Well, I suggest to add monitor refresh rate configuration, 'cause 60Hz is not cool.
I wrote (http://forums.qhimm.com/index.php?topic=10191.msg152342#msg152342) about this in the previous thread.
Thx for fixing screensavers problem!
Prevented screensavers and sleep/suspend from activating while the game is running.Strange, I still get a screensaver activated during the gameplay.
That your monitor goes to 60hz is unfortunately out of my control. I dont set the refresh rate anywhere.I suppose the game sets 60Hz on any monitor, not only mine, it's just not noticeable on LCD's. But you can check it by setting refresh rate other than 60Hz and then running FF7 in fullscreen mode and visiting some minigame with V-sync and fps counter on. And that is the issue of the original game, not your driver, if you thought so.
Have you tried turning off v-sync? Since v-sync is tied to fps and the game has a framelimiter at 60fps.I know VSYNC locks your FPS to your refresh rate, but I'm not sure if it works the other way around when a frame limiter is in place. Worth a shot though.
Its odd that your screensaver still kicks in, its really not supposed to.Looks like It doesn't kick in if I play on keybord, but it skill kicks in when I play on my gamepad or when I don't perform any actions.
Have you tried turning off v-sync? Since v-sync is tied to fps and the game has a framelimiter at 60fps.Yeah, I have experimented. As pyrozen said, it doesn't work that way.
Next version will have a config option that lets you set the desired refresh rate.Great, will be waiting :)
After upgrade the Aali's driver, the Knights of the Round summon rendering very slow and give me that error:
GLITCH: deferred draw queue overflow
This happening with or without high res texture.
Thats what I get for trying to fix z-sort issues the easy way. With fancy_transparency off it will not do that.
ok, was just curious. Guess it's back to hacking TEX files to load battle field textures until support for them is properly implemented.
lee
As I understood it, he wants a framelimiter that isn't based on vsync. Apparently he still gets his 85hz.Some posts later (http://forums.qhimm.com/index.php?topic=9868.msg142137#msg142137) he tells that in fullscreen mode the game always runs in 60Hz no matter what. He avoided 60Hz by playing in window mode instead of switching to 85Hz every time. So I'm sure Kein has exactly the same problem as me.
That app.log link is a 404 and the wind.wav bug has been fixed since 0.7.8b.
Huh? The problem with battle stage textures is fixed in 0.7.9b...
*Sigh*, I should have known these fancy shaders would break alot of sh*tty drivers..
Request:
Character Run by default, rather than walk.
Got a link? I will add it to the menu project. Still... I dont know how much Aali plans on adding to his driver. A lot of these additions and mods could be placed into the driver options.
When you used the config did you set the renderer to custom driver?Ah! Thanks! I watched a tutorial video but it was too small to see that part, and the narration didn't really make it clear. Adding that step makes a lot more sense...
Hi, I installed Original FFVIII (French) PC game, and Aali's custom driver 7.9b.
But when I play it, the game doesn't work, it says: "Failed to load custom drvier"
Can you help me please ? Thanks in advance ^^
New release: http://www.megaupload.com/?d=WJA5MSRN
v2.0.7 fixes a glitch with the materia in slots in the menu.
INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
ERROR: unhandled exception
INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel 945GM 1.4.0 - Build 7.14.10.4926
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: Subtractive blending not supported
INFO: Found swap_control extension
INFO: NPOT textures not supported
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x1024, output resolution 1280x1024, internal resolution 1280x960
INFO: No NPOT texture support
ERROR: init_indirect failed, scaling and postprocessing will be disabled
INFO: internal resolution clamped to 1280x1024
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: i:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
WM_CLOSE
END OF CREDITS!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
[code]
code
[/сode]
Nice Driver here. ;) but i have found some bugs in this. more likely the screen transitions. while the
fps display constantly at 32 when the transition is not made. it began to really drop to 19 or something
when i go to next screen.. although this can be solved by entering the menu and exiting out again.
is there a fix for this already or i have to change some configuration..
thanks.. btw. good job with this got it working with Launcher 1.4 and some good add-ons. this is the only bug that i found.
updated. i found that the texture reload resets to 0 when i enter the menu and exit. but when
im entering a new screen it goes up again to some value. and il have to re-enter the menu again to reset it to 0 just to increase fps again/.
INFO: FF7/FF8 OpenGL driver version 0.7.8b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 7800 GTX/PCI/SSE2/3DNOW! 2.1.2
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: c:\games\FF7\Data\midi\midi.lgp
midiOutGetVolume returned: ffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Games\FF7\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
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# 322
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
WM_CLOSE
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD
INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce GTX 260/PCI/SSE2 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
INFO: main program link log: Fragment info
-------------
0(42) : warning C7050: "texture_color.xyz" might be used before being initialized
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: YAMAHA XG MIDI
using midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\Data\midi\xg.lgp
midiOutGetVolume returned: ffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
GLITCH: missing external texture: buster_00.png
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Field Start
MIDI stop - OK
MIDI stop - OK
song is already playing...
MIDI play: 47
reading midi file: HIKU.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
ERROR: unhandled exception
ERROR: failed to find file moviecam/rcketoff.cam (LGP) (path: )
But the direct mode is disebled. Why is this happening?
This is a suggestion, but could you add a command to the config to disable those error messages like GL_INVALID_VALUE or unexpected zero count? When those pop up from time to time it just annoys me a little, especially on my laptop every time i get into a battle.
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 52
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: COULD NOT CHANGE TO DIRECTORY .\Data\BATTLE
QuoteNice Driver here. ;-) but i have found some bugs in this. more likely the screen transitions. while the
fps display constantly at 32 when the transition is not made. it began to really drop to 19 or something
when i go to next screen.. although this can be solved by entering the menu and exiting out again.
is there a fix for this already or i have to change some configuration..
thanks.. btw. good job with this got it working with Launcher 1.4 and some good add-ons. this is the only bug that i found.
updated. i found that the texture reload resets to 0 when i enter the menu and exit. but when
im entering a new screen it goes up again to some value. and il have to re-enter the menu again to reset it to 0 just to increase fps again/.
its still there the problem is present still here in v0.7.9b
# ff7_opengl-0.7.9b config file
## USER OPTIONS ##
## If you just want to play the game, these are the only options
you'll want to change.
# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3
aspect ratio
window_size_x = 1100
window_size_y = 825
preserve_aspect = yes
fullscreen = no
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of
textures just lose their detail
linear_filter = off
## ENHANCEMENTS ##
## All the little extras that weren't part of the original game,
default options include only trivial bug fixes.
# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no
## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.
# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
# prevent glitches due to rounding errors by rendering in the nearest
(larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes
# enable alpha blending for textures without an existing blending
effect
fancy_transparency = on
# display frames per second counter in upper right corner
show_fps = yes
# display some real-time debug information
show_stats = yes
# store external textures in a compressed cache for increased
performance
# compression is not lossless, some artifacts may appear when this
option is in use
# texture cache does NOT update automatically if the source image
changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no
# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag
INFO: FF7/FF8 OpenGL driver version 0.7.8b
INFO: Auto-detected version: FF8 1.2 US English
INFO: Intel Mobile Intel(R) 4 Series Express Chipset Family 2.1.0 - Build 8.15.10.1808
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Original resolution 640x480, window size 1100x825, output resolution 1100x825, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: No errors.
MATRIX INITIALIZE
INITIALIZING SOUND...
initializing direct sound
EAXDirectSoundCreate
creating primary buffer
initializing audio data
OK
initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: Microsoft MIDI Mapper [Emulated]
GUID={0x36210086,0x8f64,0x4d7a,0x9d,0x1,0x92,0x88,0x3b,0x26,0xbd,0xb8}
PORT 1: Microsoft GS Wavetable Synth [Emulated]
GUID={0x8d2171ca,0xe016,0x4109,0xb6,0x51,0xea,0xa,0x74,0xfb,0xd1,0x80}
PORT 2: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
Microsoft Synthesizer
Port1 supports XG data
BinkClose
SdMusicPlay ()
sd_music_play (number=0, song_id=79, volume=0)
midi_play...
Stopping Performance
Loading DLS...
Playing Segment
midi_play successful
MIDI stop
SdMusicPlay ()
sd_music_play (number=0, song_id=26, volume=127)
midi_play...
Stopping Performance
Playing Segment
midi_play successful
WM_CLOSE
Releasing Performance...
Releasing Loader...
Releasing Port1...
Releasing DirectMusic interface...
Releasing COM...
That should only happen if you're running in something that is not a multiple of 640x480 and you've turned off prevent_rounding_errors. Changing either of those should solve the problem.
just a quick suggestion:
include the relevant modpath folders in the ZIP for the next release (world,battle,menu,ect..) just to make it easier to diagnose future problems with mods that need to be manually installed. I also think in set in stone modpath name would be a good idea, or at least a default value to make it more n00b friendly. We've seen more than a few issues pop up from mistyped or blank modpaths already.
keep up the good work!
lee
Wait for 0.7.10b
When it is ready.
When it is ready.
Thanks for the smart ass comment.
When it is ready.
Thanks for the smart ass comment.
The fact is that software development is non-linear: you can add as many sweet features as you want, but if there are *any* significant bugs, the whole program generally comes crashing down. Hence, estimating when *any* software project will be complete is very difficult. Just look at Valve's historical release schedule and you'll find this comment is more used than you'd think.
Well i do know the developer, and that was the answer i recieved. I have done some mods of my own (Team Avalanche) and honestly 'When it is ready' is the safest answer a developer can give.