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Messages - AuthenticM

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51
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!

52
Fantastic work.

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

53
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. :)

54
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)

55
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.

56
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!

57
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?

58
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!

59
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?

60
My condolences, CaptRobau, and I wish you all the best.

61
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.

62
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.

63
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?

64
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!

65
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.

66
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!

67
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.

68
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

69
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.

70
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.

71
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-27 15:35:56 »
That's disappointing to hear about the lifestream reveal music; I suspect what might have happened is that the adjusted music track supplied in the IRO hasn't been loaded which can happen sometimes if there's another mod overriding it or maybe just because of other reasons (if the installer, then might be that the target folder for the music file has a different name or something). I made some tweaks to the field script to go with that track which has extra looping in it to make it 'fit' the length so if that track wasn't used then whatever was used instead would probably not make it to the end. Or there might be some other factor affecting things there.

The toggle flags are a bit busted at the moment; the music flag was using the wrong one for instance. I've got this sorted out in my 2.1 files but the patch isn't quite ready to go up yet.

You made me realize that I was running an audio mod. I was using the original soundtrack from Anxious Hearts, as PC FF7 uses those shitty midi formats.

I just did a test by deactivating the mod and booting the game. It seems like New Threat is also using the original PSX soundtrack, so kudos for that. I didn't know that NT supplied its own soundtrack. I really hate the OG midi PC soundtrack.

While I can't test the lifestream scene to see if my mod was the source of the two aforementioned bugs, I did check if the field music toggle worked now. Unfortunately, it still doesn't work.

Mindblow: I just checked and it has the MP Damage flag still ticked, where it should instead just be dealing magic damage to HP. I'll sort this out for the patch.

Perfect, thank you.

From what I remember of the final Disc 1 scene, the location used in both cases was the Inn rather than the structure that vanilla uses. For some reason I decided to use the vanilla location if Aeris bit the dust, and to use the 1.5 version in the Inn if she didn't. I can't really remember why, but it is what it is.

Ah, I see. Is this something that could be corrected in 2.1? Maybe making the scene play out the same whether Aerith dies or not, with just a couple of dialogue changes to reflect Aerith being dead or not? Having the scene occur in the hut with the beds is smart and the way to go, I'd say. If it's too much effort, it's not the end of the world. But if it's easy to implement, it'd be appreciated.

Fort Condor: You don't need to do any of the battles to get the Phoenix Materia, only the last battle which is mandated by the story (and you can clear this battle by fighting from the shed too); this is the same as vanilla. In 1.5, clearing all the Fort Condor battles yourself or through funding would nab the player a Masamune (this is no longer the case in 2.0, the drop was changed to a Ziedrich).

I had a look at the script a few times with a view to reducing the number of engagements as there's duplicate ones that give duplicate prizes, but it's a spaghetti junction and I ended up just leaving it to focus on other things. Maybe in the future.

Ah, I see. Good to know. Thank you.

Does completing a battle through funding also give the reward given by the lookout guy?

The characters you mention are on Type B, but only appear once in front of the Shinra Mansion; their appearance later in the Whirlwind Maze and on the Highwind was axed.

In Game Type B, does the Scorpion Tank still appear during the dragon fight in the temple of the ancients? I thought that was super cool in 1.5. I missed it in Type A. The dragon fight by itself is a little bland; it doesn't fit with the rest of New Threat's philosophy of having boss fights have their own little quirks or gimmicks, I feel.

72
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-27 02:23:51 »
Hey Sega Chief,

I'm currently playing through the latest New Threat in Game Type A, and I'm having a blast. I am loving the smarter and more challenging enemy encounters, as well as the presence of innate abilities. Also love the cleaned-up script. Everything about New Threat is better than the original game, so kudos.

I am currently in the Underwater Reactor under Junon, right after the boss fight with the diarama robot. I'm pausing the game as I need to finish another, and I thought I would come here to leave you some feedback that I wrote down as I was playing before getting back to the game down the line.


Bugs
  • In the lifestream scene with Cloud's memories, the music stops playing when reaching the sequence with Tifa's dad and everything is white (after kid Tifa and Cloud fall off the bridge).
  • Still in the lifestream scene, when the reveal happens after Cloud takes off his officer helmet, the music ends before the scene finishes. It stops around the time where we see Sephiroth walk down the stairs, injured, right before Cloud runs after him and throws him into the mako. Normally, the music is still playing there, and it crescendos when Cloud overpowers Sephiroth.
  • The toggle to keep the field music playing during battles does not seem to work most of the time.

Feedback
  • Barret's Mindblow limit break
    Barret's Mindblow limit break seems game-breaking. I've used it on some bosses, which depleted their MP pool and almost neutered them (the two that I remember were the dragon in the Temple of the Ancients and Jenova Life). The bosses keep trying to cast magic and losing their turn.

    Perhaps changing how the limit break functions could be a good idea? Off the top of my head, a suggestion would be to have Mindblow deal regular damage like Big Shot, but scales with magic instead of strength, while keeping the negative status effects that it procs. Maybe it could deal less damage than Big Shot? Just a thought.
  • Boss fight against Jenova Life
    In Game Type A, I think we shouldn't have zombie Aerith as an enemy. It's too fanfic-y, and also, more importantly, distracts from the heavy emotional moment that is supposed to weigh on the player while they are fighting the boss. I think it's perfectly fine for Game Type B, but not for A. I think A should (mostly) stick to story canon. Other changes such as having the scorpion tank fight the player multiple times over the playthrough are fine, and even better than it is in the vanilla game, as it enhances the gameplay without distracting from the story. But zombie Aerith crosses a line, in my opinion.

    If her function in the battle needs to be preserved, maybe Jenova could have her abilities or attacks?

    Kudos for removing the option to keep her alive from 1.5, with the phoenix down. This is also something that I felt should be kept for Type B.
  • After Aerith's burial
    The scene after Aerith's burial takes place in one of the huts, as it is in vanilla. However, the scene after that is back at the lake, where Cloud can talk to everyone. The chain of events goes: whole party buries Aerith -> Cloud and only two party members leave for the hut where Cloud makes his speech -> everyone is back at the lake where Aerith was buried.

    I feel like there is a narrative disconnect between these two scenes. It doesn't make sense for Cloud to leave the lake and come back later, and to do so with only two pals. Either everyone should follow Cloud to the hut then come back to the lake, or everyone stays at the lake. The issue is that by having everyone at the lake after the speech, the logic is that Cloud left these people there to make his speech only to two people. That's weird, and Cloud would not do that.

    IIRC, New Threat 1.5 had Cloud make his speech in the hut with the beds, and everyone was present. I think that that was perfect. One, there's no jumping away from and back to the lake. Two, the scene was better than it was in vanilla because of course that in that moment, Cloud would make his speech to everyone. That's how it should have been in vanilla, honestly; I'm not sure why the devs didn't opt for that.

    My recommendation is to avoid the jumping around locations and to have everyone present when Cloud asks them to accompany him on his journey.
  • Scene with Cloud and Sephiroth in back of truck in the flashback
    There is a new narrative trick during this scene that wasn't in vanilla. When Sephiroth mentions Nibleheim, Cloud asks the Shinra officer sitting next to him: "hey, isn't that where you are from?" before a visual flash occurs and the scene resets. While smart, I think this bit is perhaps too obvious at communicating to the player that Cloud is being an unreliable narrator, and also hints at the identity of that Shinra officer. I think it'd be better if the scene was left as it was in vanilla. At least, for Game Type A. I wouldn't mind Type B doing this kind of stuff.
  • Fort Condor
    Having a notification for new Fort Condor battles, as well as having the teleport guy, is some really great QoL stuff. However. As I was playing the game and doing these battles, it became quite evident that they were more of a hassle than anything else. They are simply not fun to do; they are just tedious. And I know of the trick to finish battles early by rushing to the bottom of the map and killing everyone on the field. I just don't think that these battles bring anything worthy to a playthrough. More than that, I think that they are an annoying distraction. There are multiple instances where new battles occur back-to-back. There are two of them right before the Jenova Life boss fight, in the Forgotten Capital. They distract from the story and its immersion.

    Now, I am aware that they are optional. The player does not have to engage with them to continue on. However, they are incentivized to do so for the rewards that they offer: great equipment, as well as the Phoenix summon materia (if it's like 1.5, I believe all the battles need to be won to get the materia as a reward for the last battle). I think the game would be much better if the player did not have to bother with Fort Condor battles or if they did not feel compelled to do them.

    I have some suggestions on how to accomplish this:
    1. Remove the equipment rewards for the battles and/or replace them all with megalixirs, so that the player is less incentivized to participate.
    2. Remove the battles themselves; instead, have the teleport guy appear to the player whenever a new battle is triggered to ask the player for some money so that they can fight the battle themselves. It's 3,000 gils per battle. If the player gives the money to Fort Condor, the former-teleport-guy gives the battle reward to the player (the same existing ones) as a thank you. No more need to do the whole dance, but there is still interaction with the system. Good balance.
    3. Nuke the whole mini-game from orbit. Maybe only keep the last battle for the Phoenix materia when the player controls Cid in the back half of the game.

    Option 2 is probably the more reasonable and interesting, though I would personally not shy away from option 3. :)

I think that's it for now. Other than that, as I said, I'm having a lot of fun. Everything about the gameplay is so much better. The only other two things that I can think of is that the boss of the Cosmo Canyon cave was a little too obtuse (I managed to beat him but without understanding his pattern) and also that the boss in the Shinra Manor in Nibleheim (safe monster) was a total pushover.

Oh, and I have a question for you. In 1.5, there was a subplot with new characters; IIRC, a female Soldier and some officers. The player would fight them multiple times over the course of the playthrough. In 2.0 Type A, they are nowhere to be found. Have they been moved to Type B? I was thinking of doing a Type B playthrough after I'm done with A, and I was hoping that I would find them there, as I really liked these characters and their associated battles from 1.5.

Thank you

73
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-01-20 04:03:57 »
Hey all,

Would it be possible for ESUI to offer a selection of various fonts? I think it'd be nice to have some options. The original vanilla font would be appreciated, for example.

Would it also be possible for ESUI to come with the Buster Glare start screen that it available in the Quimm Community User Interface package? Right now, I have to have the quimm community package installed and activated just to get the Buster Glare start screen. It'd be nice not to have to.

Cheers

74
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-11 02:20:12 »
I'll check into that.

Hey,

I have encountered another issue related to Fort Condor. I got the notification after talking to Shera the first time in Rocket Town (at the Tiny Bronco), but the teleport guy is nowhere to be found. There's an NPC in town with his model, but that's not him.

I hope that the item reward for this battle isn't sought-after; there's no way I'm trekking back to Fort Condor lol.

In any case, thank you for keeping this mod updated. I love it. I might just do a Game Type B right after.

75
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-09 02:10:21 »
I'm not sure what happened with it, it'll be fixed and working as intended for the 2.1 update along with the other toggle flags.

Thank you, Sega Chief. It's much appreciated.

Other bug I have encountered: the fort condor battle notification does not always appear. It has appeared the first couple of times in Junon (before and after the boss), but not after that. I just finished the Cosmo Canyon dungeon, and the notification also did not appear despite a new battle having been triggered. The teleport guy is there though, at least. But yeah, the player has to check a guide to make sure that they don't miss any battle.

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