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176
FF7 Tools / Re: 7thWrapper
« on: 2013-08-02 14:56:07 »
I was a victim of MixiDj search.
I think there is a support group forum somewhere.
"Hi, my name is Template. I can't get rid of the Bing search toolbar. I was arrested for public intoxication as a direct result of this malicious virus and the emotional distress it caused."

177
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-08-02 14:29:44 »
Tell, is it possible to install only the new character models and continue play in Steam cloud?
Yes, but bootleg is limited to mods that were available at the time it was released. Here is a package of models and textures created from bootleg and Kaldarasha's new models that is for Steam cloud play.

178
FF7 Tools / Re: 7thWrapper
« on: 2013-08-02 13:46:59 »
That's what Microsoft Security Essentials is for. Nice free anti-virus kinda ended the debate about using paid AV, as far as I'm concerned--it changes its encryption every day (optionally)... I was looking for a ff7soundfont from somedude41 which is long gone and just a rumor other day and downloaded an ACTUAL malicious file. MSE quietly informed me and got rid of it without any fuss or bullsh*t. But I can't really disagree with you. I wouldn't recommend turning off UAC unless you pretty much know you can undo whatever you might do to your system.

179
Graphical / Re: FF8 interior car [Scene Remake]
« on: 2013-08-02 12:40:38 »
Do other people are working on a FF8 full HD? Because actually I saw almost nothing except from Magochocobo and I.
I don't think so because it is not currently possible to make changes like this to FFVIII.
The game won't accept textures that are larger in size than what it expects, if I have the issue correct. This may change at some point, however.

If you would like your amazing work to be showcased in a future version of FF7, which renders like this WILL fit into right now, please by all means, check out the TEAM AVALANCHE forum and get in touch with them about joining up. Those guys need artists with skills like you have.

180
Graphical / Re: [WIP] HD battle scene pack
« on: 2013-08-02 12:37:08 »
Bloodshot is scaring the children.

181
Support / Re: What's up with the Sound?!
« on: 2013-08-02 12:10:10 »
Yes, I had this experience... Had no expectation that it would affect the SFX at all, but the new huge_pats set includes sound effects of its own, which are very high-quality compared to the background noises we had already.
If you want to try it out--make sure to use the version of timidity I link to in this post. The front page of that thread has the link for Vexatious's huge_pats.

Kinda funny... I actually reverse the speakers through ff7config. It seems more accurate that way, assuming you are using bootleg and the bootlegged soundFX. For whatever reason, I think they are reversed.

Today I have been experimenting with using the 2012 version of the game without bootleg (I have been using bootleg for quite a while...)
The sound issue seems much improved. Not perfect, but the fact that the redone soundfx from boot40 seem reversed is interesting. Maybe that was a new thing that happened when I started using Timidity, but using all the files from the 2012 game (including the orig. sound effects) and just modding using 7thHeaven has reversed it back to normal. It definitely has a strange effect on the SFX under certain midi conditions. Cannot explain that, don't really want to know.

182
Team Avalanche / Re: Out of hibernation
« on: 2013-08-01 23:23:31 »
The S-E store and Steam versions don't even necessarily need converted to mod. It depends on how the mod is produced. Any that require Aali's driver will still need to be patched, but I think with 7thWrapper we'll be seeing more and more mods that don't need it (am I correct in my understanding of 7thwrapper? Seems it works with the Steam version).
That's news to me. I had done a test on v.15 that didn't fly. I think it will work with STEAM but someone may have to buy Iros a copy if they want him to adapt it.
I'll do some checking on v.20 and see if I can get it to work.

183
FF7 Tools / Re: BoxFF7 [REL]
« on: 2013-08-01 18:15:33 »
Yes, when I saw the recent changes to this tool I thought of the German reworked Kaldarasha has done and felt guilty. I'm sure Dan woulda saved a lot of time if he had started with this before the retranslation, but he had to go through the process to learn this tool was needed. groundbreaking work is backbreaking, and too often thankless.

184
FF7 Tools / Re: 7thWrapper
« on: 2013-08-01 18:08:51 »
Sorry, I love TLAs (3-letter acronyms). UAC is the annoying but safe feature in win 7 and 8 that constantly asks for permission to do anything with your filesystem. You can completely disable it and live a happier life.

185
FF7 Tools / Re: 7thWrapper
« on: 2013-08-01 17:22:46 »
So if you make another tutorial make sure to say in Caps to install FF VII into C:/Games/FFVII this is the only way it works
Turn UAC off or be careful about using run as admin all the time. Doesn't matter where you install FF7. Just don't install it to your Program Files area or your desktop.

186
FF7 Tools / Re: 7thWrapper
« on: 2013-08-01 14:17:39 »
Edit: Direct mode probably isn't compatible, if you actually try to put something in one of the folders. Popup works fine. I'm having trouble figuring out how to pack Motorball Revamp into an iro file, but it's not really necessary.
Suggestion for future version: Separate launch file so we can run launch from desktop without wrapper GUI

187
FF7 Tools / Re: 7thWrapper
« on: 2013-08-01 13:55:41 »
Good catch, yeah you don't want to put anything other than shortcuts on the desktop. The mini tutorial for game mounting will cover how to troubleshoot and correct that issue as there will probably be more questions on that. The bigger issue will be figuring out if they have bootloader settings that aren't 7thwrapper compatible like direct mode and popup. With those two the game wont get far enough to ask about game disks too, and the debug output doesn't really point to why. If kenshen got the game mounted correctly and still got an error that was going to be my next guess.

Those settings and all the others on that whole tab in bootloader are all controlled by aalis driver. They are totally and completely compatible with the wrapper. You can change them all by editing the ff7opengl.cfg file, as well.

188
Wanted to post a link for newer version of Timidity I found... kept having issues with the one I was using (from the big list) and wondered why I was having to manually enter codes for Gauss extensions. So! These are really the only two things you need to make this work (at least on Win7, my only test machine).

TiMidity-CVS060306_setup_en (Just install the default setup, don't add the Windows/NT driver it doesn't work, and the other two things are broken downloads)

Midi Yoke NT 1.75

After the inevitable struggle with the cfg files, i got the newer version working and it fixed the problems I was having with weird sound. Loudness/quietness issues disappeared, strange instruments sound normal now. I got my delay back on XG/XG, too which makes sense, it sounds like it's doing a lot of work, there's tons of stereo and delay effects and the added sound effects I was really not expecting but like... bubbles in the reactor for example. Very very very pro. No joke on the free $3,000 software suite.

The main timidity.cfg on a default install would be at C:\timidity\freepats\timidity.cfg and
would look like this:
Code: [Select]
dir "C:\timidity\huge_pats"

source C:\timidity\huge_pats\timidity.cfg
And you need to edit the timidity.cfg file in the huge_pats folder as well, but Vex has commented this to make it easy for you. As far as I can tell, the command line gauss extensions do not work in this version, and there is no control for it, so not sure where that went, but it sounds incredible now anyway. The only other thing I do not understand is why the MIDIs are restarting from beginning after every battle.

To be honest Vex, you should have added donation info. Maybe a lot of people will overlook this thread or just will be afraid of it. But this is better than ff7music if you aren't looking for dance music to replace the soundtrack. I'm hesitant to say how much better, because I don't want to start any kind of carrot-measure contest or anything. It's just awesome. But let me say this. You need a good CPU. I'm running a Phenom II 960t quad core @ 3.5Ghz which isn't exactly handling it as fast as I would like. Game performance is totally unaffected but there is a delay of sound output only in between changes in MIDI files (they are encoded into an lgp file) as the instruments are loaded. Mine's like... a fraction of a second really but it gets noticeable when you win a fight. You want it to be like seemless (which it is with general Midi). This is probably why Vex wanted to get the patset size down. I don't care, I want a better computer anyway... I am going to do a little testing with the process priority and synthesizer priority but I don't think that will help. Someone really into this could continue testing and/or making smaller size samples for use with ff7, but I do not have the mind for that.

189
Troubleshooting / Re: FF8 PC controller issue
« on: 2013-08-01 07:36:25 »
Aali has fixed this for latest driver.. if and when he releases it.
That doesn't sound very encouraging...

190
Mode changing is broken in bootleg 40 (sorry guys). It's an ingenius idea, but it usually doesn't work right. Pick one mode.
As for Omzy's field pack, it is simply a crapton of folders full of png files that get extracted to your games directory's mod folder.
So yours should be located in:
C:\Game\Steam\SteamApps\common\FINAL FANTASY VII\mods\bootleg\field\
any folders and files in there?
If not just install them manually, but it means something went pretty wrong during install. Like you ran out of room. 

Edit: I think its only fair to add that a LOT of work went into the mode switcher(obviously). I don't think we've seen the last of it, but don't get your hopes up, either. There are probably some particular mod setups that it works fine with, but I do not know what they are, and there's maybe 1 or 2 people on the planet that do, and they are busy. Anyway, for boot40 the Aerith Revival HAS been properly implemented into the GJHardcore mode, and that's the ONLY way I know of to pull off that stunt.

That is totally off topic tho, so allow me to add that what you new people should ALSO be posting on this thread is frequent and fervent requests that Omzy drink more beer and work on the handful of problems this mod still introduces. There's a nasty lighting issue with Shinra tower 68 floor that completely hides the enemy skill materia that will appear in the specimen viewing area after the boss fight there. I hate to batch remove all the HiRes lighting Omzy painstakingly included (and he hates that idea too) which is what "Fix glitched lighting" or w/e option in bootleg40 will do (it works but it's over-effective). There's probably like... literally 20 scenes out of what... 400... that could use adjustments. You guys should be rattling the cage. I would do it myself.... but I looked into it and Omzy is the right guy for the job.

191
FF7 Tools / Re: 7thWrapper
« on: 2013-08-01 04:15:38 »
If this was a disc mounting issue, it would just ask you for a disc.

It isn't even getting that far.

The person to pay the most attention to when troubleshooting a program is probably the author.

Iros asked you if you were sure you had it pointed at FF7.exe and the lib.dll file correctly.

I see your screenshot. It looks right, but then the debug code doesn't match for those 2 files.

Quote
7thWrapper
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapper.exe
Quote
7thWrapperLib
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Tim/Desktop/7thWrapper_0.20/7thWrapperLib.DLL
Desktop? how?
I don't know what's going on there, did you save your profile after setting all those up? Have any idea why it would be looking for those files on your desktop?
I am guessing you have a copy of the actual 7thwrapper.exe file on the desktop instead of a shortcut and you tried to run it from there.




192
Archive / Re: FF7 HD mods compatible with Steam
« on: 2013-07-31 14:47:45 »
Being moderated recently for violating the "don't be a d*ck" rule has caused me to want to make a more positive contribution to the forum...
There's 2 scenarios, the veteran member gets jaded and cranky and lashes out at either:
A). a new member who is frustrated with the surprisingly difficult task of (insert surprisingly difficult task here), possibly quite young, and/or totally new to the experience of posting on interwebz forums.
B). another veteran member who may or may not be jaded and cranky also.

It plays out over and over but I think as the vets get a little older the bad scenes like when I got myself moderated couple weeks back fall off more and more. But there will always be moments in life where you witness someone being kinda viscous or aggressive and you just have to say: that is either a deliberate act for show and effect, or they are just not themselves at the present moment in time.

Sometimes a crazy stunt to teach the unwary a lesson, like say the "fire drill", is totally called for--or in training for military service, maybe. But let's not like, shoot the little girl who's running away from the truck just because she's running away.     

Anyway I think it's entirely possible this thread was just meant to be a reply to another thread. Maybe the HQModels for STEAM thread it was right next to, which happened to be pretty broken at the moment the OP wrote in. I thought it was basically a request that mods be packed carefully and tested before they are unleashed on the unsuspecting public. That seems like a pretty reasonable expectation, to be honest.

193
Graphical / Re: FF8 interior car [Scene Remake]
« on: 2013-07-31 14:18:41 »
Based on this render, I'd say an HD remake of FF8 would be very cool indeed.  ;D


194
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2013-07-31 08:16:21 »
I get an error after MO.exe has finished saying certain files aren't the original ones.
This is mentioned in the bootleg readme. It's normal. It means the files had been touched because some text had already been fixed.

Quote
I selected ReTranslation + Canon Names/Items, but the names/items are still ReTranslated (e.g. Reno=Leno or Phoenix Down=Phoenix Tail).

    1. Make a backup of your ...\mods\Bootleg folder.
    2. Re-install Menu Overhaul with ReTranslation and Canon Names/Items checked.
    3. Go to your FF7 folder and find the \mods\DK folder. Copy everything inside the DK folder to your \mods\Bootleg folder. Overwrite everything when asked.
    4. Open up Bootloader Configure and change the Mod Path to "Bootleg" OR open ff7_opengl.cfg with Notepad and edit mod_path = Bootleg. Be sure to save the file.

That fix does work, mostly. I'm pretty sure all of the canon items names should go back to normal, though I haven't exactly tested the whole game... would be easy to do just give yourself 99 of everything and check the list. The only real issue, as I understand it is that some of the Canon names do not go back to normal. Like Marin/Marlene. This is one that doesn't bother me at all. Pardon me if your name is Marlene but ick. Marin is nicer. 

Here's the thing to remember about the Retranslation--it's a small preview of a project that has taken a long time--the dialogue changes don't go very far into the story. There's no point in installing unless you just want the preview of the dialogue or you want the item/name changes. Otherwise, considering you're trying to keep to Canon, you're probably best unchecking the retranslation completely. You'll see a couple (and I mean a couple in the whole game) weird spots where timers are off, if you have any trouble with that you can always reinstall menu overhaul whenever you want over again and do the retranslation to fix a broken timer box and then put it back again after. Menu Overhaul is one of the few mods we have around here that can be reinstalled like that, because it keeps original backup files to use.


195
Troubleshooting / Re: Strange APP.LOG
« on: 2013-07-31 07:21:19 »
And when you say you are getting more errors in the log do they not show up on screen ?
They do actually, and it's nice it doesn't force down the log so you can go back and look, but they do eventually fall out of memory or w/e. Anyway all of the errors are the same, it's a message that says the output files may have corrupted "timestamp" info. To me that immediately just meant they won't tell windows media player how long they are, but they will play fine, and they do. I expected those errors to be on the files with no audio, but it was the reverse. The performance is unaffected, changing those 4 little movies back to 30 fps made them better, of course. I just think it's really a nice gesture you tossing this idea out with GameConverter in mind, it's really cool. Takes 55 seconds  :-D

196
Releases / Re: Improved and added unshaded characters
« on: 2013-07-31 06:58:25 »
I think we've gone far enough off topic for me to repost this without getting perma banned:  :evil:

It's done!

UM-ModelOverhaul.7z

You need the mod manager from iros.
Make a back up of your flevel.lgp (best is, you dump the text with Tough script before) and replace it with my flevel.lgp (and encode the dumped text to it).

Don't use the flevel. It needs some adjustments.

Edit: Mods Installed with 7thWrapper (click photos for larger res, if avail):



In this scene, Vincent's cape is blowing around like crazy and it looks absolutely stunning.

Ok so a series of pictures (only 1 of which is really helpful) is not exactly a step-by-step tutorial. Do you have any idea how fun making animations is? It's like doing surgery on yourself in the mirror. Well, making tutorials is slightly worse. But don't worry! Iros mod-manager is really really easy to set up. Just follow my screenshot. Put the stuff where I did basically. Anyway, we have good media on this thread but so much of what you see in the last screenshot comes from Omzy's field pack(backgrounds), which is in turn part of another giant package of customizable mods called Bootleg40. If I come back and you are still having trouble, I'll do some more screenshots tomorrow, I have spammed the forum enough for tonight.


197
Three suggestions:
1.) Complete uninstall.
2.) Download the previous version of ff7music(12 on the end) and replace 13 (13 has issues).
3.) Something just doesn't look right about using your desktop for the mod folder. It's probably not an issue... but just out of superstition let's move that to idk, C:\FF7mods\ - something simple.


198
Added info for Kompass63's GameConverter.9b.
Some things to note:

This is now completely compatible with Steam Mover. You can also just cut and paste the entire FFVII game folder and move it where you want from the STEAM directory. The Game Converter will detect your installation type. It will ask you to type your game path manually if you have moved your STEAM FF7 install or if it can't find one. If you haven't moved your STEAM FF7 install, you can just hit enter and it will do its thing. It is still necessary to move your FFVII install outside of the Program Files(system) area. It is fully compatible with Steam FF7 in all 4 languages. You can change your language in FF7 STEAM by right clicking on the Final Fantasy VII entry in your Library, and choosing the bottom selection, properties. Then select language and there is a dropdown box. You must do this before using Kompass63's GameConverter.

GameConverter will ask for you what language you would like to use if you are using the 2012 version, E S F G
Game Converter is now compatible with 1998 PC version for backwards compatibility and future uninstall functionality.

199
FF7 Tools / Re: FF7 Game Converter -BETA-
« on: 2013-07-31 03:38:24 »
Bump for Kompass63's GameConverter.9b on the front page.
Some things to note:

This is now completely compatible with Steam Mover. You can also just cut and paste the entire FFVII game folder and move it where you want from the STEAM directory. The Game Converter will detect your installation type. It will ask you to type your game path manually if you have moved your STEAM FF7 install or if it can't find one. If you haven't moved your STEAM FF7 install, you can just hit enter and it will do its thing. It is fully compatible with Steam FF7 in all 4 languages. You can change your language in FF7 STEAM by right clicking on the Final Fantasy VII entry in your Library, and choosing the bottom selection, properties. Then select language and there is a dropdown box. You must do this before using Kompass63's GameConverter. It is still necessary to move your FFVII install outside of the Program Files(system) area.

GameConverter will ask for you what language you would like to use if you are using the 2012 version, E S F G
Game Converter is now compatible with 1998 PC version for backwards compatibility and future uninstall functionality.

Thanks for this utility, Kompass63. Some of you guys passing through just don't understand how much work goes into this stuff.

200
Troubleshooting / Re: Strange APP.LOG
« on: 2013-07-31 03:06:58 »
I tested them all, I think the only one that wasn't supposed to be at 15 was eidoslogo. All other movies, even the sqlogo, were rendered at the correct FPS. The eidoslogo one is messed up because they added on the little flash logo at the beginning of it, which is 30fps, and the original movie was 15. so it just looks terrible. Hmm yes... I see now there are some that snuck through that are very very short. Almost all are at 15. I'll make a list. oh. you made the list. I get it...  :roll:

I'm thinking it's gonna be necessary to include 32-bit and 64x versions of ffmpeg? Or I suppose 32-bit will work on any version of windows? But we're looking for speed here so it's worth it, maybe... to detect architecture and use the 64-bit when possible. It's a bell to throw at it anyway. I'm gonna time the next video build because I'm curious, felt longer the second time through. It scares you when a big flash of yellow sh*t comes across the screen but it's just the movies that don't have any audio on them, I think, its hard to tell, I'm sure there's some way to tell a bat file to output a log but I don't wanna get sucked into this programming world.

And it'll need to inform people they should not be running any other programs or have any file folders open. I think that may help in some cases. 

More edits: OK so I caught the error messages off the log, It's something about possibly having incorrect timestamps in the output. Seems harmless, and then I can confirm that a lot of the movies don't have any info for duration, but some do. It's actually the files with sound on them that have incorrect info, but I don't think it matters, my one question would be do they work on XP?

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