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Messages - Dark_Ansem

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151
You need to update the registry with the drive letter of the virtual CD-ROM drive.

32 Bit
[HKEY_LOCAL_MACHINE\SOFTWARE\Square Soft, Inc.\Final Fantasy VII]
"DataDrive"="E:\\"

64 Bit
[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Square Soft, Inc.\Final Fantasy VII]
"DataDrive"="E:\\"

thank you, I had this same problem but actually uninstalled in order to solve it.

152
thank you :D I wait for this very eagerly in order to start a new game!

153
what other issues are you encountering?

154
thank you :D

155
can we expect a new release working with the nvidia 3xx family drivers, now that they have been released?

156
tracking, will install blender just for this when it is released. a much needed upgrade.

157
FF7 Tools / Re: [RELEASE] FF7tk
« on: 2012-03-26 17:24:05 »
AFAIK they're both very busy, but one can try....

158
FF7 Tools / Re: [RELEASE] FF7tk
« on: 2012-03-26 16:54:00 »
I like this and I hope that, for the model editing, you join up with Borde, the author of kimera, in order to improve on the features of that mod :D
maybe this can join as well with the new versions of WallMarket and Proud cloud the author is working on?

159
is this still being worked on?

160
Releases / Re: Grimmy's Models
« on: 2012-03-22 17:14:04 »
I like those. keep it up when it comes to editing!

161
Releases / Re: [REL] Anxious Heart
« on: 2012-03-22 17:08:38 »
thank you DLPB :D next version can you work with a loop-compatible lossless format?

162
FF7 Tools / Re: Kimera: FF7 p model simple editor
« on: 2012-03-19 21:34:02 »
thank you Borde!

163
FF7 Tools / Re: Official Proud Clod 1.5.0.α_4!
« on: 2012-03-04 06:48:37 »
thank you for rewriting it, but it was very good from the beginning :D

164
General Discussion / Re: Restarted ffvii. Now what?
« on: 2011-12-18 18:13:24 »
I agree with royal. We all wait for the seph mod, but that hardcore mod is just great. then there's Bosola's rebalance mod as a WIP.

165
and who better than you to undertake such a project? :D

166
Gameplay / Re: FFVII: Changing Weapon Damage formulas
« on: 2011-11-22 07:28:34 »
maybe the self-appointed EXEmaster could shed some light on this? I read the exe text documentation but it won't show any actual damage formula.

167
great! my fav location! now add the music please :D

168
this comes when borde announces his restart on Kimera... just perfect!

169
Gameplay / Re: [WIP] FFVII Job Class Kernel.bin
« on: 2011-11-04 07:27:23 »
more than that, he'd implement the "lancet" skill with much more ease, unless LW also wants it to capture enemy skills.

170
the author of the Rebirth mod made an enemy skill called "blood magic", try asking him.

171
General Discussion / Re: Materia: Possibilities
« on: 2011-10-27 06:30:07 »
but I do believe it is possible (maybe it has already been done?) to unequip Sephiroth's materia in the flashback. he has a script that prevents this and displays a message, maybe you could do something similar to that, only that it triggers when a specific materia is selected.

172
Graphical / Re: Dissidia 012 - Playing as Aeris FIXED!
« on: 2011-10-25 06:58:56 »
good job :D

173
Gameplay / Re: FFVII: Changing Weapon Damage formulas
« on: 2011-10-24 15:55:43 »
too bad tho. the physical damage formulas DO need to be toned down somewhat.

174
Gameplay / Re: FFVII: Changing Weapon Damage formulas
« on: 2011-10-24 14:30:59 »
I don't believe that is possible, that probably would require editing the EXE and WallMarket works on BIN files.
even more important that that, however, NFITC1 has a gorgeous, tender and wonderful baby to take care of. he's probably thinking of improving WallMarket with the same willingness to endure surgery without anesthesia!

175
Gameplay / Re: FFVII: Changing Weapon Damage formulas
« on: 2011-10-24 14:20:11 »
WallMarket, even if it is an almighty program that allows game editing up to degrees unthinkable before, can't actually "change" damage formulas. only use pre-existing ones :P not possible, for example, to make a formula like Yuffie's Conformer, but magical rather than physical.

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