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Messages - AuthenticM

Pages: [1] 2 3 4 5
1
Releases / Re: FF7 create new fields
« on: 2021-05-03 01:12:25 »
This is amazing. Keep up the great work, Shampignon!

2
General Discussion / Re: Help Please
« on: 2021-04-27 14:01:36 »
New Threat.

Chose Game Type A when starting a new game.

3
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 Mostly graphical to update the more outdated textures.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.

4
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)

5
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-04-11 14:15:35 »
The goal here is to remain as faithful as possible to the original game.
Of course. That was probably more a request for the ESUI people anyway. I think I'll ask them.

Thanks for the Gongaga option!

6
Fantastic work.

It's really impressive how much of a difference it makes in battles.

7
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2021-04-07 23:45:20 »
Hello !

After a very long time, I'm finally back here with new releases !

smkin_1 :



Download here : https://drive.google.com/file/d/1H9HXWrkJvAx2T9zdk6si3DAD-EHN1nIH/view?usp=sharing

md8_4 :



Download here : https://drive.google.com/file/d/1rQM4weaGJ1GzZxaCjGlEQg3q5qWU8nMb/view?usp=sharing

The last screen is still in work because I still have some bugs...

Looks fantastic! Keep up the great work. :)

8
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-04-06 19:06:22 »
You mean by adding a red spot on the map? There's no dot for Gongaga in the original game; not sure how the devs decided which places meant to be marked or not. Main story related places doesn't fit for a hypothetical answer because of Wutai.

This may be a good idea but how to choose which places must be shown? I think that Ancient Forest must be kept somehow "secret" and Goblin Island is unnecessary for instance.

Comparing the blue dots (main places) there's only Gongaga, Forgotten Capital, Northern Cave Crater (I think the map is self explanatory for this one) and Key to Ancients missing; Should I add them? I need some votes.



I think you should definitely add a dot for Gongaga. It was always weird that the OG game didn't have one; the lack of a dot for the town didn't feel consistent with the rest of the map.

Also, I would love to have an option to use a better-looking map for the bigger size option in the game. The existing one lacks detail and is rather crude.

Like, I would love to have this one in the game:

Quote


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

Quote

Or I guess you could simply use this second one. The first one is much higher in resolution, though the second one shows a bit more map on the edges, for some reason.

(taken from DeviantArt)

9
This is sweet! Congrats on your mod.

If you ever get around to updating your mod to modify the script to reflect the fact that Dagger is the MC, that would be just outstanding. Tons of people would want to play such a mod.

10
Releases / Re: [FF7PC] Bonez' Avatars 1.2 (1/16/2021)
« on: 2021-04-05 17:00:50 »
Just want to say that I love these. Great job!

11
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-04-04 14:53:47 »
As a bonus, the world maps have been cleaned up (couldn't find the author of the redrawn map; credits goes for him) to match the original. Transparency has been toned down for better experience.

For those who can't wait you can download them here:
midlmap_00.png
midlmap2_00.png
radar_00.png

Make sure to rename the files as written above. Path is */world

PS: If someone knows where the "you are here" red star texture is, please tell me so I can make it look better.

Original:


After:


Original:


After:

Nice catch -Ori, this particular file wasn't included in Satsuki's pack that's why it was nowhere to be seen for me.

All 3 pointers are now redrawn and pixel perfect positioned to match the yellow triangle. Download and rename: map_00.





Are these included in the IRO that's in the OP?

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-26 13:33:55 »
Hey Sega Chief,

Someone has been making brand new fields by completely altering existing fields. The author recently made new fields for the sewers under Corneo's mansion.

I thought this could be of use for you in the future for New Threat Game Type B. If the author keeps making new fields like this, I think it'd be neat of New Threat could incorporate some of them for Type B.
Just an idea. Think about it!

13
Releases / Re: FF7 create new fields
« on: 2021-03-26 13:28:32 »
holy fuck man. This is awesome. The sewers could be made longer and way better of a dungeon with these. It would be perfect for New Threat Type B.

@shampignon Could you upload the screens in their original resolution?

14
Damn, I like what I hear in the youtube upload. It's so relaxing and peaceful. I also love the sorceress theme!

From what I hear, you seem to have stuck very close to the original melodies, not modifying them too much, if at all. I thank you for this; one of the things I hate about remixes is how often the composer will meddle with the melody for the sake of it. I never like that.

I'll be sure to install this mod the next time I play the game. Congratulations.

15
My condolences, CaptRobau, and I wish you all the best.

16
WIP / Re: Recreating Project: Final Fantasy VIII
« on: 2021-03-03 14:12:09 »
Question for OP,

Have you given thought to the idea of doing all of the game's fields like this? I know tons of people would be very interested in playing the game with what you can accomplish. I know this would be a very big endeavor; maybe you could set up a patreon or a paypal to get paid for your work?

Think about it.

17
This is a cool project, Bonez. Congrats!

Are there videos showing the new sound effects in action? I'd love to see your mod in action.

18
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-02-22 13:47:11 »

ESUI lite coming in the next catalog.


It uses zomiplay font with some ESUI layout changes (its not fully featured as some ESUI stuff needs the slimmer font).


Pics here.  Credit to Panteleimon for the font.

ESUI Lite

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

From your previous post, it seems like multiple fonts are coming? Will the fonts have to be added manually by yourself or will modders have the ability to add them themselves? (I don't know how open ESUI is as a mod)

In any case, this is cool, and I'm looking forward to seeing how the mod evolves over time.

P.S. Do you know if it's possible to add the original font to ESUI?

19
WIP / Re: Recreating Project: Final Fantasy VIII
« on: 2021-02-07 20:47:31 »
holy shit! These are beautiful, TC! Keep up the great work!

20
General Discussion / Re: Midgar Undiscovered
« on: 2021-02-07 17:26:56 »
This is awesome. I would love nothing more than to be able to visit all of Midgar.

Imagine if modders came together to try to create a complete Midgar; I'm talking just environments here. When this project would be over, the whole modding community could then use these environments for other mods. There could be mods that are essentially complete games that take place entirely in Midgar; anything ranging from 5-hour to 20-hour experiences, all spread across this magnificent city.

Such a project would be a huge endeavor, but man, the payoff that it would give the community.

21
Hey Callisto,

Your mod sounds super cool and interesting! I'll definitely play it at some point.

I have two questions:
  • How does the Lionheart hard difficulty mode differ from the standard difficulty mode? The OP doesn't mention any details.
  • Is your mod compatible with other non-gameplay mods, such as the graphics mods from the Tonberry Master List thread?

Thank you!

22
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-02-03 21:17:33 »
Bonez is currently working on a ESUI theme, so when he is ready to release that it will be an new option, I also am considering adding a new font as well my self, but any font I add will have the same spacing so it remains compatible with the layout.

Sweet. Yeah, the fonts need to be compatible with the layout of the menus and boxes of the mod; makes sense.

This is what I'm thinking right now.

All fonts used by Square in FFXII and especially the HUD in FFXIV

But there's no way to tell if it will look good until you actually do it.

That's cool! Looking forward to see it in action. Any idea on when it would be released?

I also think that a font that's more old-school-like, pixelated or blocky, would be welcome. I know a lot of people who would prefer the original vanilla font while prefering ESUI's UI layout.

In any case, thank you for your work on this. ESUI is part of the tripod of mods that contribute to making FF7 look much more modern, the other two being AI-upscaled backgrounds and textures, and Ninostyle's chibi models.

23
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-02-01 21:04:36 »
Hi, I dont know who made that screen, I would need the author's permission to add it to the ESUI package, but if I find out who it is and get permission I can add it.

Thank you very much, that would be much appreciated.

The name of the author isn't listed in the quimm package, unfortunately. I did a google search of "buster glare", and I found a post dating back to 2012 that mentions the mod, here on quimm. So it's pretty old. Maybe EQ2Alyza would know.

As for fonts, do you know if there are any plans for ESUI to add some options down the line? I think that would also be a nice addition.

Cheers

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-29 03:52:19 »
Alright, just beat Hojo and wandered the world a bit. I'm done for now until 2.1 comes out and I start a Type B game.

I have two last things to share:

-I got the golden chocobo from the Kalm guy by giving him the guidebook. However, Cloud says "our stable is full", and I can't take the chocobo on the Highwind. I checked on the Highwind, and there isn't a chocobo in it. The stable at the Chocobo Farm is also empty. I'm not sure if this is a bug or if I'm missing something.

-I beat the Diorama robot in the Shinra HQ. I'm not sure if this is something with my game and mod list, but the boss's final line before dying ("closed") only appeared on screen for half a second. I think it's supposed to stay for much longer; long enough for the player to have plenty of time to read it. Also, the line wasn't in all-caps; I feel like it would be funnier if it was. I dunno; I feel like a robot yelling "THE DIORAMA IS CLOSED!!!" is just super funny to me.

Cheers on the awesome mod, Chief. I'll be back.

Oh, while I'm here: do you have any estimation on FF8 New Threat's 1.0 release date? I'm very eager to play it.

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-27 17:32:23 »
Oh, other question. Are the endgame sidequests (colored caves and the such) the same between Types A and B? Are the battles the same?

I'd also like to know how different the 2.0 Type A endgame quests are compared to 1.5. I only know that Dark Cave was cut. I'm interested in know how some of the fights were fight, if at all.

Completing through funding does count as a win; 3000gil for it, and they start with enough to cover most of the unreachable battles.

Right. But regarding the items that the lookout guy gives to the player after a successful battle, the ones that he found on the battlefield (the armors and the megalixirs), are these items given to the player if Fort Condor wins the battles by themselves using the money? Like, if the player talks to the lookout guy at the last battle, will he give the player all the battlefield items that they have missed? (provided money was given to him)

The 1.5 fight in temple is used in Type B, yeah.

Sweet, thanks.

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