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Messages - Ultroman

Pages: [1]
1
I very much second this motion, but I realize this is people's spare-time, so I'm very happy with what we have. It's tremendous work! The battles are what do it for me, though, and since I saw someone running it with just interpolation between the keyframes or something like that, I just haven't been able to get it out of my mind. I hope we get to see it one day. Godspeed with everything!

2
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2020-04-08 04:00:01 »
Icons only might be possible, I will speak to fewtch to see if that can be implemented.
Wow! Thank you so much for even considering it <3 Oh, I'm so happy the community is bustling with life again :D

3
Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2020-04-08 02:54:49 »
I can't seem to unselect options in the remake mod. Is that intentional? From the OP it sounds like there should be options to turn off the remake-borders, fonts, etc., but the dropdown list under "UI Bars" only has one item named "Remake". TBH, all I want from the remake mod are the nifty material icons and controller icons. Even the item-icons I'd like to have from the Qhimm package.

4
7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-04-08 01:06:25 »
Thank you so much for the kind words!

1. You're fine. 7H 2.0 still fully supports the original discs.
2. You only need one thing (7H 2.0). Download 7th Heaven 2.0. Run the installer. Start 7th Heaven 2.0. Enjoy.
You're a godsend, m8! Nothing less. It works perfectly.

I even got the re-released APZ Cloud imported by just reading your documentation <3

5
7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-04-07 22:36:21 »
I can't describe the joy I felt when I saw the phrases "7th Heaven" and "2020" in the same search summary. I was so hoping someone would pick up the mantle from the old masters, and here you are. May the universe bless you every day for your great contribution to mankind <3

Now, a few questions from an owner of the original 1998 discs (and yes, I did read the entire thread, so if this was answered, I missed it):

1. I have my trusty old ISO's made from rips of my old original discs from 1998 of which the install disc can't be read anymore, so I'm stuck using my ISO's. Will the program count that as piracy?
2. When installing from the old discs, do I still need to install the 1.02 official patch, or is that also included in 7th Heaven?

6
Speed hack would be my immediate guess.

7
It seems to be the same old problem described here:
   http://forums.qhimm.com/index.php?topic=16328.msg231831#msg231831
   http://forums.qhimm.com/index.php?topic=16328.msg237144#msg237144

Windows 10 Home, 64bit, german
Final Fantasy VII (1998), english
If you read more closely, the errors you've linked to look nothing like your error. The others do not describe a problem with the path, which is what yours is complaining about.

Which path are you trying to install to?


In related news, I get the following exception, the second it should start installing the game files, to the following directory

E:\Gamez\Old Games\Final Fantasy VII\Game

Code: [Select]
System.InvalidCastException: Conversion from string "GlobalVariables.DestinationFolde" to type 'Double' is not valid. ---> System.FormatException: Input string was not in a correct format.
   at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
   --- End of inner exception stack trace ---
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value)
   at FF7Inst.ProgressMeter.ProgressMeter_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
FF7Inst
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///E:/Gamez/Old%20Games/Final%20Fantasy%20VII/FFVII%20Stuff/Toms_Installer1.5.0/FF7Inst.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 14.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks.Vs
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1
    CodeBase: file:///E:/Gamez/Old%20Games/Final%20Fantasy%20VII/FFVII%20Stuff/Toms_Installer1.5.0/Microsoft.VisualBasic.PowerPacks.Vs.DLL
----------------------------------------
CustomControls
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///E:/Gamez/Old%20Games/Final%20Fantasy%20VII/FFVII%20Stuff/Toms_Installer1.5.0/CustomControls.DLL
----------------------------------------
Microsoft.VisualBasic.Compatibility
    Assembly Version: 10.0.0.0
    Win32 Version: 14.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic.Compatibility/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.Compatibility.dll
----------------------------------------


AND the following error, when trying to install into a directory WITHOUT SPACES, like this:

E:\Gamez\FF7

Note, this error looks identical to Ugerstl's, although his is in German.

Code: [Select]
System.NotSupportedException: The given path's format is not supported.
   at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
   at System.Security.Permissions.FileIOPermission.QuickDemand(FileIOPermissionAccess access, String fullPath, Boolean checkForDuplicates, Boolean needFullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at FF7Inst.ProgressMovie.ProgressMovie_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
FF7Inst
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///E:/Gamez/Old%20Games/Final%20Fantasy%20VII/FFVII%20Stuff/Toms_Installer1.5.0/FF7Inst.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 14.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks.Vs
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1
    CodeBase: file:///E:/Gamez/Old%20Games/Final%20Fantasy%20VII/FFVII%20Stuff/Toms_Installer1.5.0/Microsoft.VisualBasic.PowerPacks.Vs.DLL
----------------------------------------
CustomControls
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///E:/Gamez/Old%20Games/Final%20Fantasy%20VII/FFVII%20Stuff/Toms_Installer1.5.0/CustomControls.DLL
----------------------------------------
Microsoft.VisualBasic.Compatibility
    Assembly Version: 10.0.0.0
    Win32 Version: 14.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic.Compatibility/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.Compatibility.dll
----------------------------------------

8
Catalogs / Re: [FF7] Update Reports and Mod Requests
« on: 2016-05-20 09:56:03 »
Add Smoother 60FPS Battles - v0.93 - Cancelled, not possible
Aaaaww :( I came here to write this one up. I saw you mentioned working on 60 fps animations in another thread. Will some form of 60 fps battle animations be in the next pack?

Thanks for all your hard work on this. It is deeply appreciated! I'll try the first episode of the remake, but it'll never be the same as the original, with all its quirks. Thank you so much!

9
You guys are doing amazing work! Keep it up! I'd wish I could program C++, because I'd love to help. I only have experience with Java and C#, and a packed life as it is, though. This will definitely be my go-to project, if I find some extra time.

10
FF7Voice / Re: Thoughts about reviving the project
« on: 2015-04-24 14:37:32 »
Looking very much forward to this!!!

11
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2014-01-09 21:59:05 »
is the proyect dead? or no one is making or updating mods? :-(
I sincerely hope not! These guys are doing an amazing, and much needed, job!!!

12
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-22 03:38:56 »
Some weird issues with the weapon models persist. What shanker is talking about, and I've also reported weird findings above (choosing a field model other than "No change", while choosing APZ Cloud battle model = no weapons, regardless of weapon-pack).
They might be related?

13
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-20 14:41:46 »

can someone please assist me with this or divert me to a place i can get help? i tried to re install everything and i'm getting the same issue
Still a lot of minor bugs being ironed out, I suppose. Did you install the "bunny girl" costumes? If so, try doing an install without them.

14
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-13 00:59:52 »
Lower your internal resolution to 1280x960 and see if that gets rid of your lag.

When I get home from work this evening, I'll see what I can come up with for your Menu. I know what your problem is, and I know what you're asking for, but I have never set it up that way before. I am pretty sure I know what needs to be done though. I'll edit this post after I figure it out.

Well, I've tried this out in different resolutions, and it works fine for me. Maybe it's just an issue with 5:4 resolutions? I'll test on my desktop computer tomorrow. It has an old 6:5 screen running the same resolution

15
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-12 16:48:53 »
Hello,
Need help with my game, it sometimes runs smoothly but sometimes runs pretty slow specially at the battle transition, feels like its going to crash, actually it did just once. Either way my intarface looks like this, both battle and menus interfaces.

Also with other charaters just looks the same but with number below the 302

And this last one look ath the words most of the letters are on top of each other

How can i fix these 2 problems??
Double-check that in the Bootloader you have "internal resolution" on the System-tab set to a correct setting (a multiple of the original game resolution) and that your "screen resolution" on the Main-tab is a multiple of the original game resolution, or alternatively that you have "Preserve Aspect" on if you're using a widescreen resolution or any resolution that is NOT 4:3. Your screenshots are 640*512 which is not going to work well. They should be 640*480.

Settings that work for me on a widescreen 16:9 screen:
Internal Resolution: On (obviously)
Internal Resolution: 3840 x 2160
Screen Resolution: 1366 x 768
Preserve Aspect: On

16
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-12 03:54:14 »
The original Cloud model does not support the weapons mods.
If you select NO CHANGE with the original Cloud model, weapons mods won't work.
The NO CHANGE option is primarily for running Bootleg over an already modified game.
That makes sense, but why do the weapons disappear when I choose APZ Cloud battle model, "Cloud with sword (bloodshot)" field model, and Mike+Millenia weapons?

17
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-11 19:57:14 »
@Ultroman - I could be wrong, but it sounds like the No Change Cloud, aka original game model, doesn't support the Millenia+Mike weapons. When I get home tonight, I'll reinstall my game and see if I can replicate your problem.
Hi. I updated the bottom of my last thread a little to help you in your endeavour. And I think you understood me wrong.

For all the settings I've posted in the previous thread, I'm using APZ Cloud for battle-model (except 1 where I indicate changing to "High res Cloud" battle model). It is the field-model I want to change as well, but when I choose the "bloodshot with sword" field model, I suddenly have no weapons on in battle. And when I change to "No change" field model, I have the same field model as I did when I chose "bloodshot with sword" field model, but the weapons work fine.

I must admit I don't know the visual difference from the "No change" model to the "bloodshot with sword" model, so I can't tell you exactly what is happening.

18
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2012-09-11 18:34:05 »
First of all: <insert all abbreviations pertaining to awe and surprise here> THANK YOU FOR DOING THIS! You are all marvellous!

Now, I am happy to announce that aside from a few things, this is all working perfectly for me :D

The things not working, or that I noticed:
While using "No Change" for field model (it seems to load "Cloud with sword (bloodshot)" by default?):
- When I choose Millenia+Mike weapon models, I get the all-grey Buster Sword (Millenia), and not the one on the picture for Mike+Millenia

Using "Cloud with sword (bloodshot)" field model:
- No matter which collection of weapons I choose, APZ Cloud doesn't have any weapon in his hands.
- If I choose Hi-res Classic Cloud battle model, no matter which collection of weapons I choose, he still starts with a Buster Sword with a purple handle (the one seen in the High-res Field Model)
It seems choosing "Cloud with sword (bloodshot)" field model screws with the weapons, but it seems I get the same field-model by selecting "No Change"


- If I skip the Eidos-movie, it automatically skips the Squaresoft-movie too (not a biggie, and I don't really care, but I thought I might as well give a full report here)
- If I skip the intro, there's no music until I completely finish a battle (again, not a biggie)

While installing, it said to ignore any error-log messages, but as a programmer I can't :)
This is what it gave me:
Error in blackbg2: Incorrect number of entries: 24/42
Error in blackbg3: Incorrect number of entries: 18/28
Error in blackbg4: Incorrect number of entries: 54/72
Error in blackbg7: Incorrect number of entries: 16/25
Error in blackbgi: Incorrect number of entries: 10/17
Error in blackbgk: Incorrect number of entries: 16/21
Error in elminn_1: Incorrect number of entries: 16/17
Error in startmap: Incorrect number of entries: 2/11

Summing up:
I got everything I wanted working by choosing "No Change" for field-model, except I really like the Buster Sword on the Mike+Millenia picture, and I can't get it. I get the all-grey one from Millenia.
Slayersnext models work fine.
I'm looking forward, d*ck in hand, to the day the interpolation of animations is up and running so we can get everything up to 60fps. The project looks killer as it is! Please don't ever stop!

My system and install:
Windows 7 64bit
Laptop
Intel i3 M 380 Dualcore 2,53GHz
4GB ram
Geforce 525M

Brat Code: 0101070111010000101111110011100001
Preset: https://www.yousendit.com/download/TEhYQ1Zxa0QzeUwwZXNUQw

NOTE: This is my working preset. If you just change the field model to be "Cloud with weapon (bloodshot)" the weapons disappear, and I still have the same field model as "No change", but the field model I'm getting from both settings, is some version of the original battle-model, with a sword on his back with a purple handle.

19
@Cloud1000: I think you've done the same thing I did. I compiled a new lgp file to get some models in, but because of my language settings in Windows (Danish), it sorts the files in the wrong order when compiling the lgp file. What I do is open the lgp-file, and manually replace each file with the one of my choice. That keeps the order correct.

20
Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-06-22 16:15:23 »
Oh, thank you! I wasn't aware of this. I had noticed they were being packaged in another order than the originals, but I didn't know it made a difference. Man, all the info on this is so scrambled around the forum. We really need a modder's FAQ :)
I assume you mean my locale in Windows (Regional and Language Options)? Everything there was in Danish. Now I'll test again.

This is probably also the reason my models can't seem to find their textures when I port them to the game. I'm doing a fearsome dragon!

EDIT: Now I've changed my keyboard setup and locale all over the place in Windows, and it still pack the files wrong. I guess I'm doomed to replace each file manually. I just did that, and my APZ Cloud now work in Sephiroth battles and with Mu creatures. Ehm...what can I do to rectify this?

21
Troubleshooting / The APZ Cloud Project!!!!
« on: 2009-06-22 11:42:10 »
Hi! I use PRP and APZ Cloud like so many others. Those are the only two I have installed, so the battle.lgp is the original but with APZ Cloud in it, and the world_us.lgp and char.lgp are from PRP. And now, suddenly, in the flashback at Nibelheim in the first battle with the "monster" (green dragon) it crashes right after the battleswirl. From what I can gather reading through the crash.dmp file in something as horrible as Wordpad, it says ERROR: COULD NOT OPEN FILE SEFIROS.D
Where is that?

This is what the APP.log says at the end when I encounter a Mu creature (it's similar to what it says at Sephiroth, only "ENEMY078.D" is replaced by "SEFIROS.D":
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 48
[BATTLE] Exitting FRAME_INITIALIZE
OFFSET ERROR: ENEMY078.D DAAA
ERROR: COULD NOT OPEN FILE ENEMY078.D
ERROR: unhandled exception

Don't know if that can aid anyone in understanding why this happens. Well, here's a link to my crash.dmp. It's on Yousendit and a max of 100 downloads, so unless you think you can use this information about an engine crash in FF7 and might figure out the problem, please don't download it.

https://www.yousendit.com/download/cmczNnFITWNCMTVMWEE9PQ

EDIT: Now I tested a clean install, with PRP models, on the original engine. Both Sephiroth battles and the Mu creatures work fine now. I'm trying with Aali's engine now. If that works, then it was the APZ Cloud model all along. Funny, as it has worked perfectly for 6½ hours played before this happened.

EDIT2: Now I rolled back the battle.lpg and it seems to work now. Hmm, maybe I'm packing the lpg wrong.
1. In Lpgtools "Extract" original battle.lpg. 2. Copy all files with no extension from the rar'ed model into the directory I extracted battle.lpg to. 3. In Lpgtools File ==> Create. 4. Select the folder with the extracted and altered battle.lpg contents, and save it as battle.lpg on the desktop, and overwrite the original one in data\battle directory afterwards.
How can the model sometimes make the game crash, and sometimes not? It's only with Sephiroth and the Mu creatures this has happened so far. And only with APZ Cloud in the mix...

...isn't that right? Or am I missing something.

22
nvm

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