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Messages - Iros

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126
FF7 Tools / Re: 7thHeaven
« on: 2013-08-14 13:08:05 »
I actually cant get the version number to change. Through testing my random battle model pack went up to 1.08. Either way the info in 7H always says 1.00 and the date it was added to the library, not when the mod was released.

Mm, this is really a bug in the import routine. Next version will fix it. Right now it only picks up the version numbers from subscription URLs.

Quote
Oh, cool. I'll keep that in mind. I guess then maybe it's just an issue with changing subscriptions completely? Like if I try to go back and forth between different subs I've made they won't change unless I delete that file?

Not sure I understand.

When the program checks a subscription it looks at the IDs of the mods in the file it downloads. Any IDs that aren't already in the local catalog, just get added. If the ID number is already in the local catalog, it will update the entry *if* the subscription file has a more recent version number.

At least that's how it should work...

127
FF7 Tools / Re: 7thHeaven
« on: 2013-08-14 12:26:44 »
Doing some testing with the catalog, Iros. I'm starting to get my motivation back on this. :) There is a problem with recent version on catalog refresh, you have to physically delete the local users\*.*\7thWorkshop\catalog.xml file I think to actually update your catalog if versions change or anything is added etc.

Really?  ???  It won't pick up any changes to a mod unless the version number goes up (that's how it detects that there is updated info available), but if the version number changes, it should automatically put the new information in.

128
FF7 Tools / Re: 7thHeaven
« on: 2013-08-13 14:29:21 »
Also, I was going to try the variable dump feature but I don't see how to enable it or anything. It's not in the settings menu. How do I do that and collect the information?

Oops. Got left out of the new interface; it'll be back in the next version.

129
FF7 Tools / Re: 7thHeaven
« on: 2013-08-13 08:30:16 »
Hey so I'm still testing the random battle model feature and it doesn't seem to be working. This is my latest script:

Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>cmh175</Author>
  <Version>1.07</Version>
  <Description>Random Battle Model Generator Test</Description>
   
  <Conditional Folder="Sweeper1">
    <RuntimeVar Var="CounterRnd:IrosTestChangeModel:10" Values="0" ApplyTo="battle.lgp\cvaa" />
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="0,1,5" />
  </Conditional>

<Conditional Folder="Sweeper2">
     <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="2,4,6,8" ApplyTo="battle.lgp\cvaa" />
  </Conditional>

<Conditional Folder="OriginalSweeper">
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="3,7,9" ApplyTo="battle.lgp\cvaa" />
  </Conditional>
  </ModInfo>

My directories are Random Battle Model Generator\Sweeper1\battle.lgp, so I'm sure everything is correct. I also tried CounterAdv instead but it still failed.

~In case I was battling the wrong enemy (Sweeper is in the first bombing mission yes?) I just tried another using two Cloud models (rtaa) and now it just crashes the second the battle begins. I'm not sure why the first one doesn't work and just loads from the lgp (if it's even the right enemy I'm fighting) while the Cloud one just crashes the game, but either way it seems like something isn't working right.

What debug output do you get when running the game?

Also, you may well not need an 'OriginalSweeper' folder. If that just contains the original unmodified game files - then it shouldn't be necessary. If none of the mod folders activate, then the wrapper will automatically fall back to letting the game read from the actual LGP files like normal.

Oh, and these lines:

Quote
<Conditional Folder="Sweeper2">
     <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="2,4,6,8" ApplyTo="battle.lgp\cvaa" />
  </Conditional>

Look wrong. What that's saying is that, in the 'Sweeper2' folder, activate file 'battle.lgp\cvaa' when the counter is one of these values. But none of the other files in that folder will ever get activated!

You probably want to use 'ApplyTo' only on the very first variable that applies CounterRnd - basically just as a trigger to say 'if it's accessing this file, then it's time to update the counters'. For the other folders, you don't really care what file the game is accessing - just check the counter to see if it's allowed or not.

Also, on your first folder:

Code: [Select]
  <Conditional Folder="Sweeper1">
    <RuntimeVar Var="CounterRnd:IrosTestChangeModel:10" Values="0" ApplyTo="battle.lgp\cvaa" />
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="0,1,5" />
  </Conditional>

The first RuntimeVar line applies to battle.lgp\cvaa, the second line applies to all the other files. What if the random counter ends up set to 5? All the other files will activate, but the game won't read from battle.lgp\cvaa in the Sweeper1 folder, because you've said that's only activate when the counter = 0...

So, try something like this:

Code: [Select]
  <Conditional Folder="Sweeper1">
    <RuntimeVar Var="CounterRnd:IrosTestChangeModel:10" Values="0,1,5" ApplyTo="battle.lgp\cvaa" /> <!-- When game tries to access this file, set the counter to a random value < 10. If it's 0/1/5, then use the file from this folder.
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="0,1,5" /> <!-- For all other files, just check the counter, against the same values of 0/1/5 -->
  </Conditional>

<Conditional Folder="Sweeper2">
     <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="2,4,6,8" /> <!-- No ApplyTo tag: rule applies to ALL files in this folder -->
  </Conditional>

<Conditional Folder="OriginalSweeper">
    <RuntimeVar Var="Counter:IrosTestChangeModel:10" Values="3,7,9" /> <!-- No ApplyTo tag: rule applies to ALL files in this folder. Although you may not need this folder at all. -->
  </Conditional>

130
FF7 Tools / Re: 7thHeaven
« on: 2013-08-12 17:47:40 »
Good point, if Template's creating large contain-everything mods, somebody else can always create a catalog of smaller install-everything-individually mods. Look forward to seeing the first catalog(s) posted...

131
FF7 Tools / Re: 7thHeaven
« on: 2013-08-12 10:50:00 »
The real issue with that is that you have to download the whole iro file before configuring which one you want - if you have 10 separate mods, at least you're only downloading the one(s) you're interested in. If you pack all 10 into a 1GB iro file, then you end up downloading them entire thing even if you really only wanted one particular set of models.

I don't know what other people prefer, but I'd rather have lots of smaller mods, than 15 huge ones that each take a lot longer to download. It makes it a lot easier to just try things out.

132
FF7 Tools / Re: 7thHeaven
« on: 2013-08-12 10:27:05 »
he only people I know of working on the complex vars are Kaldarasha and cmh175, is there a listing of all the possible variables somewhere? I'm too tired to look through the whole thread, and now I wish I hadn't made so many posts in it. :|

If you open the 7thHeaven.var file (Notepad or whatever will work, it is a text file) it lists all the variables I have tested. More can be added easily, just haven't done any others yet because nobody have asked for any other variables.

Quote
Working slowly on subscription catalog xml... it's getting very very long and hard to edit, I'm concerned about how inconvenient it will be to have 150 different mods pop up in the catalog window.

That's what tags are for. Really if there actually are 150 mods that all work with 7thHeaven then there really could be 150 results in the catalog screen and you can't do much to hide that; at least if there are sensible tags against them it's easy to only view one type of mod, or whatever.

Quote
***Iros, is it already possible to pack a single iro with multiple copies of the same file that have different data in them? Like, char.lgp1 char.lgp2 char.lgp3 for a config option that will change out a whole lgp file? I want to pack an iro with like 15 different char.lgps and 15 different battle.lgps.

Sure, that's what config options are for. They let you turn folders in the mod on/off. The wrapper doesn't really care whether the folder you turned on has char.lgp with 10 files in it, or with 1000 files in it, it works just the same.

133
Code: [Select]
MULTIMEDIA ERROR: The function is not supported. in FILE C:\lib\src\sound\midi1.cpp LINE 356
midiOutGetVolume returned: ffffffff

That's just the filename of the source code that was compiled into the part of the program that had an error. It's not looking for a file with that name, and you won't expect to see it anywhere in the game data. It's only there for information purposes - so the programmers who wrote the game can easily see which part of the code the error was in, if you report it to them.

134
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 19:24:33 »
v1.09:  https://mega.co.nz/#!OQRg2AZS!bgWqI2mc7EVylp2CQHUtRSBLq0skaklaD7EHbxTs180

-Add CounterRnd variable to allow setting counter to a random number
-Fix crash when download from Mega URL fails
-Fix crash calculating paths for magic.lgp folders

As expected the code for magic.lgp was completely broken ... not sure why nobody got error messages, because I did, but anyway - it should now be fixed.

Certainly the game runs now if I try to override magic.lgp - but please test it to make sure all your mod files actually get applied.

135
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 08:36:09 »
OK, but if you put those same files into a folder and run it through 7thHeaven, does that crash too? Any error messages different?

136
FF7 Tools / Re: 7thHeaven
« on: 2013-08-10 07:49:19 »
Yes, the same .iro I made of Grimmy's upscaled magic works fine when the folder is "magic" and runs through the modpath.
When I make an iro of this same mod with the folder name "magic.lgp" it hangs at blackscreen the same way it did when it had problems with case-sensitivity.

Are they TEX files or PNGs?

PNG files don't go inside LGPs, the basic game doesn't know anything about them. They're loaded by Aali's driver, which is why you have to put them in a folder named however the driver wants them - e.g. 'magic' for the magic textures, 'menu' for menu textures, etc.

I don't think that's a fix for this though. Everything in the mod folders are textures. I could try it, but I'd guess it either wouldn't have any effect or the game would get hung again.

If you just put the textures in folders, does the game run, and does it pick up the new textures?

Basically what I am trying to work out is whether it's a problem replacing stuff in magic.lgp generally, or whether it's specifically only when you pack it into a iro file. I think probably the first, but need to find out.

137
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 20:59:58 »
 
I didn't really follow that sorry. So like for the Vincent fix I'd add the files ancnt1 and ancnt4 to the flevel and he no longer dances ballet at Aeris's funeral. So if for example I do a library\extra\flevel.lgp file in 7thheaven with those files in it, would that work?

Yes, that would work fine.

What I mean is that, if you put file ancnt1 in your mod (in a folder called flevel.lgp), that will get used by the game and it's fine. If you have another mod that also wants to change ancnt1 (e.g. a translation mod) ... then of course both mods won't work at the same time, they each want to change the same file, only one of them will get to work.

This is true for all game files - the field files are just a little different because you have one file containing lots of different kinds of data (script, dialogue, backgrounds, ...), so it's maybe more likely that two different mods both want to change the same file.

138
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 20:50:09 »
flevel.lgp just contains field files. So there's nothing stopping you providing new field files.

But, they will be quite large - if you're just fixing one script command or something, you'd still have to include the entire field file (backgrounds, dialogue, scripts, etc...) - and then it's not possible for two mods to change the same field file, because it is just one file, and so only one copy of the file gets loaded - either the copy from mod 1, or the copy from mod 2.

It might be possible to do something about that, but that's the limit right now.

139
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 19:27:06 »
v1.08:  https://mega.co.nz/#!GAJHlAAK!XuGlOSHuZ5toy5-t-ezCVlYis1Yii5OsTUpd6sPvhfQ

-Add 'compact' display option to profile. Might add this for other tabs later...
-Fix error updating thumbnails against catalog entries
-Fix config options not picking up default values correctly some times

140
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 12:30:56 »
This is what I mean by subfolder:
Code: [Select]
<Conditional Folder="Cloud/2 Hardedge 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="2" />
  </Conditional>
It normally works, but when I pack it and use it as a iro-file it doesn't.

Ah - could you try using backslash instead of forward slash, i.e.


Code: [Select]
<Conditional Folder="Cloud\2 Hardedge 02" ActiveWhen="Cloud = 2" >
  <RuntimeVar Var="CloudWeapon" Values="2" />
</Conditional>

Windows will actually accept either in a lot of cases which is why it runs from folders OK, the archive code does not...

141
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 12:12:43 »
There is a problem - which Kaldarasha noticed - that it was ignoring the 'Default' setting in mod.xml, so optional folders might not activate until you'd been into the config screen, set an option, and said OK. That will be fixed in the next version. Not sure about any other problems...

142
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 11:44:47 »
Yes, precisely, the config options do appear in game for the field, but his battle folder and xml is set up the same way as far as I can tell but the changes do not appear in game. I did try them all.

Looking through the menu structure of Kaldy's mod you can see why the case sensitivity was maybe important to fix after all. There are a couple times he uses Char.lgp instead of char.lgp, but I really cant see any problems with the code on the sword switch from the BattleAddon. It's cool because the complicated one is the one that works. But it's probably not cool for Iros lol.

It seems to work for me :/

Although, were you trying with a savegame where Cloud actually had the buster equipped? I'm not sure if the mod alters every weapon file, or just that one...?

143
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 10:20:54 »
Edit: I was not precise. The changes to clouds field sword model work from your Unshaded Models. The battle change from the UM batlle Add-on config did not work.

Hmm, OK, that looks useful. Do you mean, no matter what option you select, it never changes in the game?

144
FF7 Tools / Re: 7thHeaven
« on: 2013-08-09 09:56:59 »

My problem, is that the configurations I do aren't used in game. I have tried to use subfolders, I believe this is not compatible with an iro.  :?

Do you mean, subfolders like in magic.lgp?

That is meant to work, but ... not very well tested. So could easily have a bug.

If you mean, conditional folders ... that should work, if you're using the latest version.

Quote
Also my base mod isn't set correctly, the default value is normally '1', but it seems so, that it is '0' when it is first use as a packed iro.

Ah, OK, maybe I missed implementing the default values in the new screens. Will check.

Quote
For the next release, could you please make an expand and minimize mod info. It will getting hard to sort the mods to a correct load order, if there are used more then seven mods.

That's a good idea, I will look at that. Thanks.

145
FF7 Tools / Re: 7thHeaven
« on: 2013-08-08 14:33:12 »
Clearly something isn't working right with the Mega code :/  Not quite sure exactly what the problem is yet, the error message doesn't seem to be exactly correct.

To reset your settings, if you go to C:\Users\<YOURUSERNAME>\AppData\Roaming\7thWorkshop then delete the 'settings.xml' file that will remove any subscriptions so you can at least run the program properly.

146
FF7 Tools / Re: 7thHeaven
« on: 2013-08-07 18:21:15 »
v1.07:  https://mega.co.nz/#!mE5zVDiS!KwW0LyY3yCcsCugek8vKUDEv7xwSXAFYQ-9v5vZNMso

-Fixed iro size limit ... again
-Fixed auto-import option

I really hope iro files >2GB work this time...

The auto import wasn't working (and even was it was working, it didn't bring in details like author/preview picture etc.) That should be fixed now - if you just drop a folder (or a iro file) into your library, next time you start 7thHeaven, it will automatically add them to the list.

You should remember that if you do use the 'uninstall' right click option that DOES delete the mod from the disk, though. 

147
FF7 Tools / Re: 7thHeaven
« on: 2013-08-07 15:43:28 »
No, it's OK - I've had another look at the code, and I've screwed up the IRO creation code. You still can't create iro files >2GB correctly.

(The wrapper will read them fine now. Not much use when you still can't create them, though...)

148
FF7 Tools / Re: 7thHeaven
« on: 2013-08-07 15:29:29 »
So I rewrapped my fmv iro using 10.6 and tried adding it again and got the same message. I also tried just putting it into the 7thheaven library file and it doesn't automatically add it either. Does that feature still work? I cant get it to do that with Kaldarashas mods either. Importing seems to work fine, except with mine, but than I have two copies of the .iro's.

Silly question, but ... are you sure you tried importing the new iro file (created with v1.06) not the older one?

If so, then I guess the iro code is still broken :/

149
FF7 Tools / Re: 7thHeaven
« on: 2013-08-07 14:22:54 »
Isn't Aali's driver already set that way? I install everything like that through bootleg so maybe that way it is I guess. Ok cool that's great. When I configure this does it need to have a mods folder like: MYMODFOLDER\mods\battle and MYMODFOLDER\mods\menu, or can I just use MYMODFOLDER\menu?

MYMODFOLDER\menu

Quote
I haven't done much with 7thheaven yet, so can it already be set to point at the mods folder in settings, or would that need to be added to another release?

That's already there. It will probably be set up correctly already - it fills in automatically if it's blank - and your mod folder in Aali's driver might also be set up correctly. Just worth mentioning as something to check if it doesn't work.

150
FF7 Tools / Re: 7thHeaven
« on: 2013-08-07 13:50:12 »
It will use PNGs fine if you use the correct folder names - the folder names need to match the folders Aali's driver looks in when loading PNGs - e.g. "menu" instead of "menu_us.lgp".

Also Aali's driver needs to be set up to use a mod folder, and 7thHeaven needs to be pointing at that folder in the settings, of course.

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