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Messages - Roden

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26
Completely Unrelated / Re: What Leftism Is
« on: 2016-06-28 15:09:20 »


Meanwhile, very interesting development between Turkey, Israel and Russia. http://www.haaretz.com/israel-news/1.727526 Turkey has formally apologised to Russia (never saw that coming) and formalized a "reconcilation pact" with Israel. Makes me wonder if Turkey will still go ahead and join the EU.

27
Completely Unrelated / Re: What Leftism Is
« on: 2016-06-26 20:12:27 »
The nuclear weapon has ironically been the greatest thing for peace.  It has stopped many major war through the sheer fear of M.A.D. Unfortunately, there is another type of mad...  Islam.  And some of these crazy bastards don't fear destruction.  Iran is one.  Thanks to Obama, they are closer now than ever.  But Israel won't sit around waiting.  Believe it.
I think Iran could go either way right now, China just refused it entry to the SCO despite Russia's backing - probably because it could cause some tensions with the US. Might be only temporary though. Personally I don't think Iran would use nukes unless seriously provoked. They also helped fight ISIS. But who knows, they could be gearing up for something - Middle East is messed up.

I'm not sure why my title says "Crazy poster" now. Haha, but I assure you I'm not :P (Just kidding, I know its part of ranking system)

28
Completely Unrelated / Re: What Leftism Is
« on: 2016-06-26 14:22:42 »
Even in the 1000000000-1 chance they even tried, there would be mass riots.  I'd be one of the participants.
Haha. I've liked reading DLPB's political posts when I come here, strange to see it on an FF forum - but whatever :)

This is definitely a victory for the "right" people, which personally makes me happy. The EU is corrupt as hell and would have us all fighting some BS US-led war against Russia alongside the Turks. The globalists will no doubt realize this will never happen now - I believe other EU citizens will have the same resolve as the Brits in voting out of that madness.

Now is a good time for Britain to reform not only education but also diplomatic ties with countries like Russia to make up for the BS in the past. I mean the US/UK tried to overthrow a modern islamic leader (Assad) and replace him with hardcore religious nuts, it's lunacy. We created a permanent enemy for no reason and I feel ashamed, and no-one is even talking about it.

None of the above is likely to happen though, it's not even on the agenda. Seems like a massive missed opportunity - Britain just doesn't have any real leaders. I hope I'm wrong though. But regardless of whether Britain swings to the left or the right from here (some leftist groups also voted out like Galloway's lot), the bigger picture looks good. Globalism has been stopped dead in it's tracks forcing the EU to cut back from expansion (or risk even more countries voting out), this leaves an opportunity for a growing Russia (building a huge trade corridor with China) to either politically, culturally or economically "take over" certain Eastern European countries - the end result being a Europe run more along the lines of Russian policy as the EU further decays/weakens.

Is that a good thing? IMO, yes. The obvious alliance and connections between right-wing groups and Russia is not as unholy an alliance as the left have with decadent Islam. And as the left is naturally weaker, they will surely fail unless World War III is launched (wouldn't put it past them).

Countries like Japan who are strongly allied to the US will be in some trouble too I think (unless Trump is elected, but I fear the US may be too far gone), so there will neeed to be some reform in their outlook of other countries there too. Definitely need to put the whole South Korea-Japan thing to bed.

Haven't seen such an event happen since 9/11. It's huge really in what it could mean for the world.

29
That's a pretty major flaw indeed, but a lot of people probably didn't even notice it so I don't think it will get patched. In the PC version it does NOT reset.
Yeah, it's not the only music flaw either, some parts the timing is quite off or the music continues playing during FMV (I think that happened on the first midgar reactor explosion at the start).

30
I've been playing this version, one thing I really dislike is that the music restarts from the beginning after every battle. Was this in the PC version too? I really hope someone fixed that, it's so annoying as you can't hear the full music unless you (funnily enough), use the disable random battles cheat. Its also annoying that those cheats are available at the touch of a button at any time, there should be a cheat button active/inactive setting. If you're playing with dual shock it's OK but if you're on Vita via remote play its quite easy to activate them.

Other than it being a giant push to get gamers to buy FF7-remake (the theme you get free is a remake theme, and there's even a FF7 remake trailer in the main menu) it's rather nice to play. The high-res text and smooth animations make it hugely enjoyable playing on a 50 inch TV or whatever you have.. the backgrounds honestly don't look tooo bad. It has a primitive language selection option based on the PS4's OS language, but it at least has something so you can switch between Japanese/English/whatever if you like.

No modding makes me feel so powerless though, I can't make any custom versions tuned to my tastes. The speed up "cheat" can be handy, I don't use it much but I figure I will do. Overall, a thumbs up, but it has some issues!

31
General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-05 23:11:34 »
I wish the general criticism found here was common elsewhere.  But, like usual, it seems 10-1 in favour of fanboyism and hype. I don't think most of the fanbase, or what's left of it, even realizes what made the original game so good. Maybe for a lot of people having a "cool" character and a "hot babe" was enough to get them puking out 10/10. But that's not why I liked it.
While I don't like dislike modern games, there's nothing interesting or cool about this trailer.. it's just marketing for the fanboys. I know now to leave this game alone as it will only disappoint me. If they had something new and novel that would honestly upgrade the original, ala Resident Evil-style, they would of shown something of it by now.. It's obvious they have no clue what they're doing, unfortunately.

32
General Discussion / Re: FF7 Remake Gameplay Reveal
« on: 2015-12-05 21:27:25 »
Haha, the first place I checked for reaction was here, I expected the replies. Regardless of gameplay, the characters just don't feel like the characters we know from the original, hence it seems like a completely different game to me. Absolutely nothing there which interests me or makes me feel excited. Wow, what a missed opportunity going for this movie-like garbage instead of an amazing game..

33
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-04 14:52:37 »
I see, no worries, I can wait. I'm doing a class run now for FF7i, I did one for j-org and it was fairly easy, so I'll have to ramp it up somehow. I hope that will adequately prepare me for your mod :P

34
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-03 23:03:35 »
So when is 1.4 hitting? Sorry to ask again :P I'd like to give it a shot, around now seems a good time, some of the vids on your youtube channel look really cool/creative! Hopefully can also give some feedback :)

I never actually played the Steam version of FF7 before, so it will be an interesting experience. I was going to play the new translation project, but I want to finish FF7 international first before trying that.

35
This is pretty neat for Japanese learning FF7 fans! One thing your "app" is good for is word examples, if you've learnt a new word, why not check to see how it's used in the FF7 dialogue. :D

Though I think for some the style of learning is not very practical, using my field expanded disk I've been able to add a lot of English text into the JP game itself to give on the fly "immersive" translations. Though I didn't finish the whole game as I find the Vita + JP PSN store much better for Japanese learning than FF7, simply due to variety + audio. But this is really great for FF7 fans anyways.

36
Haha, that guy is Guardiola, manager of FC Bayern München. He is why I don't fear baldness..

37
Thanks!
That is amazing, good job.

Is that PSX or PC ?
It was recorded from ePSXe on a PC, if that's what you mean. I always record PSX gameplay at 720p minimum, its nice to have that little red HD icon in Youtube. :)

38
If the world map is removed then I'm pretty sure I'll never play it. Stepping onto the world map after Midgar was my best game moment ever. I can only hope they're working on improving the world map by populating it with living things and constructions and so on (I guess similar to FFXV).

39
Are there any games that fit with the art style and gameplay style of old school PS1 FF games, but with updated graphics (or at least cell-shaded)?
Don't think so.. It's just how the modern world works, I think. If you look at sites like NMA for Fallout, people are still complaining about Fallout 4 not being an isometric game. It seems kind of absurd to me, but then I think "modern" FF fans must view us the same way haha. The attention and money always moves to the "best looking" modern things regardless of gameplay style.

40
Can someone detail to me the AC-Style you're seeing? I mean, I do recognize Barret's handgun as that, but if I stop the video just right...he doesn't look like rapper Barret with anything else. His hair looks like it's the high top style, his torso and arms are heavily muscled and disproportional, and his jacket is the old school brown leather. The same goes for Cloud's outfit being that of Soldier. Midgar also looks a lot darker than the AC movie, as if its life is being sucked away by the reactors. They also referenced the trains and playground from the original.

I'm just curious on others view of AC-style :)
Well for me, I never said it was - I watched the trailer once on my cell phone at an awkward angle, haha. I just hope it has its own visual style compared to what we've been seeing with the FF7 series recently. I'll check out the gameplay videos in more detail.

41
Yes, I'll echo some sentiments here. Quite worried about this, I was hoping FF7 remake wouldn't be announced until after FF15 at least. This is too early for me, I was more than happy with just FO4 and Shenmue III. I just hope it doesn't become "Advent Children: The Game" in terms of visual style.. they should be looking to the original as much as possible.

42
Yeah I know about this model but I had no idea that it also has a higher quality face. All faces have mouths like you can see in makou but psx version aint showin them. I suggest that it has to do with the low quality head polygons and the rootmap model has just much more detail so it can show it. Nice finding.
Interesting. Maybe there is something you can toggle in the field files using a hex editor that enables mouths? Now that you mention it, it does look pretty good!

43
@Roden

I mean rootmap cloud. Psx does not display mouths, his face looks like pc version.
I didn't do anything, its just the rootmap field on PSX verison with Cloud turning to face the camera. The model in that scene is not the normal Cloud model, it has the height of a battle model (and a mouth, apparently, can't say I noticed that!). I used that rootmap field as the new game screen where you select your first character (after selecting new game, it teleports you from midgar station without you noticing and before the intro plays).

Zara9: Basically, there's no download as progress didn't get that far (which is why this is not in gameplay releases) and development has stopped.

Though if any mod creators are interested in discussing features and such, just send a message.

44
Is the last shot in your video a photo montage or did you get into worldmap scripting? Also for the intro, how did you do it?
Hey Meesbaker - Nah, it's just a "photo montage" so people can see the whole team on the world map. There was no need to do any world map scripting as everything can be controlled from the field script. You can change the location of characters/vehicles from the field, and even turn off battles on the world map. Other events on the map can be controlled via gameprogress variable.

For the intro? Which part?

45
Ah, I forgot to ask about the faction points. Could you go more in depth in what you had planned for that mechanic? Would points you earn be granted to your party as a whole, or to each individual character? I'm guessing certain quests or areas would open up depending on which town or faction you have more points of.
I'd be very interested in seeing this once it's in a presentable state; especially if it's similar to what you've done here!
Damn, you're really inside my mind, that's a great question which I thought a lot about. My idea from the very beginning was to make sure each character has a unique individual experience. The purpose of the mod itself was to provide that lone wanderer feel.

In my variable calculations, the characters even had their own bank balances (I didn't code it but I did all the groundwork). However, I opted for faction points to be party-wide. I'm not sure why, because technically even if Cloud and Yuffie meet, and then Red XIII and Barret met on the other side of the world - those two groups are still not "connected". Red and Barret would be completely separate to Cloud and Yuffie. However if Red met Cloud, then all the others would meet (Makou had a function called bitwise OR, I think, which would work for this).

As for the function of faction points, they would of been used to convert a town into a faction of your choice. This would be done with town points. Each town had a number of quests which contributed to town points, if you had a high number of faction points and town points the town would change its default alignment to your faction (for example, by default Kalm is Shinra and Nibelheim is Jenova). I also wanted to tie it into the main story with Sephiroth and ultimate materia somehow. Factions would of offered bonuses like save-anywhere, or house ownership (which could be used to instantly gather all party members into one room). But really, the variables could be used for anything if you just scripted it with an if statement..

My plan for gil was inspired by Reeve's comment on the repair of midgar being priced at 10 billion gil. So I wanted the player to be able to earn more than that somehow (for purchase of cities like Midgar). The plan was to have a bunch of bank accounts all over the place and Cait Sith was to be a trader type. In my gil text document I had this written (I wrote it one night while half drunk and never looked at it again, haha):

"The character's each have their own 2 byte space for their cash in the savemap that "half replicates" the current gil system. Characters cannot carry more than 60,000 Gil as its unrealistic considering all the other stuff they're carrying (surplus will be removed at certain checkpoints). However, they are allowed an additional 4 bytes for banking. 1 byte is a quick cash account dotted around the world (multiples of 2000 gil), this allows storage of up to 510000 gil (which is a lot in my mod, but not super rich). Later can upgrade to use multiples of 25,000 (up to 6,375,000 gil). This initial "personal" bank can't be used for bank transfers to other characters - but the upgraded premium bank can. The remaining 2 bytes are offered by premium banks in Midgar and Gold Saucer (remember highwind usage is also rare until Cid is sufficiently well stocked with resources, so you will not be able to get there quickly unless you pay expensive travel charges, you are travelling the world after all). These premium accounts (2 byte) allow 1 million multiples - allowing for 65,000,000,000 (65 billion gil)."

Maybe I was writing most of the above with another game in mind, not FF7 lol. I'll try to let you know when things progress with my other RPG. I'm always surprised after games like Shenmue and Ultima Online that these types of "freedoms" are still not available in most games.

46
I was thinking that the changing weather + time of day would be really interesting to add in, lend areas a little more character to them when revisited (with changing NPC behaviour, though shops would always be open for convenience sake). I've always liked how in Costa Del Sol the party would split up and do their own thing, which was something I was wanting to expand out for NT (only a few new areas got this so far, Wall Market and Kalm); but doing the same for regular NPCs as well, adding in side quests and small events, would be pretty cool too. As far as character-specific sidequests go, I think a good 'hub' for those would be the Highwind's Operations Room; could send characters to certain areas and have handlers to avoid using the World Map.
Yeah that's no problem. For the rain I coded it so there's some random chance of it appearing every few seconds or so. When it does appear, it will continue when you step into the next field (obviously it stops in houses). And then the field after that next field will be slightly "weaker". For the snow areas, I removed the snowstorm layer from the backgrounds which gives it that clean look. Those areas should probably have rain and snow randomly though I didn't code that yet.

There's different levels of complexity for the time script.

Do you want it to be calculated after world map, battle and mini-games? If you have NPCs that are supposed to be in certain places at certain times, and you are calculating it after a world map visit, there seems to be a chance that the init script doesn't calculate the time difference properly (so it could be 8pm and the NPCs take their 3pm starting positions because it didn't trigger init), not sure why this is (probably too large an init script), but its only solved by using a script that does a room jump and back after using the world map. Time in battle I calculated simply by checking if the battle count has changed.

It's more simple if time is calculated just in the field though, obviously.

47
I was very disappointed when I read that you'd stopped working on this project (but real life takes priority so don't worry about it); great way to make use of the PS1's key strength which is each Disc can be coded separately (whereas the PC game needs 7H in order to bring in different files, etc). As far as mods go, it's a fresh take from the usual 'fight new stuff' that gameplay mods for any game generally go with.

Now I gotta ask; would it be possible to get a copy of your prototype? There was a tonne of cool things in your trailer that I'd like to have a shot at implementing into NT. In return, if you ever pick up the project again and need a hand with scripting for battle, field, etc. then could lend a hand with that. I'll understand if you want to keep it under wraps though.

Thanks! Yeah, I had stopped working on the project about halfway through the trailer - but I felt it was important to finish that at least, I didn't feel there were enough field mods even after the excellent Makou Reactor had been released. So I motivated myself to finish the trailer just barely. :P For example, I hated that Barret "explosives" segment - it didn't even show the flash or anything. I was going to cut it out or record a door blast, but just left it in..

I took a look at your mod when I started actually, I really liked the first boss battles with the scorpion and I think Jessie even joins in. I'm happy that you want to use some part of my mod, that's what motivated me to finish the trailer, I can definitely wrap up the prototype for you tomorrow if you like. The code for a lot of parts is actually in good shape (as in lots of bugs already fixed through trial error), which parts were you interested in specifically? I can fix those up a bit more. I also had some handy debug functions not shown which correctly displays + - minus character coord positions along with triangle ID, direction etc, and a room jump via field number ID.

Yep that's right about PS/PC. On the PS version, only the room blackbgb needs to be exactly the same (disc change room, its also the room where the team config dialog is displayed), all the other fields can be completely different. The PS version also has natural support for up to 9 unique CDs.

48
Thanks for the positive comments, guys!

Great idea! I especially like what you've done with those field skills. It would be interesting to see how they would help to progress through the game. Those rogue and assassination mission options look very intriguing as well. Just from the video alone it shows you've put a lot of time and effort into this so I hope one day the necessary tools will be available for you to complete it.

And is this other RPG of yours still quite early on in development?
My vision for the field skills were as such:
- Lockpicking's main use would be for breaking into people's houses and stealing gil/items from various places in the room background. It would also of been needed in the higher level dungeons for better loot (this idea is from Ultima Online). Each dungeon had a difficulty rating depending on level.
- Explosives: Each NPC has a bit (basically a variable). So if Barret blew one up, they would be gone forever from the world (and you could kill anyone basically, just like Morrowind etc). He could also place it near rocks and get more interesting materials for crafting.
- Ninja jump: Useful for navigating backgrounds in more interesting ways, items could potentially be placed in hard to reach places. Also in Kalm, Yuffie has access to windows from this position (this is where she would of met Cloud, in the inn, as she wanted to kill him)
- Levitate: Haha this was mainly for coolness. But it can be useful for quickly moving Vincent just above the ground (if you go too high and wander about, the z-index makes it difficult for you to return to a suitable position).

The rogue/assassination missions would of been repeatable and real easy to script. It would essentially just assign a random NPC, and going near that NPC would of triggered a custom battle scripted with Proud Clod. Also doing missions would get you town karma/faction points (the three main factions would of been Shinra, Jenova (aka followers of Sephiroth, as he is sort of the real leader) and AVALANCHE). I calculated the variables for all these things and there is just enough to space (though resource points suck up a lot, as they need a refill timer as well).

Yes, the Unreal Engine RPG is very early in development (programming/design wise) - though the story/world is pretty well developed. I wanted to prototype with FF7 a little as it has existing assets :D

JonJon412: Hey, thanks! FF7 scripting is not too difficult once you get used to all the variables you will use. I'd be interested in hearing your feedback/thoughts regardless! I didn't have much feedback yet as I just made a game I wanted to play myself (for example, 9 CDs is not a problem for me as my phone has huge space, so I can switch CDs easily). If someone is really interested in making a similar game, I can help them out the best I can with my resources.

I'm not sure I can finish this FF7 project even in my spare time as the scope is huge (9 CDs means one change in a PHS script would affect every room on every CD - over 6000 or so). But if you reduce the CDs to 2 or 3, you lose the team functionality which would of been a big part of doing missions. The idea was you NEEDED at least 2 teams for some missions (for example, stopping the Mako reactors before fighting Sephiroth when he is encased in "Ultimate Materia" - according to the book Ultimania). This Ultimate materia would of been a major plotpoint also.

JBedford128: Haha, thanks very much. You are indeed very correct, I really worked myself into a corner trying to deliver an "uncompromised vision". When doing the team script function, I programmed things like "if this specific character has already met this other character" ( I never even used that function ever, lol, but its there) and if they are in the same room (you can only form teams if the characters are physically in the same area) resulting in a script thousand of lines long.
 Also interesting point about the PS1, I'm not sure all of the features are possible on PC without some injecting.. you would need to inject separate field files for each character, as well as world map models. However, a lot of other things may be easier using the PC version (such as having models appear across fields). The drawback of the PS1 version is tons of hex editing and constant ISO manipulation. And the initial expansion of every field in the game to 35KB took ages to plan/do.

49
Hey guys,

I was working on this project for awhile last year when I first arrived here - essentially it's an open-world project with day/night system, party leader change system (9 CDs), and a ton of other stuff like crafting, stealing, quests etc. Most of the main system code is all functioning/coded, and I figured out every technical problem I came across (PS1 version had many) - though I stopped working on it around the time I got to adding content.

I got the idea for the project from my younger days when I would play disc 3 for hours, wandering the world pretending I was actually living there. The plan was to make the world incredibly detailed so you could do anything, basically, like work on a ship that goes between Costa Del Sol/Junon in "realtime".

Special thanks to: myst6re (Makou), meesbaker (big help with world map models)
Also thanks to Lazy Bastard (model editing), DLPB (variable stuff), Sega Chief (battle scripting), NFITC1, quantumpencil

Here's the trailer I made from the work I had http://youtu.be/l1Y3snhd_bg

The main story idea was at the Temple of the Ancients, instead of Cait Sith just taking the black materia, there was another trap set by the Time Guardian. Time was "scrambled" so events from the beta version and concepts from ultimania take place. That part is in the trailer above. The characters were to start in places across the world in locations that were meaningful to them - Yuffie starts near Kalm as she was originally supposed to join around there, Barret in Corel only he is not part of AVALANCHE. The characters don't remember each other (so you could play the game solo) and were supposed to meet each other in set circumstances and only then could you form "teams" with them.

The idea was to make everything in the background interactive (such as pinball machine etc) and make it all in line with FF7 Ultimania. I stopped mostly as its a full time job and the scripting tools, while great, are quite restrictive compared to real coding. I've since gone on to working on a similar RPG with the Unreal Engine (if anyone is interested just send me a PM!).

Thanks for reading and hope you like it :)

50
That's just... brilliant :)

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