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Messages - ficedula

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FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-12-12 06:49:19 »

Can't start it either.

Kaldarasha: I've got that error on my PC, when I had FF7.exe set to run in compatibility mode. In order for 7H to work when that is set, I have to run 7H as an administrator - then it's able to launch ff7 correctly. Worth trying...

What's the purpose of having a delay on a hex patch? I don't know, so I'm wanting to learn something here :)

Tsunamix asked for it ... I'm guessing the point is that if you want to patch something that's built into the exe, you don't need a delay; but if you want to patch some data that's either loaded from file, or calculated when the game starts, you need to wait until after the game has actually loaded/calculated it. If you load your patch immediately, it gets overwritten when the game does load/calculate its own data...

@Tsunamix: Hm, thanks for the log, but no error messages :/ I'll have to alter debug mode to log more information...

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-12-11 20:59:47 »
Run 7H in debug mode then (right click on the Launch button), and send me the debug log it produces. Hopefully it will have enough information to track down the crash.

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-12-11 19:36:19 »
What's the contents of the hex file you're using?

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-12-11 14:44:16 »
New release: v1.55

Fix: IROs with too many folders/files in them, or loading too many mods, might cause the game not to launch
Fix: LGP files >2GB may now work with 7H

New: Hex patches can be applied delayed. Add a line to the hex patch file like:

"Delay = 10000"

to apply it 10 seconds after the game starts

Mm, 7H can also apply hex patches, but doesn't (currently) support the delay option. That would be really quite easy to add, though. I'll put an update up later today that adds that in.

(EDIT: Done)

Support / Re: Sound effects with Ultrasound
« on: 2016-12-10 13:51:36 »
Another problem you will encounter is that Ultrasound can only replace around 40 files, if you use more than it's very likely that the program crashes. I don't know if Ficedula has fixed it. I actually planed to outsource the entire sound files and give them as good as I can proper names.

Didn't actually know that - if you have a set of files that causes crash, that would be good to look at...

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-11-27 10:37:29 »
It seems 7H does not load the kernel from a folder triggered by a variable. It does load the kernel from a base folder that is always being loaded, but when I set a variable and all the other folders like battle.lgp and char.lgp switch the kernel is not switched.

What sort of variable - a config variable, or a runtime variable (like PPV)?

If the latter - then that won't work, no. FF7 loads the kernel files when it starts and doesn't reload them afterwards, so switching folders doesn't make any difference - FF7 isn't even trying to load the files. Field and battle files are loaded every time you change location / enter a battle so 7H can switch them out and have it take effect.

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-11-04 21:16:47 »
Once I get a chance to work on the bug, sure ... afraid I haven't had a chance to do it yet. But I think it should definitely be possible to remove the limits.

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-10-29 10:57:53 »
I had done that using CFF explorer, and while it does seem to fix FF7.exe with larger lgp files it doesn't help 7thHeaven.exe with both large iros and large lgp files. It is a problem with versions after 1.5 since almost all the previous versions could handle the large lgp and iros.

It's not directly due to the size of the iros - it's how many are loaded and how complex they are. If you had an IRO with the same amount of files, and the same amount of custom folders in it, it wouldn't work even if it was only 10MB in size (and an IRO with 6GB of movies in it would probably work fine if it didn't contain many files or customer folders).

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-10-23 19:53:32 »
The error message is fairly helpful, so I have an idea about what's causing it - just don't know exactly how I'll fix it. Will require some digging through the source code, but it will definitely be fixable, just depends how much needs changing to cope.

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-10-05 16:55:45 »
I would love to get the source code for it, i'd like to redisign it myself even just for personal use

It is available:

Can you and ficedula continue to update the app?

So, yes.

7th Heaven / Re: Problem with 7thHeaven
« on: 2016-10-02 15:33:01 »
1.54 fixes both of these issues, thanks for the report. (Although there's no other fixes so no need to upgrade from 1.52 if that's working fine).

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-10-02 15:31:55 »
Version 1.54:

-Fix crash when loading preview images
-Fix crash when trying to edit OpenGL driver config
-Move auto update to new server

Once you've downloaded 1.54 the auto update will work again, but older versions won't update to 1.54 I'm afraid.

Would there be any way for the compatibility and auto update features to recognize from manual downloads/imports?

Should be possible, I'll see what I can do.

I believe any. If it doesn't establish connection with the first, it's supposed to switch to the second. I asked for this feature because of monthly bandwidth issues.

I'm having trouble reproducing this - because I'm having trouble downloading any mods at the moment (not just with the new version of 7H, same with the old one) - are all the accounts currently over their limits...?

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.53)
« on: 2016-10-01 08:53:44 »
Great, guess we'll need to sort out auto-updates to deal with the manual downloads being flagged.

Could you look into the memory usage during downloads? It's possible that the larger downloads are freezing for some users because the memory usage reaches too high of an amount before finishing.

Sure, is that on any downloads, just Mega, just Google Drive, ...?

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.52)
« on: 2016-09-29 19:49:53 »
Hm :/ It's not being blocked due to being a downloaded file, is it? If you right click on the 7thHeaven.exe file and choose Properties, does it say at the bottom of the properties that it's blocked (& give you the option to unblock it)?

Can anyone else confirm?

FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.52)
« on: 2016-09-29 19:31:54 »
Nobody's told me the test version I compiled earlier this week worked ... but nobody's said it didn't work either, so.

This only contains a few bug fixes, specifically;

-7H won't crash out when loading if the settings or library file is corrupt
-7H won't crash if the ff7.exe is missing / not found, or if permission is denied trying to run it

This update won't show up via the auto update mechanism since I don't have access to Iros' mega account; perhaps longer term, the auto update mechanism should be changed. For now, you'll have to download it manually.

If 7H is working fine for you - there's probably no point applying this update, unless you feel like testing it out. Might be worthwhile using this version if you're setting up from scratch, though, since it'll behave a bit better if you configure things incorrectly.

Troubleshooting / Re: Help with XML code
« on: 2016-09-29 06:38:42 »
Okay well the original problem is solved but instead of making a new post this comes under the same category.

Can i have a separate xml file that is not in the root folder?
Ultrasound uses many xmls and right now they have to all be in the root.
I CAN live with this but would be easier for convenience sake.

No, that isn't possible right now. It's more likely that I'll change the Ultrasound plugin in a future version, than change the way 7H works.

Repository is public, anyone should be able to pull from it?

The dependencies are (now) all specified as nuget packages, so anything that supports nuget should be fine.

We should make a few development threads for 7th Heaven. The normal Release thread, an FAQ (only for tech related issues) and a roadmap with a global aim, subaims and the milestones to reach every aim, this would help new interested people to claim in into the development process more easily.

Sure, go for it.

If anybody has some time, I have a test version at:

This doesn't have any new features over the last 1.52 release, but if it works (works for me, so hopefully it's good...) then it'll confirm that I've got all the dependencies working correctly - I've had to upgrade some packages and correct some half-complete changes to get it compiling.

This was made in .NET right?

Yes, it's all in .NET
The source is up at:

@EQ2Alyza: If you're able to keep track of outstanding issues and let us know what's a confirmed bug and needs fixing that would be extremely helpful.

FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-01-22 17:49:17 »
I would want to be able to type them in. It would need to load the hrc to verify how many and what bones.

The only issue, like kaldarasha was saying, is that some of the models, like the children, use animations that adults use due to having the same number of bones. However, I think that problem can be bypassed by not adjusting bone lengths too severely

More specific, please.

Do you envisage loading a HRC, being presented with a grid showing all the bones with their current lengths, and just moving down the grid and applying an adjustment to each one? Or some other interface?

Would you overtype the current length, or would you want to type in an adjustment (+2.4, -0.45, ...) ? Would you need the ability to apply an adjustment to a whole bunch of bones at once? If you adjust a parent bone, should it apply any changes to the child bones at all, or leave them unchanged?

What you are doing is entirely different from my resizing method (which I have completed since 2 years or so). I have changed the scale the model would have in a certain field within the flevel.lgp. You change the size a model will have globally in any field. Never the less both ways create a big problem: the models aren't placed on the walkmesh correctly and will standing through it.

Sadly the only realistic solution to compensate that is to change all animations to the new high, and even then there are animations which hardly can be corrected because they have a full move a scene (a MP animation springs in my mind).
Here what I had done for Cloud so far:!WYtR1Y4A!MMXit515P2WEYQEVf_Qp_mQ7x7DQHXbwWT5foam7ax0

This is a tricky task because some models get a body correction trough the animation (see Tifa and Aerith). I think it would be clever to normalize the leg bones and changing the other bones by the percentage the upper leg bone has grown.

I actually need a tool which can edit the animation files itself because it would be much better if I could convert an animation with 24 bones to 40 bones. The new bones doesn't even need to be animated.But  this way we could unify all human animations and never getting trouble anymore if we change a model with a different bone number.

Just adding new not-actually-doing-anything bone entries to the animation files should be pretty easy. Fundamentally it's basically just inserting a bunch of zero rotations into the file.

FF7 Tools / Re: [FF7] HRC Resizer
« on: 2016-01-22 11:42:47 »
Sure, should be trivial.

How would you intend to input the information? Give a couple of examples of the changes you'd be making.

Ultrasound isn't really a mod, so much as a tool for people to create audio mods. The voices team is one group that's using it.

Well, there's a couple of issues;

1) Everything's inside an Ultrasound_0_42 folder within the archive; it shouldn't be
2) You'd need to rename 7HModSample.xml to mod.xml because that's what 7th Heaven expects it to be called - and edit the details to reflect the contents of your mod

....but I think you've also misunderstood: the 7H plugin is so you can create your own mod. Just archiving up the standard Ultrasound package doesn't achieve anything useful. The FF7 voices project hasn't released anything for download yet.

And voice acting too. I'd be all over that!

Oh really? Challenge accepted :P

Still a work in progress, but we should be able to make it work just the same as in FF7 (as you can tell - I'm reusing the voices/Ultrasound code, because hey, it works already, why rewrite that part of it...)

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