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Messages - Acetrouble

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1
Concerning the flevel.lgp:
Is it necessary to use the default flevel.lgp from "HQModelsCloudplay2" and merge its contents with Kaldarasha's reworked one (ver. 3), or do I just use the reworked one, "standalone"?
I did the latter. And I was just wondering if that was wrong, and thus maybe causing the bugs I mentioned.

2
Here, same bug as described above, but with version 3 of the reworked flevel.lgp

Location:
Shinra building, Hojo's lab

Event:
Choosing party for mini-boss fight



Edit:
Seems this is a common bug. I just got to the part where your party stands outside the walls of Midgar, ready to leave. When you talk to your party members, several dialog options will appear. And it's the same bug on each of them.

3
That's exactly the kind of test I was looking for--definitely concerns the flevel.lgp. That sounds like something v3 may fix. You might want to give it a try. I can test that scene np, but I may not get a chance til later tonight; if you can replicate the bug with v3 then it's just a matter of waiting for the next version of ToughScript. If that bug is solved with v3 then we know a little bit more about what got fixed with the current version of ToughScript (which I just found out about this morning, even though it's been out for like a year...)

Just installed the reworked flevel.lgp v3. But, unfortunately, can't try to replicate that specific bug any longer. Didn't keep a save file of that very spot. I went back to the 59th floor, but the dialog box with the two choices won't show up anymore (it was some kind of mini cutscene after all). Now it just lets you enter the elevator instantly.

4
I'm with you--if it ain't broke don't fix it. I think those releases will work fine, I think I added some unneeded files to an lgp they didn't belong in and they wont hurt anybody. As for testing, if you actually play through the game and look for any big problems like text boxes missing, crashes (obviously), and problems with the models especially, then that's very very helpful. Having someone post here: "I did not find any problems with this the whole way through my game" or "there was a broken model in the scene with the thing" either report is much better than getting no feedback at all.

To be more specific about v2 v3 flevels. The text on v2 was dumped and encoded with the previous version of the tool for that (ToughScript). The v3flevel was done with the current version and I think they are identical. The older version maybe had text-sizing problems outside of English, but unless you say otherwise v2 seems fine.

Well, I'm still on the 1st disc, in the Shinra building. There was actually some small bug I noticed, though I'm not sure whether this might occur in the original release as well.

Mods I used when this occured:
- HQModelsCloudplay2
- EnglishReworkedflevel (by Kaldarasha, version 1)

You know this room on the 59th floor? There are several elevators. There's one to the north that leads back to the 1st floor. When you want to take it, Barret will say something like "We've come all this way and you want to go back?". After this you're given two choices (take the elevator >> yes/no).

And this is right where the bug comes into play:
The cursor will select "no" by default and you can't move it up to select "yes". However, when you select "no", Cloud, Barret and Tifa will still take the elevator down. Meaning that the choices have been shifted down one line (selecting "no" meaning "yes" here).
So if you don't want to take the elevator you have to press down. And then, guess what, the cursor will be placed outside the dialog box :P

Hope this makes sense. Might be kinda confusing, the way I explained it... ;)

Here's a screenshot of the Shinra building, 59th floor, so you get an idea which location we're talking here. Excuse the quality, took it from a YouTube clip:


5
Hiya Josh, haven't released a 2.7 yet, that's the confusing file extension type. 7z is a type of zip file. I'd quit using it but it's pretty good at what it does.

Cloudplay2.0 is what I should have put.  from front page, there's a version history at bottom of OP. Honestly, I could use help testing this. 2.0 file download ballooned in size. I added too many files somewhere and lost track. 2.1 is corrected but I don't think there will be any practical difference.

I have decoded a new EnglishReworked flevelV3 but it also will probably not have any significant changes from v2 for unconverted installs. Would appreciate any feedback on problems or lack thereof.

Yeah, that makes sense. Just noticed I misread it because of the .7z suffix ;)

I will stick with ver. 2.0 right now. I'm just happy everything runs smoothly right now, so I can finally enjoy the game. What exactly is it about ver. 2.0 that you would want to have tested?
The one I'm using right now is 684 mb (uncompressed) and I replaced the flevel.lgp with Kaldarasha's reworked lgp, ver. 2

6
Updated release with standard field model textures from previous versions: Download HQModelsCloudplay2.1 HERE

Also, new version of the EnglishReworked flevel from Kaldarasha

Makes the character models larger and does some cool transparency stuff as well as fixing Aeris Death scene. Pretty much same as last version but compiled text without Aeris Revival installed just in case.

Do you have a comparison screenshot / link? How do the models in Cloudplay ver. 2.1 differ from ver. 2.7 ? I'm using 2.7 right now. And everything's great! Except for, like I said, Cloud doesn't carry his sword outside battle. But it's not a big deal.

Thanks.

Kind regards
Josh

7
New Version HQModelsCloudplay2

In a big hurry, I'll update this later.

Be sure to use the proper name for the flevel, choco, world, and high minigame files depending on your language setting. ex. schocobo.lgp for Spanish or world_gm.lgp for German.

Hope no problems but I have had almost zero testing time. Cloud's eyes worked.

Pretty sure you don't need to decode your own char.lgp or battle.lgp. Those are totally complete and you can just encode from the downloaded folders straight to lgp files. Please remember to BACKUP YOUR ORIGINAL FILES.

Can someone please test this English version of Kaldarasha's reworked flevel.lgp (needs to be compiled) on Unconverted Steam or SE rerelease? If you try it, remember to BACKUP your flevel.lgp file before changing anything. You need to full install HQModelsCloudplay2 for the flevel to work right, if it's going to.

Tried it! Everything seems to work fine. I still got cloud saving (and also achievements, I assume, but I can't tell 100% for sure, because I have yet to earn the next one).
But what exactly does Kaldarasha's flevel.lgp modify? Well, the game doesn't crash (so far), so I think it's working ;)

However, unlike some other character mods I've seen, Cloud doesn't carry his sword when not in battle. But I guess it's just the way this particular character mod is designed (faithful to the original, where it's not visible, either)?

Anyway, this is totally great! Thanks so much!

8
If the Mod wrapper works with the steam version, then have a little patient. I building a mod with it, which is very dynamic to set up and does not need lgp tools anymore. I implement now the twisted buster sword as an option and then hopefully I'm ready with the first version of it.

Sounds good! I'll be looking forward to it :)

The Full HQ Models ver. 1.14 work fine, though, as long as I don't add the Optional Battle Scenes (and don't use uLGP ver. 0.7 for the lgp files). But from my personal experience I couldn't tell whether it affects Steam functionality (cloud saving, achievements), because these features are not working for a lot of people at the moment in general, even with a completely non-modded version.

9
I think you have met a limitation of uLGP.5. Please try to encode that giant folder with uLGP .7 but be sure to manually enter in a new path for the .lgp file to be encoded. You can type in the field boxes for lgp and folder. I usually click on the folder button, choose the folder ready to be encoded and then copy the path from the folder box to the lgp box. Then add .lgp on the end of the lgp file path. Make sense? Also, make sure you haven't added any extra files to the folder for encoding. Occasionally I'll accidentally include a whole .lgp file in a folder to encode to another .lgp file and it makes it too large.

Doesn't work. When encoding the huge 1,58 Gb file via uLGP ver. 0.7 it turns it into a 170 Mb file, which won't have any effect. Actually all the lgps when encoded via ver. 0.7 don't work for me. Except for that they disable cloud saving and achievements for me.

I might just go back to playing the game in its original form... The Steam version doesn't seem to take these kind of mods very well for some reason.  :(

10
Hmm, everything seems to work, but I can't use the modded battle.lgp that also has the Optional Battle Scenes and Cloud Battle Stance animation. The modded folder is 1,58 Gb and when I click "Encode" with uLGP .5 GUI a message pops up, saying something like "not enough memory for this operation" (my Windows is German, so I don't know if that would be the exact wording in English). Any clues?

Kind regards
Josh

11
You got it, Ace! ;D Hope you enjoy. A lot lot lot of people's blood sweat and tears went into those models. A large roomful of people.

Yeah, they look killer! Very authentic. Guess this is how they would've looked like if Square Enix had made the game in like '98/'99. So yeah, a huge thank you to the contributors!

And thanks for being helpful, everyone!

12
As for the Optional Battle Scenes, I just dragged those files into the modded battle folder and chose yes for all when it asked me whether I wanted to replace files. Then I compiled to "battle.lgp". Is that the right way to do it?

Thanks!

13
Cool, works now, so "Highwind" was in fact the problem. Where do I put the Cloud Battle Stance animation, into the battle.lgp as well?

14
I think it doesn't matter where the game is installed unless you want to convert it to the old version. Highwind is outdated and probably is what is causing the problem.

I would suggest uLGP .5 GUI for packing and unpacking the lgp files.

Okay, thanks I will try it again with uLGP .5 GUI.

15
Hi!

This mod doesn't work for me. I've replaced all the lgp files with the modded ones (compiled them with the "Highwind" tool). When I load any of my saves it looks fine at first, but then, if I exit to the next screen or enter a building, the screen just turns black and the game crashes, followed by a Windows dialog box: "Final Fantasy VII has stopped working". Really strange. Wonder what's wrong there.

Kind regards
Josh

EDIT:
Could that be because I installed the game under "C:\Program Files (x86)" ?

16
Releases / Re: Improved and added unshaded characters
« on: 2013-07-15 22:09:16 »
Well, I just looked at this scene (kinda funny scene) and didn't notice anything out of place... You aren't referring to how the woman lifts up the old man that gets off the train? I don't think that's what you meant. So the girl being lifted up in that animation is a chibi with block/hands feet? Which download version of the UMC did you use?

Hi!

I'm using version 2.7

Yeah, now that you mention it, I think that old man who gets lifted up is chibi in my version, but, like I said, that red-haired woman, too.

Kind regards
Josh

17
Releases / Re: Improved and added unshaded characters
« on: 2013-07-15 19:54:18 »
Hi!

First of I would like to thank Kaldarasha for creating this fine mod! It just fits the game's overall art direction so well, you can barely tell it's not made by Square Enix. Plus, I love how this mod is kind of middle-of-the-road, it's more realistic, but not to Advent Children extent and retains most of the original characters' charm.

Also, it works fine with the recently released Steam edition (well, disables cloud saving and achievements, but not a big deal to me).

However, just one thing I noticed: The part after Aerith got abducted and you meet her "mother" in her house and you get to see that flashback story of how she found Aerith at the train station? When those random people get off the train it has the original and modded character models kinda mixed up. Well, at least for me.

This is the part I'm referring to:
http://www.youtube.com/watch?v=_hjVFW7F0v0&t=7m15s

When I view it, the red-haired woman for example is the original character model, while the dude/boyfriend who lifts her up is the modded one. Looks hilarious  ;)

Just me, or is this a known "glitch"?

Kind regards
Josh

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