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Messages - TrueOdin

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26
Finally, let's look at the net result of TO's betrayal 2 year's ago....  the reunion has simply added all benefits from ffnx anyway meaning it was pointless.  everything i wanted i got anyway in the end.  My source is closed because of the kind of behaviour you displayed 2 years ago.  You must have a short memory as only 2 weeks ago we argued about this and your response was "lol.  so?"  I'll provide screen shots as evidence in the next gpl license

This is the most childish reaction I could have ever seen. You pull history on your side. Feel free to post screenshots. Are you looking for public judging? You forget your Framework is made of pieces from all devs working here on Qhimm DIFFERENTLY than you, than your attitude of being selfish.

Shall I be afraid that you will fork it? Let me call mama then! Please do it, and fuck it up your own way as you'll be the only one to blame and maintain that. You scraped 95% out of it? I wonder what did you keep. The driver hooks to talk to the engine? LOL. You're just pathetic, not even allowing your own users to know what they are going to use. Instead you're just going to attach more noise and more useless crap no one care other than you yourself.

And your attitude of "I was going to do it, but now I'm not" it's perpetual. All over Qhimm you always say that. And you do it in purpose. You wait to piss off people so much that you take revenge next, just because our patience has a limit.

Have fun with your toy. Fork, smash, put your name on it, keep your donations for yourself. Do what you please, as long as you're out of my way.

Cheers.

27
I see you've also added extensions such as jpg and so on...  I take it this is just cosmetic?  pnglib doesnt support these formats does it?

It's not cosmetic. Those are real supported extensions. I still need to document that on the README but feel free to try them.

28
I have never read whatever you have written in your The Reunion - About GPL license file included in your project, until today. And this goes BEYOND every respect bar I may have reached with you.

Not only you uprisen yourself by even writing "It's not my ego project.", but then you strawberries literally on everyone's hat here on the community, ME and quantumpencil included. Considering that I do have huge respect for him, we're not coupled together nor we are selfish, because if we were WE WOULD KEEP OUR CODE CLOSED like YOU DO.

I thought that file was going to contain any trace of the GPL license attached, while you instead wrote your own personal story and personal view on everything, you sell THIS strawberries to everyone and then you're even trying to sound humble, and even worser you wrote something ABSOLUTELY FALSE, and feel free to give any proof of that statement as I NEVER asked you for ANY sourcecode when I did start FFNX ( and is written this way, not ffxn ):

Code: [Select]
I supplied this to quantumpencil openly and he and True Odin agreed to help improve the code and work with The Reunion.
No my dear DLPB, you supplied NOTHING to ME personally. I started from the fork made by Quantumpencil and Nax ( https://github.com/FFT-Hackers/FF7_OpenGL ), I started to improve that fork PR after PR, and THEN I started to work on FFNx because I wanted to get a more modern rendering stack that would have helped me fix the bugs YOU CLAIM YOUR WORKING ON.

So Mr. I am the perfect guy who works tirelessly for the community, tell me: did you ever fix missing textures in Hades spell? Did you fix XInput controller support OOB? Did you improve texture loading speed? What about memory issues and crashes? Or are those whistels and bells done because we have huge ego?

You're damn sick. and I'm tired of this attitude. Learn to respect people and ONLY THEN you will start to become humble towards the eyes of the community. I always had respect for you, even after all the strawberries you pulled on Qhimm because you're used to cry, finger point and TAKE NO DAMN SELF REFLECTION. Even after that I had a 1% willingness to cooperate with you. Then after I read that file, we're done. You deserve NO RESPECT. You will have to earn it towards me.

Feel free to fork my code and do what you want on top of your selfish framework. But to the rest of the community DO NOT EXPECT any bugs to be fixed by me. Everything that will mention "FFNx" in DLPB framework, will be HIS OWN issue, HIS OWN mole of work to be fixed. DO NOT EVER consider coming to me to ask to fix anything he touches.

Good luck with your project.

29
Allright, this is let everybody knows that together with Satsuki we did some tests on top of some new implementation and we made PNG loading times even faster.

FFNx now it will support all PNG types ( against original Aali DLL which supported only RGB/RGBA PNG formats ) like: Grayscale, Grayscale w/Alpha, RGB, RGBA and Paletted. All of them should load fine.

Time to load has improved A LOT but ( just to be honest ) is a little bit slower than Aali DLL just because I don't cache anything and I load it fresh. Anyway, on modern PCs this small % of slowdown is not even noticeable. For a daily gameplays it should work more or less like DDS, a bit slower. DDS is still a way to go as it provides the fastest experience related to texture modding.

Some memory optimizations and usage has been made, which means even less memory used to handle a texture in memory. This means a bit more space for your mods, again :)

Finally, the DLL code is now built with the maximum optimization available through the compiler, which means faster execution on top of your CPU.

All of this available on latest canary. Feel free to test!

30
That's fine.  If you're working on it - so be it.  You replied:Why?

To my earlier query.  You made no mention of actively working to fix it here.

I'm not actively working on it because, as you said too, it's going to be deprecated. So the less effort we put on this, the better it is. PNG textures should just fade away. Until then, you can still load them, despite being "slower" than DDS. This means that you should convert all of your textures to DDS, and most of the community is now well aware of this, as well as conversion tools done by Satsuki. Just hop on the train and forget about PNGs.

31
I am reporting to you a bug.  One that makes PNG loading unusable.  You either fix it or you don't - I won't be using PNG because no one can with latest FFNx and hope to play the game.

And I already replied three threads above why this is happening, that I am working on it. I also replied to your own issue on GH. You should have received a notification about it.

Everyone is using DDS textures with FFNx because of many improvements going on behind the scenes. Is not only about "speed", is about everything that has to do with GPU memory, RAM, GPU cycles, etc.

32
The load time is too slow to be usable.  With the battle PNGs alone, the game pauses for 0.25 - 1 second every time an action is made.  Field screens take 5 seconds to load every time.  With Aali's - it was no delay in battle and very little in field.

Feel free to not use FFNx if you judge is not good enough for your own use case. I'm tired of this attitude. Either you don't want to understand or you want to create a thread where you just complain about FFNx. Either way, you're not forced to use it. If you prefer Aali DLL use that one.

33
DDS will be used, but PNG support in current FFNx is not fit for purpose.  It's excruciatingly slow and in fault, which definitely needs to be looked at.  If not- I'd say PNG support should just be removed.

Why? PNG is a failsafe for people using existing mods. But DDS is suggested and the way to go. When all the mods will be DDS only, then I guess that will be the time to deprecate the PNG layer. Until then it will stay in place.

34
The difference between the drivers is that FFNx uses bimg and bgfx to create the texture, and Aali's driver uses libPNG directly without bgfx.
It is possible that something is wrong either in how we use these libs or inside bimg/bgfx. Maybe address this will also speedup DDS, dunno

I've already clarified it here, in order to avoid duplicating the effort: https://github.com/julianxhokaxhiu/FFNx/issues/56#issuecomment-638129028

Let's see where this goes :)

35
Hey Trueodin

Just a quick question here, will i be able to play the ff7 NT mod on your FFNX plugin Mod at all?

This is up to Sega Chief :) You need to ask him. AFAIK he has planned that, but I'm not sure when it will happen.

36
Please make sure to give me and NFITC1 credit for the 60fps you are adding to source if it's based on or using the Hext file I released.  Cheers.  If using interpolated files, also give Obesebear credit.

There's no 60 FPS patch for battles on the source code yet, but if it will happen I'll let you know.

Likewise please do remember to release your fork source as well.

Cheers.

37
So, I tried following OatBran's guide, and unfortunately FF7 now looks and runs like garbage =/ The screen is stretched (even though I have preserve aspect ratio set to "yes"), and everything is low-rez and pixelated (even though I can tell it's loading the high-res texture packs). The AA isn't working, even though I have that set, and even the music now sounds worse =/ It takes extra time to loads scenes (field to battle, battle to EXP up screen, exp up screen to field, field to menu, etc). It's displaying the version number and rendered in the top left, which is distracting... Any idea what I may have done incorrectly? The only thing I can think is that I'm running windows 7, but you said that shouldn't be an issue, so....

That sounds like a lot of things that went wrong. I'd say just jump on Discord and we will be happy to help.

Until then those are my personal suggestions:
1) Make sure you install the game on an internal HDD ( no USB attached HDDs, or if any, make sure it's at least USB 3.0 )
2) Make sure you GPU driver settings are not using "fancy" settings. Better reset them to stock and then run the game with FFNx
3) Try the game with FFNx only, default cfg file and vanilla. It will look like how the game came out but it's the best way to check if the game runs smoothly.
4) Once you start to install mods using 7th 2.x, make sure you read the FAQ section. And use official FFNx installation steps. Run the game without mods but through 7h. If it starts with FFNx then you're good.
5) Start to mod the game gradually. Try on each step and make sure the game runs fine. If not, then starts to toggle the last downloaded and so on. Until you find out which one it is.

It works fine as said on Windows 7 ( which is the minimum target version for FFNx ) up to the latest Windows 10 May 2020 update.

38
Can I apply this patch without using FFNx? I only ask because apparently FFNx doesn't work with Win7. The page that is linked there is very... generic and didn't mention FF7 by name.

You can apply the patch at your desire but you may not get the same benefits because there some other internals that are required to work with that. FFNx does work with Win7 just fine, make sure you download the latest release.

39
I love this ff7 game alot

its my childhood game of all time and i really like this plugin alot also

and i am just wondering why it goes slow for me and wondering how you guys fix it yourself

Hi Zara9,

Feel free to approach me on Discord and I'll be happy to check your configuration. Another used had the same issue with an AMD RX 590 and all we had to do in the end was update the driver to the latest AND a factory reset in the AMD Control Panel. Personally I always suggest to start with the default FFNx.cfg file and then try tweaking until you find your perfect spot :)

Let me know and thanks for using FFNx.

Cheers!

40
Ah, good stuff.   In that case, there's nothing I can really add to this.

Clearly the texture loading issues and memory problems and unloading issues have also been resolved.  I'll need to devote a lot of time to merging this with The Reunion. Did you also manage to stop delays happening with texture loading?  [I really should play your latest build - just a tad busy]

If you need what I have on 60fps battles, I'll supply you it.  At this point, I think you may be the only one who can resolve the graphical issues that remain - NFITC1 is still needed for camera side - but I am more than happy to transfer 60fps battles to this DLL and away from ddraw.dll as a good will gesture.  If I merge Reunion with this, I'll remove it from my own dll.  If not, I'll just have my own version and work with you adding it to this. 

Both modes work well but if we collaborate on this we may finally get the remaining bugs ironed out.

Texture loading delays were caused by too big PNG textures. If you switch to DDS they will work like native ( usually Instant in most environments ) but upscaled in 4K :) You can ask Satsuki about this, he is kind the expert of this topic now.

Related to the 60FPS mod I'll be happy to merge what you did, of course giving you credit for that! If you're fine with it, once we implement that too, you could ideally use the releases I do just out of the box!

Related to "NFITC1 is still needed for camera side" I don't really get where or what the issue is, but I'll be happy to talk about it. If there's something to be fixed, I'm totally into :)

Let me know how you want to take it up from this point.

Cheers!

41
I haven't checked your source in last week, so forgive me if you've already plugged this one -  some FMVs are full 1280 * 960 AR  as opposed to 1280 * 896.

My code works as follows to make sure centring is turned off for those ones >

Code: [Select]
// draw a full_screen quad, respect aspect ratio of source image
void gl_draw_movie_quad_common(int movie_width, int movie_height)
{
float x1 = 0.0f;
float x2 = (float)width;
float y1;
float AR = (float)movie_height / (float)movie_width;
   
    if (Centred_Field && AR != 0.75f ) // DLPB
y1 = 16.0f;
else
y1 = 0.0f;

float y2 = y1 + min( (float)width * ( (float)movie_height ) / (float)movie_width, (float)height);


0.75 is safe for floating point in these cases.

Congrats on the release.

Hey there!

Thank you very much for the tip. Actually that was implemented a while ago, you may want to checkout the latest master branch :D Guess you missed a lot of things then!

Feel free to see https://github.com/julianxhokaxhiu/FFNx/blob/master/src/gl/gl.cpp#L48

Let me know if you need any help in case :)

Cheers!

42
To everyone writing here, THANK YOU from the deep of my heart. For using this software, for contributing on it and for making it better and better with your issues :)

Feel free to report anything that may not work on Discord! I'll be happy to support directly as much as I can.

43
Cool! Glad to see this is coming along :)

This is truly unexpected, I'm super happy to see you around! If you want to I'll be super happy to have a chance talking to you. There are a TON of questions I'd have ( but not only me ).

In case you hop on Discord, PLEASE remember to say Hi!

Thank you again for all the great work you've done. That's truly amazing achievement. I hope FFNx will be your living legacy!

45
FFNx
Next generation modding platform for Final Fantasy VII and Final Fantasy VIII ( with native Steam 2013 release support! )


Project URL: https://github.com/julianxhokaxhiu/FFNx

Support: https://github.com/julianxhokaxhiu/FFNx#support

How-to Install: https://github.com/julianxhokaxhiu/FFNx/blob/master/docs/how_to_install.md

What is FFNx?
FFNx was born from the ashes of Aali driver, with an intention to refresh the Rendering engine and the possibility to extend modding capabilities to original Steam copies without the need of a Game Converter. Today FFNx not only can offer that also much more. Feel free to explore the official feature list at https://github.com/julianxhokaxhiu/FFNx?tab=readme-ov-file#features

Thank you!
There's a HUGE list of people to be grateful to for their amazing work. Starting from Aali who made this possible, without his code release FFNx would have never been a reality, but also to A LOT of other people here on Qhimm. Feel free to checkout this list: https://github.com/julianxhokaxhiu/FFNx#credits

From the bottom of my heart, THANK YOU!

46
Hi,

I think I'm a bit late into the party, but is it possible to ask for the build config you used to verify the source was working? I'm trying to build this code myself but with no success ( I'm able to get mostly everything running but hooks via Win32 API, which makes mod files impossible to be loaded ).

Thank you in advance.

47
Hi Aali, I'm one of the contributors to the revival of your driver ( https://github.com/FFT-Hackers/FF7_OpenGL ) and I am quite close in getting the behavior right on top of VS2019 MSVC compiler. Although I'm struggling a bit with one last point: it seems that for some unknown reason to me, the driver once built is not able to allow hooks on the WriteFile API from 7h.

Can you please try it on your side and maybe let me know please what is missing to allow that? The side of this is that most of the patches ( like menu overhaul ) is not able to be applied. Could be we're missing some linker flags or maybe did you built using static compiling?

If you could maybe share how you used to build the driver I can also figure out myself the difference.

Thank you in advance :)

48
Hi everybody, for anyone tuning into this thread I am one of the contributors of 7h and from now the project requires VS2019 ( Community edition which is free works fine ).

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