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Messages - the_randomizer85

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101
7th Heaven / Re: Using Reunion R05c + 7th Heaven
« on: 2017-03-15 15:20:37 »
You'll find it in the 'mod' folder.

Huh. I was just looking in there, and a texture folder was never generated, even when downloading the mod itself, it's like, nonexistent. Something's really off here ><

Something tells me that I'm the only one to have this issue, and resolving it is going to be...interesting. I have a headache.

Edit: Perhaps there are leftover folders from the last time I tried the mod. Gonna to delete all unnecessary folders and try from scratch.

102
7th Heaven / Re: Using Reunion R05c + 7th Heaven
« on: 2017-03-15 14:51:51 »
@the_randomizer85 The Texture folder needs to be the same, Reunion or Textures (for 7th heaven), verify ff7_config/ Aali ModPath to be sure and you need to Lauch the game from 7th Heaven.exe

What if there was no textures folder generated when downloading the mod? I'm looking in the FF7 directory and no such directory was created or downloaded..?  Something's off here.  :o

103
Check if the mod path is linked to "textures" in the opengl.cfg. DLPB's mod does change it to reunion.

Didn't think to check that, will do so tomorrow..

104
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-15 01:05:37 »
---
Update:
Now I can load external .ogg files and make AKB2 header with LoopStart and LoopEnd tags.
Tomorrow I will try to research about 3 unknown and 4 optional entries.

Oh wow, still, I can't help but wonder why Silicon Studios seemingly obfuscated or made the format so unorthodox. I hate when game developers do that.

105
7th Heaven / Re: Using Reunion R05c + 7th Heaven
« on: 2017-03-14 21:58:22 »
^ No idea as per the first post.  Maybe someone here will know.  I don't use 7H.

In other news: I am making good progress on the dll.  The sound module is now almost entirely rewritten.  Only downside so far is that Aali's driver is handling the FMVs.... which means the sound there too. I am going to have to see what can be done about that to bring it into line with my sound control.

I have also managed to properly reset the game to the credits screen module.  It took a lot of checking and setting break points and working out how the game changes module - but it's done. Last night I realized a few reset var functions weren't being called by my DLL, so the game progress wasn't being reset on New Game for example.  FF7 really needs to be rewritten :P

Will there ever be a way to filter the backgrounds with the Steam version and not with 7th Heaven?

@the_randomizer85, It works, but you need to make an additional step:

1. Convert the game using 7th Converter.
2. Remove/Hide ff7_en.exe (Steam executable) from the folder and install R05 (otherwise R05C will install on Steam Version).
3. Apply 7th Heaven mods (I usually just apply Textures for Models and Backgrounds) and have fun playing :)

You can verify if the R05c 60fps is working by enabling the FPS in game, once the battle starts you should see 60 fps .

I suppose that is fair enough, I just feel overwhelmed with it sometimes.  Can I still use the Xbox 360 controller with this?

Edit: And the backgrounds don't filter, what gives?

Edit 2: Installed the Waifu textures, no different.

106
7th Heaven / Re: Mods in 7H tutorial video don't exist
« on: 2017-03-14 14:40:10 »
I replied to your PM, was away for a few days there. Hope you got your Berserker models sorted with the info i gave
I'm not sure if I understand?  Then again, I think I only got maybe four hours of sleep last night. I'll need to think about this, I feel pretty bad about what I said and did.


Edit: Filters don't seem to filter background textures...weird

107
7th Heaven / Re: trying to add non 7th heaven mods
« on: 2017-03-13 22:05:29 »
If you want to make them work with 7th heaven you'll need to make a folder with 4 forders inside them named
"char" "battle" "world_us" and "Preview" and then paste the files from each folder into the same folder. ot the folders themselves but the files inside said folders.

Open notepad and paste this inside:
Code: [Select]
<?xml version="1.0"?>
<ModInfo>
  <Author>Berserker</Author>
  <Version>1.0</Version>
  <Description>Model Overhaul</Description>
  <Link>https://www.youtube.com/channel/UCz772uWjXkMkLpZzUFvOL5A</Link>
  <PreviewFile>Preview\Berserker.png</PreviewFile>
</ModInfo>

Then save this notepad inside your new mod folder and name it "mod.xml"

You can make these things whatever you like. Put your own name blah blah.
If you want the mod to have a picture then add a picture named "Berserker" as a PNG file into the "Preview" folder.

Open 7th heaven and click workshop/pack and unpack to IRO
Choose pack to IRO and target the folder with these inside.
Then for the IRO name it Models or The Berserker and put it inside
"FF7 Directory/mods/7th Heaven"

After that depending on if you have "Auto import new mods" ticked in 7th heaven it will work.
If not then go to your "Library tab" and click "Import" and choose your new IRO.

Done :D


As for the Direct mode, it should have been as simple as place all the files from inside each folder into the corresponding folder. Open the "Opengl.cfg" scroll down to near the bottom and change "Direct_mode = on"

That should be it....


Either way if you do this the 7th heaven way loading time will increase tenfold but only when you click play. Game loading time is normal.



Can this be done with the 60 fps, etc mods from Reunion?

108
7th Heaven / Re: Mods in 7H tutorial video don't exist
« on: 2017-03-13 18:00:46 »
Many people make their own mods from their own resources. They won't be in the catalogue.
So what am I supposed to do? Give up? Because it's evident that there's no way in hell I'll be able to replicate the mods that Reunion uses and use filtered backgrounds. What a disappointment and waste of time this mod is.

I bet dollars to donuts that no one else is going to reply; every thread I make, there's only ever one reply, no one else replies again.  So what do I do now? It's pretty clear I can't have the best of both worlds.

109
Was following the guide for FF7 7th Heaven, after converting it from Steam port to the 98 version, and to my dismay, the mods that are present in Reunion, not are they nonexistent, but the mods that are in lieu of them are useless. What do I mean?

Take this video https://youtu.be/zInKUeTDGVo?t=543 for instance, you can see that all the in-field and world models are the same as being used when using Reunion on the Steam port. In the workshop, the name of the mod is called Field Models - Character, Enemies and Objects.  But, upon looking at the Workshop, this mod does not exist, so far what I've only seen is a mod that changes the overworld/map models, but in dungeons, towns, all character are the stumpy Chibi models, further adding to my disappointment.  The next grievance is the fact that the battle menu gets messed up when I try to filter the backgrounds with a filter mod. The Beacause Mod doesn't seem to work without messing up the menu, in short, I can't replicate any of the mods that Reunion has, and those actually work.

That, and whenever I post, no one, and I mean no one, ever seems to be around to answer my question and concerns, I thought this was a closer-knit community, I guess I was wrong. I don't have high hopes of being able to find a solution to wanting to use the same mods Reunion has, in conjunction with smoothed backgrounds (I can't stand pixellation, hurts my eyes).

- 60 FPS battle fix
- Re-translation
- Fixed menus
- Enhanced models outside of battle

Is this not possible with 7th Heaven at all?

~ Yes, they're all still there from the video. In fact, more has been added since the video was uploaded. But I am not going to update it every time I do small updates to the Catalog. When the next big update occurs with Catalog 3.0, a new video will be uploaded that reflects everything that is current with 7H. ~ EQ2Alyza

110
Is the game installed in Program Files or Program Files (x86)? That's just begging for trouble thanks to UAC.

Or just turn off UAC altogether. It's useless and invasive anyway.

111
So, I converted the Steam release to the 7th Heaven version, you know, primarily because I want there to be filtered backgrounds. Now, the Reunion mod does all the things I want, aside from the background filtering with Waifu.

- 60 fps battle fix
- Re-translation
- Menu overhaul
- Town/world models being full sized
- Etc

However, upon loading up the modded 98 version, none of these were working.  Only thing I got out of it was the filtered backgrounds, the chibi models returned, there seems to be no mod for this in the workshop. Same goes for the 60 fps mod, installing Reunion did no good.  I hate to be blunt, but all this was is a colossal waste of time on my part, as I achieved none of the things the Reunion mod has offered. I'm going to have to uninstall the game, the mods, and then re-download from Steam, restore my backed up saves, and re-use Reunion and enable the mods that I had working.  :-(


Is there no way to replicate the results that Reunion has, in addition to filtered backgrounds? I want it to look and play 1:1 that that mod does. But unfortunately, I found it to be impossible to match the model overhaul, translation, etc mods to even work properly. No 60 fps mod kills it for me.

112
7th Heaven / Using Reunion R05c + 7th Heaven
« on: 2017-03-13 05:29:08 »
Is there no way to get the 60 fps mod to work with the Steam converted 7th Heaven conversion mods?

Edit: I converted the Steam version to the 7th Heaven version, and installed model and translation mods. But I don't know if the 60 fps  battle mod even works. If not, then I'm going to have to revert. The main reason I want this is for filtered backgrounds.

113
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-11 14:49:32 »
Will you two stop your effing bickering already?

114
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-11 06:48:49 »
Do you two really need to be debating over this?

115
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-09 22:18:32 »
So using this "Foobar2000" I got to see more details of the steam sfxs files format:

And everything seems the same expect for the muthaferning bit rate.
The bit rate varies throughout each sfx.

Data that is the same:

Sample Rate: 44100 Hz
Channels: 1
Codec: Vorbis
Encoding: lossy
Tool: Xiph.Org libVorbis I 20090709

Other-
<BITRATE_NOMINAL>: 86

Ugh, maybe I shouldn't have suggested Foobar2000, it only made things worse. Bugger >.>

116
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 23:36:31 »
So all the spells are borked, as I suspected, none of them sounded right to me at all. That's just asinine.

FFVII, VIII and X all had correct sound effects emulated.

117
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 18:59:56 »
Making it in a way that will prevent steam updates from breaking stuff is possible. More worrisome is that there are gonna be mods that are incompatible with each other.

Lucky for me I don't use FFIX mods, I'd rather take stability/functionality over mods on this game. I hope SS never ports another game again.

118
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 18:47:57 »
If that is what Sharon aims to fix, I suppose just wait...
I think he mostly figured that stuff out. The only problem is he couldn't use audio of a different length. I don't think it is needed to fix things. Replacement files just have to be created to match thee same loops and whatnot and not to be bigger in size (<128kbps without metadata and there we go). Otherwise there probably is some king of value in the "additional" header that has to be modified that shouldn't be hard to find. Or maybe not in a header but in one of the scripts.

Fair enough, I just hope that the process isn't convoluted to fix once it's done, or that a game update doesn't break anything, again.

119
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 18:26:54 »
If there are many, there's no need to isolate anything. Just dump everything into the trash bin :D
But it is still good idea to verify if the actual sound files are an issue or maybe some fancy sound processing happens in-game (which is I'm not gonna do, I have my hands full with backgrounds).
Speaking of which, look at that door here... the "before" image is an untouched PC version. I wouldn't be surprised if they pulled some sounds from the same place they pulled backgrounds from.
*Sigh* I don't know what to do anymore.

120
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 17:50:19 »
They sound like totally different things, not sure where silicon pulled that from :D
if THAT happens often, it is an issue, sure. But fixing one particular sound shouldn't be really hard.

Edit: SE wasn't even supervising the port, and even if they did, it wasn't the actual director of this particular FF.
On the other side, director won't be "ok" with this kind of port so they probably didn't even bothered to ask him. Cause that would probably double the expenses for this port :D
I wonder if they "lose" the sources of the assets on-purpose too... as an excuse for them to not be re-used.

It's the only boss to use sandstorm in the game, and sounds absolutely abysmal, I can only hope fixing sounds like this aren't super hard to do. Silicon Studio dun effed up big time. SE should've done the port instead, just saying.

Top that off with the fact a lot of the spells sound wrong, fire, fira, firaga, etc. Sword Rain later in the last dungeon is also off, IDK what else to do to isolate these.

121
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 17:36:09 »
I'm not working on the sounds, sorry.

Well then who is?  So we just leave this port being in a shoddy state?

122
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 17:31:07 »
Yeah that sounds nothing like the PSX Version (and it makes me laugh *lol*).

Any luck or insight on this? This is one glaring example, why the deuce didn't SE themselves do the porting, and leave it to some lesser company to do the port? Surely, things like this can be fixed?

123
Scripting and Reverse Engineering / Re: [FF9]2016 release
« on: 2017-03-08 17:25:53 »
Will these sound effects ever be fixed? A good test to try is sandstorm from the Antlion Boss in Cleyra Village. It sounds like a squeaky vacuum cleaner, for example, I have shown two videos for comparison.

Steam version (1:05 in video)
https://www.youtube.com/watch?v=pwVkJyiMdYI

PSX version (1:14 in video)
https://youtu.be/C5jScsUWCZ4?t=74

MP3 recordings for simplicity's sake:

Steam - https://www.dropbox.com/s/k3tn6668krubmew/FFIX%20Steam%20-%20Sandstorm.mp3?dl=0
PSX  - https://www.dropbox.com/s/87wd8mnpp7f4klj/FFIX%20PSX%20-%20Sandstorm.mp3?dl=0

Nice work there, Silicon Studios, no really. Not.

124
The converter should do that all for you and you won't notice really any difference.  Basically no cloud saves or achievements.  Also you only need to test the audio stuff to make it all sync properly.

Like I said, the game already has a patch that is auto installed when you download it from Steam; Square Enix already patches it from the get go, there's no default MIDI soundfont anymore on the Steam release.

125
When you use 7th Heaven it has an audio mod that replaces the midi and some well made fan edits of the songs and professional versions as well.  So you'll get more options when you convert and it has it's own converter with a nice compatibility feature like the nexus Skyrim one does.  So I would go to the 7th Heaven child board at the top and follow the guide there.  It is easy to do and has pictures for visual representation of what to do.

Except, the audio is already replaced with Square Enix's official patch, so the game no longer has MIDI audio; they patched it for Steam shortly after its release in 2013.  Anyways, as long as I don't have to use the stupid regedit, I'm fine.

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