Author Topic: [FF7PC][FF7_SYW_Unified] 1.11 (2024/06/09) - PC installer + Steam deck + iros  (Read 105529 times)

satsuki

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HI. I just discovered this awesome megapatch! But I'm Italian, and to summarize the question I would like to ask you if it is possible to create a mod/translation option in Italian. I would be willing to give compensation. I hope for your friendly positive feedback.
As i don't speak italian myself i can't translate game nor UI.
If one day an italian translation is complete i may add it

ffsaga

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\Mods\SYW\Textures\snowboard\eg_00.dds should be fg_00.dds (fg_k_00.dds already exists)
\Mods\UIs\01-Aavock\Files\Textures\menu\ file window.bin in this folder
\Mods\UIs\01-Aavock\FilesLang\F\Textures\menu\ file window.bin in this folder
\Mods\UIs\01-Aavock\FilesLang\G\Textures\menu\ file window.bin in this folder
\Mods\SYW\Textures\snowboard\time1_00.dds should be ftime1_00.dds (ftime1_00.dds already exists)
\Mods\SYW\Textures\snowboard\time2_00.dds should be ftime2_00.dds (ftime2_00.dds already exists)
\Mods\SYW\Textures\snowboard\etime1_00.dds should be time1_00.dds
\Mods\SYW\Textures\snowboard\etime2_00.dds should be time2_00.dds
\Mods\SYW\Textures\snowboard\eita_k_00.dds should be fita_k_00.dds (fita_k_00.dds already exists)
\Mods\SYW\Textures\snowboard\ correct eita_k_00.dds not exist
more miss:
\Mods\SYW\Textures\snowboard\ea_00.dds should be ea_k_00.dds
\Mods\SYW\Textures\snowboard\eb_00.dds should be eb_k_00.dds
\Mods\SYW\Textures\snowboard\ec_00.dds should be ec_k_00.dds
\Mods\SYW\Textures\snowboard\estamp0_00.dds should be fstamp0_00.dds (fstamp0_00.dds already exists)
\Mods\SYW\Textures\snowboard\estamp1_00.dds should be fstamp0_00.dds (fstamp1_00.dds already exists)
\Mods\SYW\Textures\snowboard\ correct estamp0_00 not exist
\Mods\SYW\Textures\snowboard\ correct estamp1_00 not exist

Frank1984

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We can start by doing as little as possible.
Let me explain: for now, shall we try to insert the translation of only the textual part of the game? No UI, No Graphics, No minigames.
Please, we care a lot, all Italian users. Through
sites like WeTransfer can share with you the 2/3 types of Italian translation that exist. I repeat for my part, I am ready to give good compensation.

satsuki

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more miss:
\Mods\SYW\Textures\snowboard\ea_00.dds should be ea_k_00.dds
\Mods\SYW\Textures\snowboard\eb_00.dds should be eb_k_00.dds
\Mods\SYW\Textures\snowboard\ec_00.dds should be ec_k_00.dds
\Mods\SYW\Textures\snowboard\estamp0_00.dds should be fstamp0_00.dds (fstamp0_00.dds already exists)
\Mods\SYW\Textures\snowboard\estamp1_00.dds should be fstamp0_00.dds (fstamp1_00.dds already exists)
\Mods\SYW\Textures\snowboard\ correct estamp0_00 not exist
\Mods\SYW\Textures\snowboard\ correct estamp1_00 not exist
Do you see any bug/ missing textues ingame ?

satsuki

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We can start by doing as little as possible.
Let me explain: for now, shall we try to insert the translation of only the textual part of the game? No UI, No Graphics, No minigames.
Please, we care a lot, all Italian users. Through
sites like WeTransfer can share with you the 2/3 types of Italian translation that exist. I repeat for my part, I am ready to give good compensation.
That not the point of compensation.
It'll be a lots of work to complete and i don't have enought time about that.
If a translation is 100% complete i could add it, but i won't add partial stuff witch'll require frequents update each time a change appens.
And if No UI, No Graphics, No minigames there's no point about the AIO pack, you can juste share le translation so users can use it with their steam folder, no ?

omark

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HI. I just discovered this awesome megapatch! But I'm Italian, and to summarize the question I would like to ask you if it is possible to create a mod/translation option in Italian. I would be willing to give compensation. I hope for your friendly positive feedback.

As i don't speak italian myself i can't translate game nor UI.
If one day an italian translation is complete i may add it

We can start by doing as little as possible.
Let me explain: for now, shall we try to insert the translation of only the textual part of the game? No UI, No Graphics, No minigames.
Please, we care a lot, all Italian users. Through
sites like WeTransfer can share with you the 2/3 types of Italian translation that exist. I repeat for my part, I am ready to give good compensation.

That not the point of compensation.
It'll be a lots of work to complete and i don't have enought time about that.
If a translation is 100% complete i could add it, but i won't add partial stuff witch'll require frequents update each time a change appens.
And if No UI, No Graphics, No minigames there's no point about the AIO pack, you can juste share le translation so users can use it with their steam folder, no ?

Hello everyone, I would like to inform you that there is already an excellent complete Italian translation that has been released by Caledor right here on this forum.

Being based on Reunion and in general on the Japanese source, this translation in my opinion is the best one around among the Italian ones.

According to the credits, there should have been some collaboration with Satsuki in the past to obtain permission to include some textures from SYWV5 for consistency.

If needed, you can get in touch with Caledor. This is the Italian translation thread with all the information.

https://forums.qhimm.com/index.php?topic=18903.0

Edit:
This post has been in "awaiting approval by a moderator" for several days, so keep in mind that it will end up appearing after the response Caledor has already given.
« Last Edit: 2024-01-16 00:06:56 by omark »

Caledor

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We can start by doing as little as possible.
Let me explain: for now, shall we try to insert the translation of only the textual part of the game? No UI, No Graphics, No minigames.
Please, we care a lot, all Italian users. Through
sites like WeTransfer can share with you the 2/3 types of Italian translation that exist. I repeat for my part, I am ready to give good compensation.

An Italian translation that includes translated high-res UI graphics and is compatible with satsuki's other graphic enhancements already exists

https://forums.qhimm.com/index.php?topic=18903.0

satsuki

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so i'll try to add it in next release, probably as a gameplay's mod because as it's based on english's exe it'll do some conflict if i add it as a dedicated language, but i'll try
« Last Edit: 2024-01-14 17:21:28 by satsuki »

Caledor

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so i'll try to add it in next release, probably as a gameplay's mod because as it's based on english's exe it'll do some conflict if i add it as a dedicated language, but i'll try
You're welcome to try but I think it's bound to cause conflicts considering all the hext stuff i added. the reply was mainly for frank since he seemed unaware of it.

AlvaroMDie

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Do this work with a Psone Final Fantasy VII.pbp file? Or it needs to be a 3 disks ISO?

ffsaga

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Do you see any bug/ missing textues ingame ?
The left is the original version, the right is powerfull computer settings


« Last Edit: 2024-01-16 06:36:26 by ffsaga »

ElmoWasHere

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Hi, I've been having an issue where the HD fonts and icons setting on the UI mod is causing overlapping text boxes to display incorrectly, as shown below. This issue also occurred with V5 of the mod. I'm playing on PC using the Steam version with 7th Heaven. Any help or advice would be appreciated.

@satsuki
Hey, not sure if you saw my post here since the message took a few days to be approved and ended up being put behind new posts in the thread.

DAnima

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first of all thank you for this amazing package of a mod, at the moment i think i've got only one issue is that the cosmo memory cutscenes audio track doesn't seems to work(the 2 others works perfectly) best way to notice it: at the start of the game when the mako reactor explode it plays the regular sound not the cosmo memory more bombastic sound. anyway its a minor issue i just hope its not just on my end.

btw is it possible in future update to add the echo s mod to this package?

thank you very much!

satsuki

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first of all thank you for this amazing package of a mod, at the moment i think i've got only one issue is that the cosmo memory cutscenes audio track doesn't seems to work(the 2 others works perfectly) best way to notice it: at the start of the game when the mako reactor explode it plays the regular sound not the cosmo memory more bombastic sound. anyway its a minor issue i just hope its not just on my end.

btw is it possible in future update to add the echo s mod to this package?

thank you very much!
I'll check cosmo memory.
echo-s is realy a complex mod, i don't plan to add it anytime soon

satsuki

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You're welcome to try but I think it's bound to cause conflicts considering all the hext stuff i added. the reply was mainly for frank since he seemed unaware of it.
Ok i managed to get it work with my AIO pack
Is something like this is ok with you (i need to check the speling but if you want another description, i can add it instead) ?


EDIT : actual description :
Code: [Select]
This project's goal is to retranslate FF7 into Italian using Daniel Burke's Reunion as the English source for the dialogues, while constantly cross-checking with the original Japanese script.

For non-dialogue terms Caledor have been reusing official translations as much as possible.

The goal is not to have a localization that looks only to FF7 as a stand-alone game, Caledor want it to blend well with the other Final Fantasy games that already exists in Italian.

It's hightly recommended to use HD textures with this mod.

As this translation is based on english's game version, you MUST choose english as game language in the left menu or it'll wont work as intended

If you want to do a dedicated preview, just send it to me and i'll include it ^^
If you want to translate the AIO to italian i can send you the files to translate too (it's a lot of work so only if you have time and motivation, it's not mandatory ^^)
« Last Edit: 2024-01-17 20:13:46 by satsuki »

ffsaga

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The left is the original version, the right is powerfull computer settings

more miss:
Missing Y/N's transparency when leaving

satsuki

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@ElmoWasHere
Ask 7th support, nothin to do with AIO pack here ^^

@ffsaga
i'll check that thanks

@AlvaroMDie
it's for Pc version only, those mod can't be use on psp, psx ...
« Last Edit: 2024-01-20 07:30:58 by satsuki »

pogo

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Hey guys! Amazing mods in this version. but I would like to ask to add the Portuguese language if possible. I have the files and it works normally in Steam mode without mods, and I played with the translation in version FF7.SYW_V5.Update.5.65. but I was unsuccessful in adding the extra language in this new update. Sorry, I'm not very good with these things. If you can tell me how to go about achieving this, or you can add the language yourself, I would be very grateful.                                                                              Here is the link with the Portuguese translation files                                                                               https://drive.google.com/file/d/1N2dKKj93mxo7SKakixPmyPsz0EG8jmeB/view                                       https://mooglescave.com.br/ffvii-traducao-pt-br-na-steam/                                                                  https://steamcommunity.com/sharedfiles/filedetails/?id=676459932                                                        https://drive.google.com/file/d/1Vdh-jCgt8iuafd_ZuQzPwqzEaRsPmGd_/view                                          https://drive.usercontent.google.com/download?id=1Vdh-jCgt8iuafd_ZuQzPwqzEaRsPmGd_&export=download&authuser=0               

                                                   

Polyh3dron

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I just installed this mod and updated it to 1.04 and it looks great. But I can't get the sound effects to work. I am trying to use the original sound effects. I can hear the music, which I have set as the FFNx Music, but I cannot hear any sound effects. Here are my settings:




If I choose any sound effects aside from the original ones, those are audible. But I prefer to play with the original ones. Please note that this behavior is happening with all audio on my PC with the vanilla FF7 as well. Something notable about my default audio device, Windows defines it as a multichannel device and unlike most audio devices, there is no ability to “configure speakers” in the control panel. It is always 8 channels. This may have something to do with why the vanilla version’s audio does not work at all, even though literally every other game’s audio works fine.



As you can see here in the control panel for this device, the "Configure" button is greyed out, that is this device's way of defaulting to 7.1. I do have all speakers connected for a 7.1 system, so this is not an instance of the SFX coming out of a center channel that I don't have a speaker for.
« Last Edit: 2024-01-30 16:43:42 by Polyh3dron »

crimsonguy

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In case this is helpful to other folks, the solution for gaming mode + Steam Deck OLED is to edit the options for the game in Lutris.  If you go to the game's System Options menu, you'll have the ability to set environment variable key-value pairs.  There you want to set DXVK_HDR to 0.  That will force HDR off, and that environment variable will still be used when launching from gaming mode. I tried doing the same in the command-line for the game in gaming mode itself, but this didn't work with Lutris. Once the option is set in Lutris itself, the exported command line to run from gaming mode will now work without the colors being washed out.

satsuki

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@pogo
i'll try to add that to next update

@Polyh3dron
need to check that

@crimsonguy
thanks for this information

satsuki

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Hey guys! Amazing mods in this version. but I would like to ask to add the Portuguese language if possible...                                 
to do it properly i need a full description and credit in english, also if the mo have a banner or a long i'll need it

Template

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@Satsuki

Thank you again for all the amazing work. I've done some little bit of researches but not been terribly confident in my ability to correctly go about implementing the upscaled original limit break texture without breaking the Unified magic textures in general. I thought maybe at some point you'd consider again the option for it in a future version. I took a short video to showcase both the casting animation texture and the limit break done by Grimmy ages ago. They both look more true to the original and somehow smoother in the way the texture connects to itself when wrapped around in actual gameplay (to me anyway). But these are, so far as I have seen, the only magic textures I would want to swap in.

https://www.youtube.com/embed/qzcA5-oHO-k?si=u7ddbWN9Obkj8Iud



I do also sometimes wonder why, in some places, figures are drawn sporadically shuddering rather than persisting in position as the camera moves, especially in the gold saucer speed coaster minigame. I think this happens at the very start of the game as the train pulls in as well, the Shinra guards sort of shake until the sequence settles to a fixed angle, as if to simulate a handheld camera? Is that a bug or intentional? In the speed minigame it definitely looks like a bug. 

satsuki

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Thank you again for all the amazing work. I've done some little bit of researches but not been terribly confident in my ability to correctly go about implementing the upscaled original limit break texture without breaking the Unified magic textures in general. I thought maybe at some point you'd consider again the option for it in a future version. I took a short video to showcase both the casting animation texture and the limit break done by Grimmy ages ago....
As said i won't do that, my AIO pack is make to be as simple as possible to the final user.
I won't provide tons of options for each texture/stuff.
If you want to use those textures, look at the help i provided to add them as an "additionnal textures" mod, you can't mess up things by using a mod as it'll have its dedicated folder, if you make mistake, just remove this folder and all'll be restored

I do also sometimes wonder why, in some places, figures are drawn sporadically shuddering rather than persisting in position as the camera moves, especially in the gold saucer speed coaster minigame. I think this happens at the very start of the game as the train pulls in as well, the Shinra guards sort of shake until the sequence settles to a fixed angle, as if to simulate a handheld camera? Is that a bug or intentional? In the speed minigame it definitely looks like a bug.
shake of fmv's model is because of 30fps fmv as the camera data needed to be interpolated, it's like to film a video, if you film in 24fps, the camera shake is way less noticable that if you film it in 60 fps, it's the same here.
About coaster minigame i always seen this like this, probably related to the 60fps minigame.

Template

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Yah, not using your launcher, using 7th Heaven. To be frank, the advice is to replace those textures in the magic textures you're using because the ones in your pack don't look right. Thanks again.