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Messages - Tsuna

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51
Releases / Re: [FF7 PC] [Tsunamods] Arranged Soundtrack
« on: 2020-05-03 22:59:06 »
Seems to be a change inside 7th Heaven 2.0 I'll need to update it all at some point.
Sorry about that

52
Yeah maybe worth doing haha. Or you're totally free to use this one.
I know it's, it's own thing but never the less. It's nice to offer.

53



The Tsunamods Community is extremely excited to announce that we are starting work on a brand new Mod Manager!
It is still in the development phase and could take some time to be completed.
However we have a good idea of how it'll work and what it will bring to you.
Which I will explain below.

So lets start with driver running the whole thing.


Introducing the new FFNx Driver!

The new manager will be ran using the new FFNx Driver created by TrueOdin
This driver allows the game to run using 4 different render engines.
Of which you can choose from.
  • Vulkan
  • OpenGL
  • DirectX11
  • DirectX12

FFNx also allows the use of the DDS texture format.
Which is the standard texture type for many triple-A titles!
PNG is also kept as a stable backup.
Using DDS mods will reduce the stress on your GPU freeing it up to work on the other mods that may need it.
Which in turn will reduce the chances of receiving a Texture Memory crash!

FFNx also centers your game along the Vertical axis so you won't have that annoying thick black bar at the bottom anymore.
The game will sit in the center of the screen!

As well as this FFNx comes with the following features:
  • Full screen battles.
  • Natural Menu Cursor alignments.
  • Multiple new Video Codecs such as WEBM and H.265.
  • Multiple new Audio Codecs.
  • Compatible with Final Fantasy 8.
  • Mod debugging using RenderDoc.


Built in backend option for the new Sister-Ray!

Sister-Ray extends the Final Fantasy 7 engine itself allowing us to take full control over the game.
Created by QuantumPencil this system allows many mods that were once impossible a piece of cake!

For example:
  • New commands
  • New attacks
  • New animations
  • Playable summons
  • In battle PHS

You name it. It can probably be done.
The original boundaries that FF7 once gave us have been broken opening us up to a whole new world of mod creation.

Wanna see it in action? All we ask is that you remember that these all still WIP and at this point is simply a proof of concept:

Playable Ifrit:
https://www.youtube.com/watch?v=tpBbCvpqwQ8

Punisher Stance + Counter Attack:
https://www.youtube.com/watch?v=xA9JuVCtmRE

Battle PHS:
https://www.youtube.com/watch?v=SE8tXUWI1W0&



The Mod Manager (Has no name yet)

Now on to the mod manager itself. First of all,
The manager is still in the development stage, so everything I list here has a small chance of not appearing in the final product.

We are confident that these things can and will happen after much discussion but just keep in mind that we aren't promising these things.
Our aim with this is to make it as multi-use as we can. Whilst keeping it as easy and simple to use as possible.
So, what will it be able to do?


Modding FF7, 8 AND 9!

First we're aiming to allow it to mod Final Fantasy 7, 8 AND 9! All in 1 program!
Using the FFNx driver to support both FF7 and 8 simultaneously.
You'll be able to swap the game you wish to play at any time.
It'll even keep separate saves of your personal mod setup for each game.


No more Catalog!

You know that list you click on to download the mods from in 7th Heaven?
Won't be needing that anymore.
You'll still have a nice list to choose from, however let me tell you why ours will be different.
The way the Catalog works is that specific people have access to its files, and for you to get a new mod to show up, you have to wait on them to add it.
This could be annoying for both types of people. Check it out:

The owners of the Catalog:

They have to keep in touch with every mod creator and manually set up their mods so you guys can use them.
I imagine this can be pretty annoying. Especially if the mods get updated constantly. They have to deal with that too.

The users:
While you may not always know if a new mod is out there. There pretty much always is.
And for you to be able to use it you have to either wait on them to add it to the Catalog.
Or, you have to learn how to add it yourself.


So we're gonna remove this entirely by adding a fully community driven mod Library!
A place where someone like me, a mod creator, can just go, upload my mod, and boom.
You all have instant access to it!
And for the users, you'll be able to play mods the second the creator thinks it's ready to upload!
No longer will we have to rely on other people and place stress on them to keep us up to date.
This community page will be accessible from your web browser, or the mod manager itself.
It's just the same as using the Catalog, with less hassle.
And everyone can use it too!

Have you got a mod you wanna put out?
You can! Just click upload, and.... done! Everyone will have access to it.
You can even use the new Whitelist feature. Which allows for easy Beta testing.
I'll explain.


The Whitelist Feature

Inside the new Mod manager you'll be able to "Sign-Up" and make a profile.
Connecting you to the database.
You'll then have your very own ID number. What this'll do is if a mod goes into Beta,
the creator will simply just add your ID to their whitelist and boom!
The mod they made will suddenly appear on your list. Your officially a Beta tester!
You can even talk to each other and leave comments about the mod via the manager.

Need another reason this is cool, how about this. Mod creators, you listening?
Mod creators need to earn money too right?
For some of them, it helps pay their bills. Which is simply awesome!
Well if everyone had access to everything all of the time then... how would they make money anymore?

The Whitelist!
If people wanted, they could only allow Patrons for example to see their mods.
Or donators via Paypal. Whatever it may be. This system has you covered.
All you need is their ID number and you're set.
Best of all, they can't share them either.
Only you, as the mod author, can add ID's to the whitelist.
We could even have the mods show up but listed as "Whitelist only" to help entice people to want it more.
Entirely up to you mod creators. It's your choice.


Mod storage + download speed

So by now you might be wondering where mods will be located?
If everyone can just click upload then where do they go?
Well we have 2 options for you. When you click the upload button you'll be presented with them.

"Upload to public shared server"
Paid for by us. This will also come with options for you guys as mod users or creators to assist us with. They will host them as best we can. The server we have for this is charged based on download usage and not overall content. So if the server really starts to kick off then it could become difficult.
However we have option 2 below.

"Upload via external link"
This will allow you to upload your mod anywhere you like.
Just give it your download link and it'll add it to the list giving everyone access to it.
You'll be able to update it, remove it, whatever you like super easy.

By having these 2 options you'll run into bandwidth limits far, far less.
Because the mods are spread out.
Not only that but the speed of downloads should increase too!


Knowing what mods to download
So another thing we've considered is that, if everyone can upload mods whenever they like.
Then how do we know if:
A. They're safe?   B. They work?

A
The manager will be capable of scanning every file that comes through it for you.
And as a double layer of security, the public shared server also has one too.
Combined with your own systems Anti-Virus they wouldn't have a chance.

B
We have a special system coming for that.
As much as we want access to mods to be super easy for everyone,
it of course comes with the downside of mods that don't work, or are simply just buggy.
Well when you use a mod for enough time, which will be given by the author.
You'll be prompted with a message.
This message will ask you if the mod has been working as intended.
So as a community you'll be able to help them out by giving your answer.
If a mod gets enough "Yes" votes then the mod will become "Verified" and gain a little icon informing
you guys that the mod is working.
We, the Tsunamods team are also capable of just assigning a mod as Verified too to help this process.

So what about trolls? Valid question.

For the most part we hope that you guys, the players, will respect the mod authors that provide you the entertainment you use and give faithful votes.
If you select "No" then you'll be asked why. Which must contain an answer.
These answers will be logged into our system and sent to both the mod author, and us.
Allowing us all to check if in fact they are correct.
The mod Author may also provide us at Tsunamods, evidence of the vote being incorrect and we'll be able to remove it. Thus eliminating the problem!


Native Steam compatibility!

Do you ever wish you could still get Steam achievements?
I know a lot of people do.
Well that'll be possible too! The manager will not require a Game Converter, Fake ISO's, nothing.
Not even built into it. It just isn't needed at all.
Meaning you can still get up that playtime and earn those achievements.
This'll work for all versions too! As long as they are PC versions.


Full Controller support!

How many of you wish your controller would just work?
And if it's not that then, what about your D-pad?
I can safely assume that if I asked you to reply to this post with an image of a controller if this applied to you. There would be a few of them....
Well this is in there too! Plug and play, easy as that. No more external programs.
No more messing around, just easy street, straight forward. Play the game.


Will 7th Heaven mods work?

Simply put, yes! They will!
You'll be able to use this manager and still have all of the great mods provided by 7th heaven.
I cannot however promise this the other way around.
At this point in time the only thing I can even guess, is that you would be able to unpack mods from this manager and perhaps recreate them inside 7th Heaven.
It is still very early days yet so do not take this as my final word on the subject.


Fully customizable UI

Everyone likes to be able to change up the way their program looks.
And we're no different, so you'll be able to do that too.
I can't go into too much detail about this yet as the design isn't final right now.
But you get the idea.



For now, that's all I'm gonna share.
It's still early days and I don't wanna give away everything just yet.

Again I ask you to please remember that these features may not appear in the final product.
This only applies to the Mod Manager section. Sister-Ray and FFNx you can safely expect that everything listed above will be there.
And in fact already works.

We are confident that these features will come through but on the off-chance they don't,
we don't wanna promise anything yet.

If you'd like to keep the closest possible eye on the development of this please consider joining our
Tsunamods Discord Server

Over there we create and share mods, help each other with bugs, share tutorials or just have a laugh.
If you do decide to come by though please be sure to check out the rules chat.
The server is far bigger than it first appears, you just can't see it until you interact with the last message posted there.

I'll keep you updated here as bigger stages of progress is made.
Thanks everyone and hope you all have a great lockdown!

54
Team Avalanche / Re: Faulked's backgrounds
« on: 2020-04-08 09:43:18 »
I think rootmap was the scene where Cloud and Jessie look at the monitor

55
Releases / Re: [FF7 PC] [Tsunamods] Arranged Soundtrack
« on: 2020-04-08 09:42:33 »
Sounds good to me yeah. Thanks

56
Releases / Re: [FF7 PC] [Tsunamods] Arranged Soundtrack
« on: 2020-04-03 01:48:55 »
Fixed...again...
Thanks lol. Enjoy

57
Did they fix the start of battle crash I wonder.. hmmm. Probably not to be fair.
Keep it up though. I can't wait for this.

58
Team Avalanche / Re: Faulked's backgrounds
« on: 2020-04-01 19:51:15 »
Amazing work dude. From what I remember you'll have a handful of images to do for these scenes.
Door Open, Door Closed, Hanging handles positions 1,2 and 3. Lights that fly past the windows.
There's a whole bunch. And for every screen too.

59
Team Avalanche / Re: Faulked's backgrounds
« on: 2020-03-24 19:07:29 »
Dude

60
I would be very happy to beta test this. I actually just started my annual play-through :D
I'm happy to sink days into that

61
7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-03-04 17:31:38 »
If I remember correctly from yesterday, you can find the flevel from another language of the game (It'll be named different but similar and in roughly the same location) and you can rename it to flevel.lgp and it should be able detect it then.

I can't promise anything, but it's worth a try

62
Releases / Re: [FF7 PC] Scavenger
« on: 2020-02-21 09:24:33 »
It will yes, I will be updating it a good bit shortly too. That and a handful of my other stuff to match.
I'm probably going to be quite annoying in the coming week for you Alyza haha.
Sorry in advance

63
Updated with new images for Sephi and Red + added tags for 7th Heaven 2.0 support

64
Thanks :D Fixed

65
Releases / Re: [FF7 PC] [Tsunamods] Arranged Soundtrack
« on: 2020-02-14 19:36:11 »
Fixed, I'm really starting to get annoyed by my Google drive links dying.
It's been a consistent thing this last 2 weeks

66
7th Heaven / Re: Jessie Mod Compatibility
« on: 2020-02-12 11:21:00 »
On topic, the issue with the avatar being wrong is due to them being the wrong format too.
I believe he uses tex files rather than PNG's and if both mods match then it will work.
That or everything needs to be tex. Probably the latter

67
Thanks dude, much appreciated

68
I wan't please. Any updates to this program are good ones.
I would happily enjoy using this

I would need it in English though :(

69
Releases / [FF7 PC] Scavenger
« on: 2020-01-14 21:39:46 »
Hello everyone! This post is for the FFVII Scavenger Mod, a mod that introduces a very unique challenge to the game by splitting the game into many different sections. In each section, your inventory will be wiped (everything but exp and limits) and you'll need to use your knowledge of the game to scavenge everything needed to continue. You will also be given steal, morph, sense, and enemy skill materia in each section.

You can download the mod here: https://sector48.org/scavenger-mod/

You can watch a playthrough of the mod here:
https://www.youtube.com/playlist?list=PLyotyCGt7oYBkWVbH_btq-5LKhBdk87j5

70
You don't wanna be using these ones anymore. They are very inferior to this pack by Satsuki:
http://forums.qhimm.com/index.php?topic=19204

Grab the top link for Fields, his ones are worlds better than ours, trust me

71
I've seen this issue multiple times too.
Anytime I have fixed it it's because the player was using the SE 2000 release and it didn't come with that file for some reason. I would send them mine to place inside FF7/data/battle and it fixed it 100% of the time.

So either that version doesn't have it, or it's hidden somewhere else

72


Phoenix Tail Avatars replaces the in game portraits of your characters in the menus with a Remake style version. Some of which are from the remake directly and others being what I consider to be the closest to it I could find while making this pack.

This pack comes with 3 sets:
An alpha version for a more modern menu style,
A boxed set for anyone who prefers that particular style,
And a more Remake style UI design too.

Along with this the mod comes with 2 more options for aspect ratio.
When you play the game in Widescreen mode (16:9) the game stretches. As do the images.
So we have made a separate option for this that will adjust the size of your avatars based on the aspect ratio you play in to make them look far better.

Here is how the 3 sets look:

Type A


Type B


Type C


You can download this pack right HERE


Also now compatible with the FFNx Driver by TrueOdin to use the DDS format.
Not Required.

If you are unsure on what the FFNx driver is, you can get info on it here:
(Install instructions are also here)
https://github.com/julianxhokaxhiu/FFNx#ffnx

And you can download it from here:
https://github.com/julianxhokaxhiu/FFNx/releases



Credits
Tsunamix
TheWez1981

73
Archive / Re: [FF7PC] Charity event - Final FantaTree VII
« on: 2019-10-29 03:40:59 »
1st stream was a huge success, we managed to raise enough to plant 200 new Trees!

If you did happen to come to the stream via this page then thank you very much, it was a great experience.
Here's a small sneak peak at Tree Cloud combined with the moment we hit $200

https://clips.twitch.tv/ClumsyBovineMetalMau5
(Clips name themselves randomly, this was not my choice haha)

74
Archive / [FF7PC] Charity event - Final FantaTree VII
« on: 2019-10-28 19:44:50 »

The Tsunamods team will be running a charity event over the next few weeks in the hopes to bring the entire FF community together. Supporting a cause that the entire internet is currently fighting for. #TeamTrees

Did you hear of the recent fire in the Amazon Rainforest? Do you know how many trees died? They don't know either, but it's a LOT.
In case you didn't know, Trees make Oxygen, and everything above ground on this planet needs that stuff to breathe. So they're pretty important...

This movements goal is to plant 20 MILLION trees by 01/01/2020. This non-profit organization started on the 25/10/2019 and so far have raised over 5 MILLION already! $1 = 1 Tree, it's as simple as that.

What's the difference between this and any normal charity event? Well this one is a global effort! Everyone on the internet right now is helping this cause. Seriously, you search #TeamTrees on any of your social medias and just look at what you find. You'll find that many people on Social Media are doing something related to trees to try and support this project and spread awareness of the situation. So the Tsunamods team are going be starting a new mod Final FantaTree VII.

A mod where every 3D model in the game will be replaced with Trees! Not just static Trees with no animations, that would be boring. But fully animated, weapon holding, spiky yellow haired trees. This is all in good fun to do our best to support the cause, I will be livestreaming the creation of this mod every step of the way. If you are interested in supporting this cause please head to the Tsunamods Twitch channel at the link below and give your support:
https://www.twitch.tv/tsunamods

I will be streaming at 8pm GMT (30 mins from now) and will continue to stream this project over the next few weeks.

If there are any modders here that have knowledge on model replacement for Final Fantasy VII and would like to help us with this please get in touch with me. The faster we can get this mod completed, the faster other Streamers and Youtubers can play it on their channels and help support the cause themselves.

Once there, you can ask for any information you may need about anything you have read here and just have fun while your there. If you do Visit be sure to type in either !TeamTrees or #TeamTrees in the chat to bring up the info and how you can help. I will be the person on stream and I would love to see everyone who is following this cause too. If you cannot make it to the streams, you can also support the cause by Retweeting or Sharing when we go live at these links:
https://twitter.com/tsunamod
https://www.facebook.com/Tsunamods

Or if you'd even like to go further in helping, join our Discord channel here for this event specifically and find out how you can help without spending any money, or even time. There are various options you can do to assist us each catering to how much time you can offer: https://discord.gg/mYkTW5W

Another way to help with this is you can donate as little as $1 to our community link and together as a community we can make a difference: https://tiltify.com/@tsunamods/teamtrees-tsunamods/donate
You can also find their official page here: https://teamtrees.org/

Thanks for your time everyone, hope to see you there.

75
Thanks, I just like to confirm things due to my own idiocy haha

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