Author Topic: [FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]  (Read 3073008 times)

Settyness

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2900 on: 2016-08-20 03:22:37 »
Thanks for the timely response and for the insight! I had no clue WINE could not interpret batch scripts, I would've never figured that was the case. If it's simple-enough and you don't mind, I could look it over and perhaps make a bash variation and post it here.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2901 on: 2016-08-20 03:36:09 »
The issue there is I'd have to add options to detect if it's wine and I am not going down that road.  But I'll try to do things without a batch file for R05. :)

Settyness

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2902 on: 2016-08-20 04:16:11 »
No, no, I'm not saying you should incorporate it into the installer or anything. I would run the installer without the model replacements, and then run the bash script afterwards as a supplement. And if anyone else happens to be using GNU/Linux, the same could be recommended to them (if they even want the model replacements). Sort of like a patch on the side, I wouldn't suggest you add it into the installer or anything like that.

It's just a thought, but if you feel comfortable moving away from batch files in the future, that'd be lovely. This is a great project, keep it going man, and thanks for all the hard work! (Y)

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2903 on: 2016-08-20 14:30:55 »
That would still mean messing about with the files and what not. It's best I try and do away with sorting file batch.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2904 on: 2016-08-24 01:19:12 »
Seems to me that infinite Kujata materia can be picked up.  Anyone willing to test with original game?  If I am right, once you collect the materia - if you stay on the current field and wait, it should reappear to be collected again.  This is because one of its scripts cycles and makes it visible again. The script won't be called if you collect - leave - then reenter.  I am not sure how PSX handles this, but it should be same there too.

I have fixed it regardless.

White Wind

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2905 on: 2016-08-24 07:13:21 »
Seems to me that infinite Kujata materia can be picked up.  Anyone willing to test with original game?  If I am right, once you collect the materia - if you stay on the current field and wait, it should reappear to be collected again.  This is because one of its scripts cycles and makes it visible again. The script won't be called if you collect - leave - then reenter.  I am not sure how PSX handles this, but it should be same there too.

I have fixed it regardless.

Just tested and didn't happen for me.
Stayed there for 15min with field FPS cranked up, I've been hitting [OK] numerous times in case it was there but invisible.
Vanilla game, Game Moment was at a low value, no Lunar Harp.

Maybe has to do with your previous correction about Kujata being destroyed if inventory is full?

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2906 on: 2016-08-24 07:49:50 »
You can't get to that screen without a lunar harp though (unless you used Ochu or something)?  Did you collect it as I said - and then wait on the screen? You won't need to tap action since it i still floating around.   Try it again and see what happens. :)  You won't need 15 minutes.  1 minute is enough to tell if you stay on the spot you were at when you collected it.

I checked my code fix and it couldn't really cause this issue.
« Last Edit: 2016-08-24 07:52:07 by DLPB »

White Wind

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2907 on: 2016-08-24 08:04:36 »
Yes I used Ochu, I was in Wall Market (1st time you get there, as male Cloud) then warped to the World Map at Bone Village, entered it and went to that field in the forest
-access isn't denied without the harp, it's just that that screen will repeat forever when exiting north-  but I will try with the Lunar Harp acquired, and within a better Game Moment.
And yes, I collected Kujata, closed "Obtained..." window, then didn't touch any direction anymore, didn't enter the menu either.
Will try again now

White Wind

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2908 on: 2016-08-24 09:13:59 »
No nothing, I've tried many times and several things (mainly never exiting the field after pick up) and it never showed up twice.
I've also tried tapping [OK] where Cloud is off screen.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2909 on: 2016-08-24 09:25:13 »
Looks like maybe a simple var move may have done it (even though that shouldn't make any difference)... but I will definitely check this later with original game.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2910 on: 2016-08-25 03:22:36 »
I've added the missing "remove materia" opcode.  Had to write it brand new, of course :)

So that's the master materia issue taken care of.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2911 on: 2016-08-25 06:23:39 »
   "Dog's bark animation fails.
No sound effect for the dog's bark.
Dog can bark during other animations.
During the parade, the captain and soldiers run on the spot because no move operation has been set."

junonr1

Always something.  They have to run on spot too since the programmer cheated a little.  I'll just make it look less obvious.
« Last Edit: 2016-08-25 07:01:24 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2912 on: 2016-08-28 00:09:50 »
The testing stage is almost over. Very few known field issues require a fix.  Then I'll test the fixes (minigame - field centring) that I added for Steam also - and we should be good to go.

With the slight exception of FMV centring, which really is the stumbling block at the moment, but one way or another I think R05 will FINALLY be out at some point in the next week :)  Happy days.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2913 on: 2016-08-29 02:20:27 »
nmkin_1 has been fixed

nmkin_1   "Alarm sound effect fails to continue after battle.
Cloud can push the elevator button when he isn't near it or facing it. Additionally, there is no animation.
Cloud has time to run into the elevator door.
Jessie stutters as she runs to the lift.
Jessie can still be seen after entering the lift.
Cloud does not face Barrett.
3D door objects are out of place on the 2D background."

and nvmkin_3

That will do for today


Sound effects fail to continue after battle.
Jessie can tell you to jump onto a ladder, during the escape.
The 'ladder gripping' sound effect is heard, even though Cloud jumps on to the ladder.
Cloud can use ladders with his back to them.
Cloud's hand does not reach Jessie's foot.
Jessie jumps too far over Cloud, and often jumps right through him.

Reactor's ambient sound effect fails to play.

Jessie's ladder animation is broken after battle.
« Last Edit: 2016-08-29 04:03:14 by DLPB »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2914 on: 2016-08-30 14:42:36 »
And finally, the very last field I've corrected for R05 :)  Phew.

midgal   "Cloud's and Zax's initial positions are visible.
Guard remains facing the commander.
Cloud's position while taking Zax's sword is incorrect.
Zax miraculously comes back to life when Cloud takes the sword.
Cloud's position changes while he is unconciousness, which also makes him move into a viewable area.
Redundant code."

I also had to edit an animation for the new models - since Cloud's arm looks like it dislocated :P

Liquid_Vegeta

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2915 on: 2016-08-30 18:24:50 »
You're a hero DB, can't wait for R05.

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2916 on: 2016-08-30 20:09:05 »
I currently update Cloud and send you the files soon, with the Avalache team, too.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2917 on: 2016-08-30 20:13:28 »
Cool!

Also, good news. JWP has managed to rewrite a section of Aali's driver [actually a dll] ( in assembly) to fix the FMV to centre too.  So along with my field fix, it's completely centred now.  If Aali ever gets round to releasing his source code, we won't need to do it that way.

Now, all that's needed is JWP porting that fix across to the Steam dll.

Aavock

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2918 on: 2016-08-31 00:51:48 »
Also, good news. JWP has managed to rewrite a section of Aali's driver [actually a dll] ( in assembly) to fix the FMV to centre too.  So along with my field fix, it's completely centred now.  If Aali ever gets round to releasing his source code, we won't need to do it that way.

Now, all that's needed is JWP porting that fix across to the Steam dll.

Amazing, the wait is almost over; thank you so much for doing this!

Matski

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2919 on: 2016-09-01 17:56:08 »
Thanks for all your hard work DLPB. Really looking forward the R05 being with us all soon. Having looked over the field fixes spreadsheet I have a few questions:
  • With this set of mods, does Barrett now point his right 'gun hand' to threaten the Shinra employee on the train or his normal left hand as usual?
  • It's noted on the field fixes file that Barrett can access the menu when he's handcuffed in Junon. Are specific submenu's like Items/Materia to be restricted or the entire menu?
  • Does anyone know if it was purposely intended for the game to play 'Bombing Mission' during the Guard Scorpion boss fight rather than 'Those Who Fight Further'?
Cheers.

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2920 on: 2016-09-01 19:32:51 »
Thanks for all your hard work DLPB. Really looking forward the R05 being with us all soon. Having looked over the field fixes spreadsheet I have a few questions:
  • With this set of mods, does Barrett now point his right 'gun hand' to threaten the Shinra employee on the train or his normal left hand as usual?
  • It's noted on the field fixes file that Barrett can access the menu when he's handcuffed in Junon. Are specific submenu's like Items/Materia to be restricted or the entire menu?
  • Does anyone know if it was purposely intended for the game to play 'Bombing Mission' during the Guard Scorpion boss fight rather than 'Those Who Fight Further'?
Cheers.

1. Can't promise anything but I try to mirror the arm animation frame by frame.
3. Since the game seems pretty well designed until Cloud meets Aerith, I'd say that this is a stylistic choice to keep the part as clean as possible. The boss theme would be to much input for the player. I wished modern game devs would respect the input side when they design tutorials.

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2921 on: 2016-09-01 20:11:03 »
All fixes are listed on the spreadsheet.  If they aren't listed, they ain't fixed :P

The Bombing mission was meant to play - very likely.

And I've restricted the entire menu.

Kaldarasha

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2922 on: 2016-09-01 20:37:48 »
Half of the animation is done. I plan to pack everything tomorrow evening.
« Last Edit: 2016-09-01 21:57:55 by Kaldarasha »

DLPB_

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2923 on: 2016-09-01 21:17:54 »
As a last fix before release, I have sorted the Chocobo Farm discoloured chocobos.  If you recall, on PC they look waaay too dark when you select to move/feed/ride/release.  Here's why:

There are four scripts called for the chocobo depending on how many races have been won (or the type [i.e., Wonderful] when out by the fence) that display the correct animation—whether the chocobo will be stood still, walk, run, or have the head down. Only the chocobo that runs will display colours correctly (frcyo > chokobo > script 5), because it's the only one that doesn't have an erroneous "activate / deactivate alpha blending". Script 6, 7, 8, 9 do - and those instructions need deleting. The only time alpha blending needs to be activated or deactivated is in script 4. It checks to see if your chocobo is on the world map and, if so, makes it transparent so that you know you can't feed it / ride it or whatever.

I am not sure why this is a problem for PC and not PSX [unless it actually is broken there too] - the code is the same from what I can see.  But PC really doesn't seem to like the fact that alpha blending instructions can be used multiple times on this map.  Perhaps PC is broken by such behaviour, whereas PSX is not.  Either way it doesn't matter, because script 6, 7, 8, 9 of Chokobo are not meant to have any alpha blending instructions at all.

ps frcyo is sloppily coded - and that's annoying since it is also the largest script in the whole game.  It's a total mess. Never seen anything like it.  The Fort Condor ones are badly programmed - but even they aren't as annoying as this one is.
« Last Edit: 2016-09-01 21:26:07 by DLPB »

Matski

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Re: [FF7PC-98/Steam] Multiple mods - The Reunion (R04c)
« Reply #2924 on: 2016-09-01 22:19:12 »
And I've restricted the entire menu.

While it's understandable to block the menu out from a story-to-gameplay perspective, does that make the save point on the stairway useless? I can't remember if the player is still able to use it after Cait Sith frees Barrett.
« Last Edit: 2016-09-01 22:20:52 by Matski »