK_DATE="09/15/1998 18:14:07" />
    <MATCHING_FILE NAME="ff7.exe" SIZE="5882880" CHECKSUM="0x846A5F8A" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="09/15/1998 18:14:07" UPTO_LINK_DATE="09/15/1998 18:14:07" />
    <MATCHING_FILE NAME="FF7Config.exe" SIZE="448000" CHECKSUM="0x8DE0F5F4" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="09/14/1998 22:39:47" UPTO_LINK_DATE="09/14/1998 22:39:47" />
    <MATCHING_FILE NAME="PRP.exe" SIZE="5882880" CHECKSUM="0x846A5F8A" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="09/15/1998 18:14:07" UPTO_LINK_DATE="09/15/1998 18:14:07" />
    <MATCHING_FILE NAME="[The_SaiNt]_High_Res_FF7PC_1280x1024_Fix_Patcher.exe" SIZE="12800" CHECKSUM="0x414FA92B" MODULE_TYPE="WIN32" PE_CHECKSUM="0x10A2A" LINKER_VERSION="0x0" LINK_DATE="06/11/2005 15:30:31" UPTO_LINK_DATE="06/11/2005 15:30:31" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
    <MATCHING_FILE NAME="kernel32.dll" SIZE="986112" CHECKSUM="0x359DA0B2" BIN_FILE_VERSION="5.1.2600.3541" BIN_PRODUCT_VERSION="5.1.2600.3541" PRODUCT_VERSION="5.1.2600.3541" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.3541 (xpsp_sp2_gdr.090321-1320)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xFEAFF" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.3541" UPTO_BIN_PRODUCT_VERSION="5.1.2600.3541" LINK_DATE="03/21/2009 14:18:57" UPTO_LINK_DATE="03/21/2009 14:18:57" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>
Going to try a clean reinstall with just PRP and Aali's drivers, see if that doesn't help.

69
Yeah, tried Saint's high res patch, then rolled it back and still doing it, I'll try YAMP.

70
That fixed the graphics problem, thanks, but just fataled when I opened the menu up, from what little bit I've seen though looks damn good.

71
Sorry for the double post, but got it working finally (had to regedit some more, file paths were not right), loaded it up and first screen it's showing the background as squares with spaces between them, anyone know what the problem here is? Here's a screen shot of what's going on.
Not to mention, fatals right after first battle.

72
isn't as illegal as

To be fair, this isn't how law works....there isn't degrees of "wrong" behaviour.  Personal reasons for not liking a mod are fine and dandy, but not excuses for stopping them.
Just noticed this (didn't realize it or must have missed it earlier) but there are varying degrees of "wrong" in the laws, each holding punishments of varying severity. For example (yes it's extreme) Murder, there are three degrees to this charge (1st degree, 2nd degree, 3rd degree), then there's the lesser crime Manslaughter which also has three degrees, each time someone kills another, they get charged with one of these. The varying degrees are dependent on the circumstances of the crime, "Was it intended or an accident? Was it premeditated or spontaneous?" etc. There are similar degrees for each and every law out there each with punishments varying from the proverbial "slap on the wrist" to the death sentence.

73
I know many are upset by this rule while many others couldn't really care less about it. For those that wish to continue the discussion of those projects they have that are no longer allowed here may do so on the following forums.

http://www.youforum.cc/ffmods/index.php

I created them specifically with a disclaimer that provides you with free posting of whatever modifications you wish to do so long as you do not host any files through the forum server (which is impossible). I will be moderating it very loosely for those that wish to use it.

74
Archive / Re: Model conversion
« on: 2009-08-01 06:18:57 »
I'm not concerned about the legalities of it, besides, I planned on contacting all the proper channels to get permission to do it, but first I wanted to figure out how to do it before I went any farther. I'm not new to map making in WC3, or the legalities of using copyrighted materials in said maps, but when it comes to designing custom models and importing them into WC3, that's where I'm inexperienced and was seeking help. Anyways, I figured out how to get it into GMax, assembled the pieces, exported to text, created a .mdl, converted to .mdx, imported into a test map, created a unit with the model and only saw the unit's shadows (I expect this to be from no animations or textures in the file when exported), but at least I now know how to get it out. If anyone would be interested in helping me out with this project of mine, feel free to PM me. Would be nice to have someone more experienced to help me figure this out, always easier then doing it the old "trial and error" way.

75
Ahh, thanks, I'd known about this before but as I've moved to newer computers time and again I had just been using the patches to save time. Thanks for the reminder about that heh.

EDIT: Alright, now it's acting like it's going to load up (doesn't give CD check error anymore) but when it flashes over to the game it stalls there, no program running or anything. Anyone else come by this problem? Didn't see it in any previous posts but I could have missed it too.

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