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Messages - Tom

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This is a completely new one but I did hack up the old one into pieces with decompiler to see what the options do.
But worry not, its compiled with the exact same compiler and environment the original was made and its designed with the same architecture the original was made with so it should be a 100% compatible replacement.  Basically I looked at what the original did in decompiler and rewrote the function so it would work and fixed any bugs in the process.

Update: I have been playing around with the ff7configs files and have come up with some goodies:

Tooltips to help guide new users!

Soon, we will be able to intergrate mods into the FF7Config so you can add and remove options to it and make your mods seem more "integrated" into the game.

After a long night of work at trying to figure out how the source works I have pulled together some info on the FF7Config.exe.  So here we go:
First of all, FF7Config.exe's boxes (the little ones that say "Primary Display Driver") are not some kind of native windows form and were MANUALLY drawn by the original programmers at EIDOS.  They consist of 4 lines with coordinates.  The first box's top line coordinates are:
X1:2820 X2:6090 Y1:240 Y2:240

The FF7Config only recognizes Intel Pentium CPUs because it does not read the processor environment variable.  Im working on a fix for that.  On the graphics tab menu there appears to be a bug where it only detects 1 graphics driver but I'm fixing that too

Hopefully this project will replace the default ff7configs (and provide them for newer versions that don't have them built in)

Woohooo! Tooltips so you don't always wonder "Now what did this thing do?"  ;)

Been playing around with the ff7config files

Very old development version of ff7config

Ill update this post as more is discovered and fixed

Team Avalanche / Re: [HD Remake] Nibel Mountains
« on: 2015-05-10 20:26:07 »
I dont think the frames take a day and a half to render, probably less than hour but thats because there are no textures or bump maps for the mountain's rocky terrain or reactors and plitems laying around.  However once you add rock textures with offsets, a shiny Shinra reactor that requires ray tracing, it will take ages. Maybe we can all pool some resources into this ;)

PS I've looked into some network renderers.  LokiRender seems promising since it can also distribute single frame renders as tiles to networked machines.

Team Avalanche / Re: [HD Remake] Nibel Mountains
« on: 2015-05-10 12:04:08 »
As I thought: if you don't have a walkmesh, you can hardly retrieve camera data. And as you said, since there's no "seamless transition to a field scene involved" or overlay of character, I can do it however I want.
Anyway, we'll all be looking forward to you being able to join the workforce :)

Oh, by the way, back to the video: I've manually reconstructed another camera path based on this initial motion tracking (by taking the camera position and target every 10 frames and make spline interpolation), with the idea of accomplishing:
a/ a smoother path to avoid jumps from frame to frame
b/ being able to make a 60 fps video (although I'm dreading having to render 1200 frames at 1920 x 1080  :-\  )

I just need to learn the very basics of Blender's animation interface, for now I am not able to fine tune the camera speed along its path (at the moment it moves at constant speed on its path, which isn't quite the case of the original video). Once I can do that, the camera will be ready to roll.

I can help with the FMV rendering at 1920x1080 :)  Also, does the Cycles renderer have a network rendering component because it would be nice to be able to do the rendering in batches over a network, kinda like LightWave's ScreamerNet and ScreamerNet II

Announcements and site development / Re: Forum upgrade
« on: 2015-05-07 19:38:55 »
Nice I was looking for the pictures

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-07 18:17:37 »
Ive tried to get to RVAA with PrC but by putting numbers in the box the closest i could get is 01CF which gives RVDA how do I convert the letters to numbers? same with EHAA and SCAA

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-07 13:37:47 »
The models I was looking for was Barret Aeris and Dyne

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 20:33:08 »
The model I'm looking for isn't fought as an enemy in the original game so I couldn't find it by looking at other scenes

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 19:31:55 »
How do I find out the model ID for a certain enemy I'm looking for?  I mean the AAAA or AABB models, is there a list?

That video shows there's a walkmesh for that field too, I wonder where he made that.  However there don't seem to be instructions on how to add fields :(
On the other side, he could have replaced a current field background with Palmer program and added links to it behind the snake and to the Mythril mines with Makou Reactor

 I was
Grimmy and Jusete have done this already.
I assume the game has some unassigned slots.

Even if there is a limitation in the exe with 7H it would be possible to bypass it with some tricks.
I mean completely new fields with my own 3d model renders as backgrounds and their own walk meshes.  So far i have only found relative info on ff8/9.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-03 18:40:11 »
There seems to be a text bug in Fort Condor, after you beat the Shinra at fort condor and talk to the old man that gives you the Huge Materia item Cid says "Lets check on the little fella" (he means Cloud) but when the other 2 team members reply one says
Sephiroth: You mean cloud?
when obviously Sephiroth isn't talking

Announcements and site development / Re: Forum upgrade
« on: 2015-05-03 16:53:24 »
In the wiki the images are missing for me, any way to fix that?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-03 07:51:05 »
How did you set up the custom battles?  Like the battle with Vincent in the basement  ProudClod?  Then how do you call your custom battle from ingame?  Proud Clods battle numbers and Makou Reactors battle numbers don't match up

Also, its all battle spells that cause Aali driver to lock up, so I reverted to the original Direct3D Accelerated mode where crashes happen rarely.

I was wondering if its possible to define new fields with Makou Reactor?  If yes then how do you add new fields into it and if no what are the limitations? ff7.exe won't recognize them?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-02 17:00:46 »
But RemoteFX vGPU isn't an NVIDIA card.  I installed the 0.7 version of Aali custom graphics driver and the game locks up whenever a spell is cast in battle (Icicle Area turks Elena fight when she casts the initial attack).

EDIT: Also whats with the level 41 70.000 exp required to lvl up?  Its usually around 10-15 thousand to lvl up

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-30 19:15:37 »
Graphics card is RemoteFX vGPU running Direct3D hardware accelerated with the nvidia Riva 1.02 patch.
Not running Aali driver since it uses OpelGL and OpenGL isn't supported by RemoteFX

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-30 12:54:44 »
Its the original version of the game, not steam so idk what the battle issue is.  Could it be something to do with my graphics drivers?  Barret's head appears white too in the field (unsure if this is a bug with the mod or game).  Without NT it appears normally.   However I don't get what graphics drivers have to do with switching in and out of battles

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-29 19:27:35 »
There seems to be a random issue with battles in NT, randomly and rarely the game simply crashes after a battle (and even more rare before)
Here's what a crash looks like:

Q-Gears / Re: QGears team needs more people!
« on: 2015-04-26 13:18:09 »
To see how to change fields/walkmeshes/scripts/models look in the data/ directory, you will find scripts and stuff to get you started.  LUA files are the scripts
And for authoring tools any will do as long as you can convert to ogre.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-26 12:32:20 »
There seems to be an issue with the Forgotten Capital area at the end of disc 1.  After you sleep and it turns to night time when you try to enter the giant seashell then continue the game soft locks, the screen goes black while changing fields and the music is still playing in the background but the new field never loads.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-25 14:41:02 »
It works!  Updating with the latest main installer must have fixed it.
Other than that bug, it has been a great mod with the bosses being much more strategy based with weakness/strengths.  Another part I liked was X-ATM scorpion and how he appears throughout the game. :D

You don't have to know how to program C++ to help with Q-Gears   :)  The Field Script programming language is LUA which is very easy to learn and understand.  Just have a look at the already existing fields like nrthmk.lua to get a feel for how it is. 

The full amount of commands you can use in the field are 246 and can be found with a detailed description here

And the commands implemented in Q-Gears are listed here:

You can also help with making 3D Scenes with a 3D CAD tool (Like blender or 3d studio Max) or you can help with our wiki and documenting the field commands.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-25 13:07:27 »
Main installer with no other mods installed
(I did install the hotfixes that were available like Gongaga Turks HP fix)

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