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Messages - AuthenticM

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-11-07 14:06:13 »
Hey Sega Chief,

I've played the game for a bit in a while. I have the "field music during battles" parameter activated. It works, except for the fanfare when winning a battle. That music still plays.

Could I request that the mod be updated so that "field music during battles" also disables the win fanfare? I'd love for the field music to play uninterrupted when I'm playing. It makes the game quite a bit more immersive.

Thank you!

Guys I think I'm missing something.

If I use New Threat 1.5 it works straight away but it disable all my graphic and sound mods
if I use New Threat 2.0 it has compatibility issue with cosmo  Memory and disable all my graphic and sound mods as well.

I have only issues with this mod btw everything else work perfectly.

Any help please?



In case you are not using the latest version of 7th Heaven, I suggest grabbing the latest version. It can be gotten on the program's official page on Github, here:

https://github.com/tsunamods-codes/7th-Heaven/releases


2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-01 15:27:47 »
How much demand is there for a Windows Store version of the mod? I can't imagine it being strong.

I don't mean to be insensitive, but is it really worth your time to be working on this?

3
General Discussion / Re: FF Pixel Remaster
« on: 2021-08-03 06:25:47 »
Someone modded in the Mystic Quest font. It looks great.


4
General Discussion / Re: FF Pixel Remaster
« on: 2021-07-06 15:33:19 »
Would there be any interest from the modding community here to tackle these games by giving them a new and better font? I'm really loving everything about these remasters except for the font. It needs a pixel font to go with the rest of the pixel look.

5
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-07-03 19:49:17 »
Not a fan but for those interested, this is how it looks:


I like it! What about it do you not like?

Would it be possible to make the map opaque instead of transparent? Usually, the big map isn't used by players while they move around, so having it be opaque wouldn't be a hindrance of any sort. I'm thinking that it might look better if it were opaque. What do you think?

6
WIP / Re: Recreating Project: Final Fantasy VIII
« on: 2021-07-03 04:08:48 »
absolutely wild!

7
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-07-02 22:31:56 »
Edit: 1600% version with more vibrant colors and sharpened details:
https://www.sendspace.com/file/m8zt65 (imgur is not accepting big *.png files)

oh wow this is much better than the previous jpg! Nice.

Hopefully you guys are able to make it work properly in the game. It's a really sweet map.

8
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-07-02 18:47:32 »
The previous one was resized 400% compared to the original.

This one is 800% bigger than vanilla:
https://i.imgur.com/4zN6Sf8.png

Edit: Here's a massive 1600% scaled texture (for those using 8K monitors I guess):
https://i.imgur.com/5H5PDii.jpg

Sweet! Those are more like it.

In case it was missed, the darker version of the map that I posted on the previous page (link: https://i.imgur.com/2JFpt65.jpeg) is in a whopping 6849x5093 resolution, at a pretty clear image quality (few artifacts, from what I can see). I don't know how the modding process works; I just wanted to bring attention to it in case it could help you guys with your workload.

Thanks again for working on this. :)

EDIT:
Oh, for my curiosity again, could you tell me why the maps linked in your post have a lot of white space around them? Is that something that the FF7 engine requires for the mod to work?

9
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-07-02 15:17:14 »
Try this one: midlmap_00

It was made in a rush but shouldn't look too bad.

Damn, that's sweet. Thank you for contributing to this!

I'm curious about the image's resolution; it's lower than either of the other images. Was it not possible to keep the same resolution after applying some modifications to the image?

10
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-07-01 15:42:02 »
Ok I have looked at the map, and compared it to other textures, there is one showstopper along with some other minor problems.


The showstopper is that the scale is not right so wouldnt be shown accurately in the game, the map is beautiful so I am prepared to try and make this work but its going to need time to edit it to fit in the game, whether thats me doing it or asking the original author to carry it out.  For this reason it will not be in the next build of ESUI which will be released soon however I am prepared to put it in a future release.


I am attaching how it looks currently.  Can see I am to the left of the desert and the dot is in the desert, there needs to be more sea either side  the map and top and bottom, plus there is no markers for key locations which I will work on adding.




Damn, that's a bummer.

If you intend on taking your time to make the map work, I say to you godspeed and thank you!

Do you want me to get in contact with the author of the map? I could tell her to get in contact with you so you could talk about this issue. Perhaps she'd be willing to help or contribute. Though do you have her twitter, so perhaps you don't need me as a middle-man.

Let me know!

11
General Discussion / Re: FF7 - True Honey Bee Inn
« on: 2021-06-27 21:43:48 »
This is fantastic work, Cloudiar! Wow.

I like this new lobby a lot more than the one that was used in the game. It feels more realistic and alive.

Hopefully other modders use it! This is the type of stuff I'd love to see in Sega Chief's New Threat Game Type B.

Keep up the great work!

12
WIP / Re: [FF8 R - Steam] Project Ruby HD Battlefields
« on: 2021-06-17 18:25:31 »
Looks very good to me! Keep up the great work.

Could I ask for some comparison pics? Pics of the vanilla game side-by-side with your work. It'd make things even more impressive.

14
Yes, lighting is currently only available in the canary build so please check the link in the first post if you want to try it.

Thank you, much appreciated.

15
Also, the "F12" shortcut is to toggle on and off the debug menu from the game window, not from notepad lol

lmfao. Thank you.

So from reading further, this F12 debug menu seems to be used to modify the lighting feature in various ways, and not to activate or deactivate it, correct? It feels like the FFNx.toml file is where the feature would be toggled on or off, but my issue is that I can't find anything in that file that relates to the lighting feature. I have 7th Heaven 2.3.1.0 installed, as well as the latest stable version of FFNx (obtained from the 7th Heaven General Settings menu).

Is the lighting feature only available from the "canary" channel?

16
I don't get the point of removing my presentation, it's only a few second FMV to show you're using my work...

I very much understand that, and I appreciate the work you put into your mod. But from a user POV, having the video play everytime that they launch the game is a bit much. It adds up over time.

Moreover, there are a lot of mods available for this game. If more mods started putting a short video that plays when launching the game, as a form of signature, it would end up overwelming pretty quickly. There's probably a conversation that should be had amongst modders about establishing a rule against such a practice.

Lastly, when only one mod amongst many installed has a signature opening video, it feels a bit gauche. "Why this mod but not that one?", one might ask.

I think having the video play by default is fine. But the addition of a parameter in the mod's settings letting the user turn off the playback of the video would be appreciated.

17
Hey Satsuki,

Is it possible to disable the opening credits for the mod? The animation that plays when launching the game.

Thank you

18
Please enable lighting in the FFNx.toml settings file. Enable the FFNx DevTools if you want to play with parameters such as light direction and color.

Hey, I need a little noob help with this. I enabled the devtools (by switching the value to "true"), but nothing happens when I press F12 on my keyboard, other than putting notepad in fullscreen. What am I missing?

Thank you!

19
I tried that, and it still produced the bug. The soldiers just popped in as the train stopped instead of already being there during the zoom in. And yes, I used latest 7th Heaven 2.2 and FFNx 1.9.

I also had this issue last night. I am using 7th Heaven 2.3.1.0, the latest stable build of FFNx, and the latest Satsuki mods. Moreover, in the pre-rendered cutscene that shows the reactor (right after you give Cloud his name), Cloud's model was just moving all over the place as the camera was repositioning itself in the cutscene.

20
wow, these are gorgeous! Thank you to everyone involved!

21
New lighting feature incoming!

I implemented support for PBR textures such as normal map, roughness map, metalness map and AO map!
There is still no environment map but that is next in my list.



That's super cool! Keep up the great work, man.

22
Releases / Re: FF7 create new fields
« on: 2021-05-03 01:12:25 »
This is amazing. Keep up the great work, Shampignon!

23
General Discussion / Re: Help Please
« on: 2021-04-27 14:01:36 »
New Threat.

Chose Game Type A when starting a new game.

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« on: 2021-04-12 16:57:46 »
Hey there.

So I came from a generation of gamers that did NOT play the original FF7. I bought the Steam version after I finished playing FF7 Remake. What finally convinced me to try the original is because I want to know what's next in terms of story and because of the plethora of mods here in Qhimm.

I just got done installing a couple of mods using 7th Heaven. Mostly graphical to update the more outdated textures. And now I'm looking for some gameplay improvement. Seeing as I have no knowledge of how the game works, my question is: would you guys recommend for my first time playing with NT 2.0 installed?

Right now, I'm mostly interested in the cut and restored dialogue to complete the experience. Would you guys recommend NT 1.5 Vanilla Combat and finish the game and try out NT 2.0 after? Or screw it and go full NT 2.0?

Thanks for the advice. Cheers.

I absolutely recommend that you play NT 2.x on your first playthrough, as long as you choose Game Type A.
I had my friend play the game for the first time last year in preparation for the remake. I had him install New Threat. He loved every second of it. Then, like 2/3rds of the way through the game, he lost his save, so his uninstalled new threat and got a save for the vanilla game from the internet so that he could resume his playthrough where he was. Throughout the remainder of his playthrough, he would periodically tell me how he missed new threat and how the vanilla combat was braindead and not fun. He was in it for the story by that point, so he kept going.

So yeah, my opinion is that you will have a much better time with New Threat than without, even on your first playthrough. As long as you go with Game Type A, and also that (spoiler):
Spoiler: show
you make sure to keep Aerith dead. You do so by killing her zombie form during the Jenova fight.

Save Game Type B for your subsequent playthrough.

25
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-04-11 14:33:01 »
Hello! I'm taking my humble request to this thread.

The map that's in the game (the one that pops up full screen when the player is on the overworld) is pretty crude and lacks detail. I would love it if ESUI did something about it, maybe by replacing that map with a better-looking one.

For example, this one:

Quote


But perhaps made brighter and more colorful to look like this one:

Quote

The first option is much higher in resolution, though the second one looks better overall, and shows a bit more map on the edges, for some reason.

What do you think? Would that be a good fit for ESUI?

(taken from DeviantArt)

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