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76
FF7 Tools / Re: 7thHeaven
« on: 2013-08-11 04:56:37 »
I'm not horribly sure all of what you said lol, feel I've missed something. Not sure, but hitting import and cancel always fixes it, so it's nothing to really worry about. The version and release date info doesn't seem to actually come from the xml though. I have one that says version 1.05 and a release date of three days ago, but it always says version 1.00 and what ever date the mod was added to the library. Again, not a big deal, but it would help differentiate mod files during testing if that shows in 7thheaven.

If you delete these, I think your weird library issue will go away after it sets them back up for you. All you should have to do to refresh your Library is hit the Search button. The release date and version info is kept in the catalog.xml tags but I did notice there was an entry for version on the mod.xml as well, it doesn't seem to transfer over, but I haven't messed with it a lot. The catalog tags for release date and version work great and do transfer over when you import and activate them.

77
I just can't understand making a petition about the music, which people can fix easily themselves, and there's no petition about the backgrounds we CANT fix. Where's the frikkin mods folder from the driver you stole/borrowed/bought from Aali SE?

78
FF7 Tools / Re: 7thHeaven
« on: 2013-08-11 04:09:46 »
Edit: nvm figured out what I was doing wrong. If you reinstall FF7 your imported mods will be gone :D
Perhaps behavior of library is related to the files in the Users\*.*\7thWorkshop folder.
I usually delete them when I put a new version of 7thHeaven on.

79
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-08-11 03:51:19 »
That is very unlikely to be the only file that is out of place. You cannot just reinstall bootleg on top of itself to change out something like Hardcore mode. Every time you want to make a change to bootleg (especially on STEAM) you need to do the extra steps of uninstalling and deleting everything.

80
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-08-11 03:33:54 »
Hi, very sorry for your frustrations. It does sound like things have gotten a bit out of hand with the uninstall/reinstall attempts.
All I can really suggest is that you either aren't doing a proper full uninstall, aren't placing the STEAM (guessing this is a steam deal because your language specific files are out of whack) FF7 directory outside of the Program Files area, or you aren't using the latest version of GameConverter.
Quote
This is an issue with language versions, I think. Unfortunately this will require a full reinstall.

Reinstall completely using the Control Panel to uninstall FF7music, then FF7 (also make sure everything is deleted from the game install folder) and use Kompass63's Registry tool before reinstalling ff7, making sure the GAME directory is moved out of the Program Files area, and then using Kompass63 Game Converter .9b, Start the game to test it once after the Game Converter. Then install bootleg.
Some things to note:

GameConverter is now completely compatible with Steam Mover. You can also just cut and paste the entire FFVII game folder and move it where you want from the STEAM directory. The Game Converter will detect your installation type. It will ask you to type your game path manually if you have moved your STEAM FF7 install or if it can't find one. If you haven't moved your STEAM FF7 install, you can just hit enter and it will do its thing. It is fully compatible with Steam FF7 in all 4 languages. You can change your language in FF7 STEAM by right clicking on the Final Fantasy VII entry in your Library, and choosing the bottom selection, properties. Then select language and there is a dropdown box. You must do this before using Kompass63's GameConverter. It is still necessary to move your FFVII install outside of the Program Files(system) area.

GameConverter will ask for you what language you would like to use if you are using the 2012 version, E S F G
Game Converter is now compatible with 1998 PC version for backwards compatibility and future uninstall functionality.
2 Kranmers Multi.dll seems to cause mistakes in connection with FF7Music.
   Unfortunately, this DLL is re-installed by Bootleg.
   If you want to use DLPBs Multi.dll, remember to copy all the DLLs out of the sub-folder "LOADR" into the sub-folder "DLL_in".
The Retranslation preview from the MenuOverhaul version contained with Tifa's Bootleg (the most recent MenuOverhaul) is NOT compatible with Game Converter at this time. Make sure you uncheck Retranslation (it's just a preview anyway). They will be integrated in the future.

81
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-08-10 21:25:19 »
bleh double post, please remove.

82
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-08-10 20:17:34 »
So yea, it skips the fmv, skips the mini fight when they're leaving the train, i see a textbox saying: "newcomer follow me", and the screen remains black. Then once i press menu, i can see the screen.

Hiya, please post your APP.log text file from your main game directory if you have further difficulties.

I'm guessing you just need to set your movie path. Try going to bootloader config and set movie path to YourInstallPath\YourFF7GameDirectoryName\data\movies if it isn't. If you look for your movies in your game directory, there should be files in either the *.*\movies\  <or>  *.*\data\movies\ folders. If there are no files in either one, install an FMV package such as DLPB's or cmh175's. You can find almost any mod from the sticky Big List of Mods in the FAQ & tutorial section.

How can i use brazilian translation in this version mod? i modded with tifa's bootleg + tifa's package, but i want play in brazilian portuguese!

So I looked around... and found this genius post: The Multilanguage Thread
(Actually, they just updated their post or I never woulda found it in General Discussion.) It should be in FAQs and there's some scripts we can rip from that thread. I don't think Chinese will work but Portuguese should. I plan on adding language support to 7thHeaven. For the moment, here's an unencoded Portuguese flevel that SHOULD be compatible with bootleg40. Do NOT use the Menu Overhaul on it, especially not the retranslation.

To encode this downloaded folder into the flevel.lgp file you need--use uLGP .5 and replace the flevel.lgp in your Game Directory after backing up the original. The Portuguese Mod linked from the Multilanguage Thread looks legitimate, but it's beta so use it at your own risk and back up your files.

Non-English language installs are not compatible (completely or not at all) with any mod that changes the game script, unless the mod is in that specific language.

83
FF7 Tools / Re: FF7 Game Converter -BETA-
« on: 2013-08-10 19:58:03 »
...And finally it sinks in. OK! So Kompass is right to use the new flevels. Luksy will come through for us. We just need to put a note for people not to use the retranslation preview with GameConverter for now.

84
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 19:39:02 »
Thanks Iros :) I feel a bit guilty reporting stuff on 7thHeaven and you have a fix the next day or same day EVERY time... But I try to make myself feel better by imagining you are doing this at work and getting paid for it lol  ::)

85
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 10:13:40 »
I swear, it must have something a little to do with Timidity and the huge_pats, too. I never really noticed this issue too much, either, but Kaldarasha was the one that pointed it out. If you start looking into the recent Timidity thread and the whats up with the sound thread, you'll maybe see what we're talking about, but it's a bit shadowy at the moment. With latest Timidity I linked to working right with MIDI Yoke (very important), and sound levels adjusted in windows mixer... the sound effects start to do weird things... until you just to a base install no bootleg, then it sounds great. What did you do to the INI file? never woulda thought to look there. I'm all over it, next week.

Anyway, the MIDI files play fine but they restart after every battle, which isn't right, and theres a funny error in the APP.log at the MIDI initialization about volume changing not being supported. THAT has nothing to do with bootleg, I just want you to fix it for me lol

Edit: OK, it's nothing to do with bootleg at all; Timidity synth can't be running while you use ff7Music.

86
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 09:10:44 »
I always found it puzzling the original upscaled Limit Break texture is found in FF7\textures\limit\limit and must be copied to the mods\bootleg\magic folder and overwrite jo_o3etc.png to get it to work. Whats with all the stuff in textures after bootleg? Some Summon textures are there... but only the ones that seem like magic type files lol.

Anyway, bootleg is frikkin brilliant... and my life is complete now that I understand why sky_b.tex always ends up in my C drive after bootleg. Was a puzzle I was afraid to ask about. PB, do you have any explanation for the weird sound output after bootleg? It seems unrelated to the New SFX. I'm getting sfx out of only one side with certain midi setups. Even if you set it up totally normal there's hardly any center channel being used it's almost always one side or the other. No bootleg, I think this problem goes away... baffling.
Maybe it's something about using the old files somewhere.

87
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 08:49:32 »
K, I'll do that next, just want to report rq tha when I packed the .iro without a Title folder, it did not crash with that iro loaded.
So on my first attempt I made the .iro from a Folder structure that went: VanillaMagicTextures\magic.lgp\*.* this iro compiled but crashed on launch
Second attempt: I made an .iro from a Folder that was simply titled "magic.lgp" and contained the rest of the files and folders. That iro did not crash on launch. It is difficult to tell if it worked properly. It did not (at first glance) appear to replace any of the hi-res textures that were set up in my modpath. There is some relationship between magic textures and the textures folder in the main game directory.
I'll go do that other test you wanted rq.
Edit: That test went exactly the same way. If I imported from folder the "magic.lgp" folder directly:

That works (I guess?) It boots the game fine anyway.

If I try to import from folder a title folder that contains the actual "magic.lgp" folder in it (like VanillaMagicTextures\magic.lgp\*.*) then I get blackscreen launch.
 

88
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 08:12:12 »
Oh... I see. :roll: I knew that somewhere but I just spaced out. My instinct was of course to run them through the modpath because they are PNGs.

There's this whole other file structure I'm looking at now:

Stuff that ends up in a textures folder after bootleg, but you obviously already set this up. They are also PNGs tho, so maybe not related to cmh's issue with magic.lgp mods--I'm not sure I even have any TEX mods for the magic.lgp to test with.
I guess what I'll do is decode a vanilla magic.lgp into an iro and see if I can make it override the modpath upscaled ones that I have working at the moment.

Edit: Fail. vanilla magic.lgp into an iro made the .iro file the right size it seems but failed to black screen on launch first try, but I'm going to try the test again to make sure I didn't pack the iro wrong... used uLGP .7 to decode magic.lgp. it has tons of p files tex files, rsd files, all kinds of crap. I know the decode is right, though, that's what bootleg uses to decode lgps.

89
Wow, hiya Kyo!
Your field model doesn't have any bugs really, as far as I know, I think maybe he doesn't blink if that counts?

The problems were with the battle model that was refaced by Asmodean, which ended up being the only free-standing T+M Barret package people could find for a while. The animation files were not all included with it, so duplicating the files created a bug.

90
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 04:31:32 »
Yes, the same .iro I made of Grimmy's upscaled magic works fine when the folder is "magic" and runs through the modpath.
When I make an iro of this same mod with the folder name "magic.lgp" it hangs at blackscreen the same way it did when it had problems with case-sensitivity.

91
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 03:05:11 »
There must be a problem with the code for the magic.lgp file structure. I can load an iro with Grimmy's upscaled magic and get into the game, but the changes don't take effect. This iro was set up to work through the modpath. Messing with the magic.lgp itself is tricky I think. Thus the TA hi-res installer.


Edit: Struck incorrect information. I had my modpath set in aali's ff7opengl.cfg file set to none... I retested this iro and it works fine. Also have to be careful about compress textures when testing stuff like this. :P

92
The internal resolution is the res at which Aali's opengl driver will render at. You don't get output at that resolution, but it affects the output because the internal resolution is scaled by your graphics card drivers back to your output resolution.

The twist with internal res that we have found is that "forcing" Anti-Aliasing through your graphics drivers only works if you set the internal resolution to a multiple of the game's original res of 320x240. The optimal setting for me on a slightly less than new system is internal@5120x3840 and output res@1920x1080. This enables me to actually use antialiasing on all of the 3d textures in the game.

Quote
Code: [Select]
MULTIMEDIA ERROR: The function is not supported. in FILE C:\lib\src\sound\midi1.cpp LINE 356
midiOutGetVolume returned: ffffffff

Has anyone tested this on Windows 98 with a totally unmodded game? I wouldn't be surprised if it's a bug that popped up in XP and nobody noticed (we were all distracted by chocobo race crashes at the time.).

Yeah, I mean... I don't have a C:\lib\src\sound\midi1.cpp. That does sound Win98 era doesn't it?

93
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 01:08:11 »
I tested the BallerinaFix already and had no problems. I made the folder structure, as below, but made the mod into an .iro for testing. I'm compiling an flevel .iro with known fixes based on bootleg40 output. There will be configuration options for Hardcore mode and Aeris Revival. If you are having issues with your custom iro it is probably not coming from the flevel changes:

94
Original Toy Story was rendered only in 2K resolution....

I tried to phrase a reply that wouldn't sound like I was being a d*ck (and I mean that sincerely), but I couldn't do it.

And this is part of why DLPB is quickly reaching Buddhist lama status. I giggled.

Look, Toy Story came out in 1995, that was the Wild West, even before Final Fantasy VII. Disney had to do all kinds of messing about with PIXAR's files to get it to look nice at 1080p for the blue ray. At this point we're just beating a dead horse, though. We do not have a way to fix the black bar right now. I really wish we could stretch it vertical because it would help with the widescreen ratio distortion. I don't think this should be a closed topic necessarily, but I think if you don't have at least a theoretical lead to bring to the table for fixing the black bar this thread should probably lay dormant.

95
Was wondering if anyone ever inquired about the functions of the MIDI player.
Seems to work great except for one thing: the MIDI files start over from the beginning after battles.
I thought maybe it was because I was using Timidity... but I turned everything off and went back to just basic midi setup and it still does that.
Can't find the origin of this error message (which seems to appear for anyone trying to use MIDI instead of ff7music):
Code: [Select]
INITIALIZING MIDI...
selecting device 1:Out To MIDI Yoke:  1, mid=0, pid=0,
midi data type: YAMAHA XG MIDI
using midi data file: C:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\midi\xg.lgp
MULTIMEDIA ERROR: The function is not supported. in FILE C:\lib\src\sound\midi1.cpp LINE 356
midiOutGetVolume returned: ffffffff
With Timidity XG and Vexatious' huge pats, the MIDI of the game really sounds great. Is this possible to address somehow? Thanks for any help :)
 

96
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 21:17:18 »
That's what I thought, but I tried that before with a bunch of lgps and the game crashed. So I'm reverse engineering it to see what works and what doesn't.

Ok cool, I'm also testing the magic.lgp too. It should work fine since the mini games work. Not sure how I crashed it last time. It was an older version of 7thwrapper as well though.

Can pretty much guarantee if you weren't using the latest version and you had a bunch of lgp files being called on with upper case lower case letter inconsistancies: chocobo.lgp Battle.lgp, there's your crash.

Use the current version :p He's fixed lots of things and it's easy to switch versions, doesn't affect catalog or settings, because Iros kept them separate.

Edit: Iros, I wondered if you might look a little at the crash loop that me and EQ2Alyza ran into with the subscription. There will be plenty of people that enter in the catalog code wrong and get a crash, no? Is it possible to make an automatic reset of the catalog.xml file in the Users\*.*\7thWorkshop folder if the application fails to load because of a subscription, and then auto-reload the app to avoid this crash?

97
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 20:58:22 »
flevel changes in 7thHeaven work the same as any other lgp. You put the files you want to change in a folder called "flevel.lgp".

98
Releases / Re: The Reunion [IN PROGRESS]
« on: 2013-08-09 20:51:06 »
Oh good, I couldn't see why anyone wouldn't want to call it that. I just assumed it was a made up term to go along with beacause after seeing a post somewhere about how someone supposedly "refused" to say retranslation. Now they seem extra silly. I just figured you were being punny but it's a completely logical word, and it's the title I prefer to use for that project.

99
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 12:27:06 »
There aren't any other problems :-D
I just didn't pack my animation with this application in mind. It has a sword included with it that overrode Kaldarasha's config option.

100
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 12:06:23 »
No, you are right... it is working I think there is an issue with the options appearing clicked on but not being included as Kaldarasha pointed out. But this issue was caused by the CloudAnimationbeta3, it includes the model for the normal buster sword, and I had it in the top spot, so it used that sword over the config from Kaldarasha's mod. When I took my animation out (which isn't as good as his final version) the sword changes began to work in battle as well. Wild goose chase...

But I did notice his base mod effects did not come on until I removed that mod and reactivated it. Even though the boxes were all checked the original texture was being used for the save point model. Once I reactivated Kaldarasha's #4base PRP mod with all boxes checked again the texture he put in that package from FFX appeared for the save point.

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