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Messages - eXistenZe

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151
Can you share that save file?
Are you using just those mods? Not the sound mod or other hext?

152
When does it actually crash? Mid animation? It hangs or crashes to desktop?

153
With mods?

154
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2015-09-25 12:56:05 »
Using win10 for a month now. I can replicate it in win8.1 and 7 too.

Steps to replicate:
Open ifrit.
Open folder with fresh .DAT (extracted with ifrit)
Open first file, change exp and AP (I doubled them).
Do not save.
Click the next file.
When asked to save click yes.
Repeat for the next file  (around 30% chance it will cause the error for me).

If I save the changes before moving to the next, it never gives me the error.

155
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2015-09-24 15:30:43 »

upload images free

Getting this error half the times I try to save (by clicking the next file and answering yes when it asks to save).

[edit]
And then it corrupts the list like reported before (perhaps this is the source of the problem, not clicking save and changing to the next file).

156
Hey there.

Can anyone check if I have the right file structure?
I'm getting a transparent quistsis an the first scene (only the suit is visible).



Best regards.

157
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2015-09-18 20:10:15 »
Hmmm, stat curve actually sounds fun to make. More userfriendly to boot.

1 tab for each stat... Hmm, sounds kinda redundant to me. Maybe if you could give me a screen sample (made in paint or whatever). If you have any ideas on userfriendly improvement it would be awesome.  8)
Remember, you can keep the stat progression window open while editing stats. I could make a stat curve window...

General help... I know, the help file is a bit outdated.

Sorry... I didn't mean one tab for each stat, but one tab for stats attributes, and one tab for status and elements.
Oh... You really don't wanna see my drawing skills... It would take longer to decode my drawing than to make a whole new FF8 engine.
The help could be in the tab itself (a hidden expandable frame on the bottom, for example).

158
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2015-09-17 23:13:24 »
Nope. I was waiting for new versions of all mods to test FF8 again.
Just a few suggestions for future development:
- Replace id numbers with the actual meaning (spell names, animations, etc)
- Separate the specs tab into multiple tabs (one for str, mag, etc, one for elements and status, etc)
- Some general help info would be nice
- Integrate a graphical curve for stat progression

Also, if I'm not mistaken, you made a bloody good hardcore mod for ff7. Is one for ff8 on the way? :)

Best regards.
-

159
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2015-09-16 22:16:47 »
No news from this tool?
FF8 dev scene is kind of stalled in these last months...

160
Misc. Tools / Re: [FFX] Skill editor - Ronso (v0.1.0.0)
« on: 2015-08-08 14:32:16 »
n00b question: if this is a memory editor, won't changes revert on save load?

161
Nice.

Now is the part where I go n00b and ask the release date  :-o :-o  :roll: :roll:

162
You will release the script changes sided with the voice over project, right? Not as a single package I hope...
These good old non-voiced games are awesome the way they are, and we pretty much picture their voices in our own way.
Just the fact that you put voices where they were none may sound very weird and confusing. Adn if we don't like one of the voices, or were too far off how we imagined it, the experience will not be that good.

Thus I ask you to release each feature as optional so we can choose what to use.

The translation corrections sound awesome. And added content also sounds great. There may be quite a few ways to fix/improve the story. The Quistis returning to apologize scene for example may be changed to "Hey, there were some awesome lemon cookies in the mansion, how about we go get some for the mission?" or "Hey... That Rinoa card in the table wound be amazing in my Queen deck, wonder if the general would trade it for this Ifrit card? :) Just kidding.

Keep up the good work. Looking forward fot this mod.

163
Seriously, REMOVE the basketball scene. It's NOT needed. It's the worst part of the game.

No way... That's a key point in the story...

164
You fixed it already?
I'll try it when I get home...

165
Better, but not perfect...
Check this...

Escape is locked by the program to b9 and b10 (the analog sticks).
And pause is also switched with POV...

166
I forgot something... I use the x-box driver with scpserver like described here...
http://forums.pcsx2.net/Thread-XInput-Wrapper-for-DS3-and-Play-com-USB-Dual-DS2-Controller

Here's my game controler layout in windows properties: 1-X, 2-Circle, 3-Square, 4-Triangle, 5-L1, 6-L2, 7-Select, 8-Start, 9-Left thumb, 10-Right thumb.
Here are some pics from in game:
https://www.dropbox.com/sh/de4lespnvdxk68x/AAAZiTH3Z5gWJTVht8BMb-Qya?dl=0

167
How far are these script fixes from actual added content? New battles? New dialogues?
For example a boss like edea summoning consecutive monsters in front of her until you actually reach her, brothers maze having some hard battles in critical points, stuff like that...

168
The HID version shows the B1-10 inputs.
The non-HID has the buttons swapped (shows triangle for confirmation for example).

I never assigned buttons in driver, windows or ff8.

169
So... Humm.... Beta test release... Cof cof...

170
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2015-04-28 20:45:41 »
Nothing out of the ordinary... Just changing stats... Those specific files I believe also had changes in abilities (from the boss hardcore patch I manually copied some).

171
Hey there...
Any way to make this work with sony ps3 controler and ScpServer?

172
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2015-04-27 16:17:31 »
Nice... Thanks...
Interesting fact... You can change the monster dat and repack the file while the game is loaded without the need to restart the game... Very usefull to test some changes within seconds (and in areas where load is not available).
Maybe (just maybe) the corruption I got was from changing the monster's name (I put an * to mark the monster I was on the list). I now know that it corrupts my files nearly 50% of the attempts.

Right now is there a way to change when an attack is used (counter, ordered, random, etc)?

Fighting a 2000hp very fast and very resilient bite bug in the beginning is fun (for 3 times the exp, of course, since it takes a lot of time)... Also makes me check and memorize the magic vulnerabilities, instead of mass X for attack...

173
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2015-04-26 21:17:16 »
Thank your for your feedback...
I'll try again one enemy at a time.
A list for magic/item/custom would be really nice...

174
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2015-04-24 12:00:49 »
Extracted the files with ifrit.
The errors persist after close re-open.
Here are the files if you want to take a look:
https://www.dropbox.com/s/ekk80cwsu2f7i6r/extracted.7z?dl=0

I was changing the stats to make a hardcore play. I noticed the error when moving from vysage to bahamut.

175
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2015-04-24 09:52:38 »
Since this clearly messes up the dat files after a while, I'll have to wait for a new version...



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