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Messages - Bonez

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251
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2020-03-31 01:30:10 »
Sounds good. Thanks for the mod, it looks nice. I know someone is working on SFX, I wonder if they could incorporate the Remake menu sounds. I think those sound really nice.

The UI SFX of Remake are very low, very understated "clicks". They're designed to be heard when you pause the game and it turns ambient noise completely off and turns down the volume of the music. In the original, the UI sounds are heard over top of the battle with the music blaring... If you put Remake's UI sounds in there, you just wouldn't be able to hear them.

https://www.youtube.com/watch?v=PWq2cVRIQ8c

Heck you can barely hear them with the music volume down and the ambient sound off.

252
If using R06, you just rename or delete the file.

Huh?

253
Had the same issue while creating my Remake theme with Photoshop.

For whatever reason, Photoshop is saving our transparent PNGs with a white background "underneath" the transparency. 

I ended up opening these PSDs in GIMP to export to PNG with that information kept intact.

If anyone at all can tell me how to get Photoshop to do this natively so I can skip this extra step, I would greatly appreciate it.

This is definitely a thing. Photoshop doesn't "do" transparency all that well... We used to go through the exact same thing when making skin mods for Darkest Dungeon. You'd end up with big white splotches in game where there should be transparency .. It was as easy as exporting the .png from Photoshop, open the same .png in GIMP and export it again from GIMP with the transparency turned on (or something like that). You actually didn't have to do any editing in GIMP. Just use it for exporting... I don't know if that same process would work here though.

254
Team Avalanche / Re: Faulked's backgrounds
« on: 2020-03-27 21:50:55 »
Quote
super faulked. you and jusete you should formed a team ^^

On that note, are they basically already a team? Do all "Team Avalanche" fields get placed into the "Team Avalanche Fields" in the Miscellaneous compilation?... The old Avalanches, Project Edge and these as well? Is that how that works?

255
1.3 Update Released.

256
Bonez' SFX Replacement Pack is now available on the Mods of the Round catalog!

257
It's supposedly going to end up on Mods of the Round. I got not say about what goes on qhimm catalog.

258
I messed something up in the xml file... If you happened to download a copy in the past hour or so that just doesn't work when active, I've re-uploaded a working copy... If your copy already works, you're good to go.

259
Update to 1.2!

Info in OP.

260
Nah there's nothing wacky, guys.  I just didn't include a mod.xml file because there's just nothing to change/configure...  It's a very simple mod; when you turn it on, it's on...  Any mod that doesn't have a config menu will show "Can not configure mod..."   I assure you, the mods works just fine.  Also, this mod should be above any other sound mods in your load order.  It's supposed to overwrite all other ones.

As far as it not deleting from your disk when you uninstall from 7H... 7H should delete it from your mods folder and remove it from your mods list... But 7H can't delete any other copies you might have on your computer like in your downloads folder or something, since it wasn't downloaded from the 7H catalog. That's just not possible for 7H to do... If you mean it's not deleting from your 7H mods folder after you uninstall it, and it still shows up in your list of mods, there's nothing I could do about that. That would be a 7H issue... It's deleting out of my mods folder when I uninstall from 7H just fine.

I can add a mod.xml to any updates I might do (I'm actually working on something even bigger that will make all other sound packs like mine, Proto, Seclet etc. obsolete and I'll be releasing it in the next couple days... Maybe even tomorrow  8)) so it'll show you the the nice "Nothing to configure" dialogue when you try to configure it instead of the error that's confusing you guys, but until then it's not really necessary.

Until then, just turn it on  ;)

261

This mod has been deprecated and replaced by Cosmo Memory

This project started out about a year ago as a little mod to just replace the FF7 UI sounds with the UI sounds from FFXIII. Since that time, it has evolved into something far more... After following the community and modding the game for several years, I noticed the graphical and musical mods were growing and advancing but the sound effects department was totally stalled. I mean, it's an entire 1/3 of what your senses are taking in, besides the visuals and music! I wanted something to match the beautiful/advanced graphical and musical mods provided by the very talented authors/creators of this community... So, I present to you most complete sound effect replacement mod currently available!

The goal of this mod is to give the sound effects of FF7 a complete overhaul/update with carefully chosen, professional quality, accurately timed, equalized, and edited sounds; on a scale previously never achieved. I'm very proud of what I've managed to accomplished so far and I hope everyone enjoys it as much as I do.

This mod currently replaces/updates ~480 magic/battle/world sound effects with many more to come.

*Disclaimer: This is NOT the same mod of mine that is included in the Qhimm Media mod. That mod only changes the menu sounds. Some people are apparently under the impression that they are one and the same.

3/14/2020 1.0 Initial Release
Spoiler: show
100+ sounds changed:


3/17/2020 1.1 Update:
Spoiler: show
Added 20+ new sounds


3/20/2020 1.2 Update:
Spoiler: show

Replaced a further 130+ sounds


3/21/2020 1.21 Update:
Spoiler: show
-Consolidated Bonez' SFX Replacement Pack, FFXIII UI Only, and ProtoX+FFXIIIUI into a single .IRO.
-While I was there, I added 5 small sounds so that you're not hit with vanilla sfx as soon as you jump off the train:


3/26/2020 1.3 Update:
Spoiler: show
Added 43 New World/Field Sounds
Added 14 New Battle Sounds:
Modified Existing Sounds:
-Cursor - Made volume slightly lower
-Bigshot - Made volume slightly louder
-Mindblow - Made volume slightly louder
-Item Get
-Limit Break Cast - Sped up to match animation better

Added Bonus Optional Start Menu Background

Renovated Config Menu


4/9/2020 2.0 Update:
Spoiler: show
-Added 183 total new sounds
-Added All Summons
-Added Various World,Enemy Attack Sounds
-Fixed/Updated 15 Existing Sounds
-Discontinued "ProtoX+FFXIIIUI" and "FFXIIIUI Only" due to deprecation
-Turned bonus start menu background off by default
-Added 3 selectable UI Sound options: 2.0 UI Sounds, 1.0, and Vanilla with previews (2.0 on by default)


4/24/2020 2.1 Update:
Spoiler: show
-Added new UI sound set: FFX Style
-Relabeled other UI sound sets appropriately: FFVII (Vanilla), FFXIII Style, FFXV Style


7/25/2020 3.0 Update:
-Re-replaced Fire spells
-Fixed all machine gun sounds to loop a little better
-Re-replaced the Limit-Break Casting sound to something more akin to the original
-Touched-up Barret's Big Shot
-Re-replaced Battle Swirl to something less jarring
-Replaced all field button sounds
-Replaced Honey Bee smacking sounds to something less "aggressive"
-Replaced ominous footsteps (for president entrance - sounds amazing with future shuffle addon)
-Re-replaced chest open sound
-Re-replaced Red-XIII's howl to an actual howl - not a growl
-Mod prepared for Shuffle Addon release


Preview/Comparison Video (2.1):
https://www.youtube.com/watch?v=-sLFLNH5an8


Todo:
  • Green Materia Spells - All done. Comet1+2 and Ultima completed for 2.0
  • Party Melee - All done.
  • Critical strikes - All done.
  • Enemy Skill spells - All done.
  • Limit Breaks - Most are done. Still a couple left for like Cid and Vincent
  • Enemy attacks - Most are done. All enemy attacks up til Mideel are definitely done. Any stragglers being identified through playthrough.
  • World/Field - Most are done. All intended world/field sounds up til Mideel are definitely done (some won't change. Like Corneo. His SFX are perfect as is). Any stragglers being identified through playthrough.
  • Fix Barret's Catastrophe limit - fixed for 2.0.
  • Summons - They're coming along faster than expected - Coming in 2.0
  • 3 Selectable Versions; 1: 2.0 UI Sounds 2: 1.0 UI Sounds 3: Vanilla UI Sounds - Coming in 2.0



This is an IRO file which will require 7th Heaven Mod Manager (see: http://forums.qhimm.com/index.php?topic=19533.0)
Be sure this mod is above any other sound mods in your load order.
I've tested as many sounds as I could and have found no issues. If you run across any, please let me know here
Depending on the music mod you use/don't use, you may need to adjust the music volume down in game. -Better to be too low than too high! Eg; I use EDMusic and Tsuna Arranged and I find SFX:100% and MUSIC:70% to be perfect.

DOWNLOAD HERE Version 3.0 Size: 492MB


If you enjoy the mod, consider a little something for the many many hours it took to put this together: Donate Here

262
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-02-05 15:26:32 »
I don't use Reunion.

263
It's an aali driver bug for black section, nothing you can do so far.
it's not enhanced because the "char" files haven't be filtered in is pack
Got ya. My fault. Disregard, then!

264
Releases / Re: [FF7PC] ChaOS -Character Overhaul Seven
« on: 2019-02-04 15:17:26 »
Tried the .iro packing method and seems to work great in 7H. Something I hope might've been fixed is some animation glitches I saw that persisted from the last version of ChaOS to this one;

Both in this scene where Reno chases after Cloud and Aerith and slightly before when Barret, Tifa and CLoud have to press the door lock buttons simultaneously, Reno and Barret have animation glitches. Barret's is less noticeable, he has broken ankles but Reno's running animation is completely screwed here lol. Is this a well known glitch or something on my end?

Great stuff anywho, thanks for all your hard work :D I love the new models and animations.

I was playing earlier this week with the last version of Chaos and Reno was fine at the church and when the Sector 7 was squished. The other day I upgraded Chaos and when I got to Gongaga, Reno was doing this same contortionist routine.

265
Everything's beautiful. I did find one bug in my playthrough (I saved afterwards, so unfortunately no screenshot) at the gold saucer. The little cart thing you get in to go sight seeing around the saucer and to go on the date in is broken up into 4 equal sections. the top right and bottom left are fine, but the top left and bottom right are really super dark... At least I think that was caused by your mod, if not, sorry.

Edit: Had to go back for the keystone, so I was able to grab you a screenshot while I was there... Actually, now that I'm really looking at it, it doesn't look like it's been enhanced, either.

266
Well hell... Now enemies are completely invisible and tifas face is black lol... It's a mess.

Sent from my SCH-I545 using Tapatalk 4 Beta


267
Yeah, the "Cloud" (;)) saving isn't really worth it, especially since it's so buggy right now.

However, I for one *very* much want the achievements. I know that some hardcore players may think they're "stupid" and unnecessary, but to each their own. The achievements are pretty much the only reason that I bothered buying the game on Steam. After all, I already own the original PS1 disks (which work perfectly fine on my 2006 fat PS3), not to mention I paid an additional $10 to download it on PSN when I got too lazy to insert the disks... lol.

Actually, I also bought the Steam version because I heard that there were these glorious mods. :D

Anyway... it looks like I'll have to play through this game at least twice now so that I can get the achievements too. ;)

You could always make a list of the actual acheivments and check them off as you get them in the modded version. ;)

268
I have installed and played through bootlegged ffvii a few diffferent times now in the past year or two probably by now and it has always just worked for me and I've never had to ask questions (also it's f'in brilliant and I can't play ffvii without all these mods now) but anway, this particular time that i've downloaded all the mods and installed it, enemey battle texture are absent. they are just black naked polygons (well I guess if the polygons were naked you wouldn't see them at all) but they are just black figures... comrad textures and field textures are fine... perhaps it is my fault. I'm running bootleg again just incase... but bootleg mod list says im missing no mods... i'll continue to play around with some setting and things.

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