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Messages - xLostWingx

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226
Almost missed your VII PSX in the middle.  I have three of them lol.  Nice Last Order and...is that FF Unlimited back there?  What the hell is on the top left?  Gotta find a way to snag that FF Chronicles man.  I will do somethin like this soon if this thread stays alive.

227
Completely Unrelated / Re: Other than Final Fantasy
« on: 2012-04-01 21:33:38 »
I 'll give Vagrant Story, .Hack series, Morrowind, Oblivion, Suikoden III, and Chrono Cross another mention.

How about Knuckles Chaotix for 32x? and Pokemon Red/Blue and Tecmo's Deception and Legend of Dragoon.

Deception





...was this other games we've enjoyed or our favorites?  Well some of these fit into both categories.

EDIT:  Anyone played Runescape Classic?  there are some hours of my life I wish I had back.

228
Abuse!  I'm never letting you touch my FFVII in that way!

229
FF8 Tools / Re: [1.6] Hyne - My ff8 save file editor
« on: 2012-03-31 19:14:52 »
Hey, is there a way to edit normal PS1 files? Cuz i see no way to get my save files from the memory card to the pc :x.
I still have the old PS1.

Do you have a Gameshark Pro or Action Replay or other device that plugs into your PS1?  If so, you can find ways to transfer memory files.  If not, you'd have to purchase one of these devices. 

230
Releases / Re: Re: Final Fantasy VIII mods
« on: 2012-03-28 01:48:52 »
There is Qhimm's Save Editor Griever.  Rather outdated with Hyne around, but it exists.

231
Releases / Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
« on: 2012-03-22 21:42:25 »
Thanks for the interest.  AFAIK this mod WILL NOT work on PSP or PSN version.  There has been some discussion as to whether some minor modifications of the kernel (weapons, stats, items, spells) and scene (enemy data) would work on these versions, but so far none have been tested.  Good Luck

232
General Discussion / Modding 'Manipulate' or workaround?
« on: 2012-03-22 17:26:45 »
The multiplayer discussion has made me think about the potential possibilities of the Manipulate command.  I imagine that it is hardcoded so we can't change the command itself, but might there be a way to use it to do some fun things.

Is there a way manipulate multiple enemies with a single party character?  I imagine there is not a way to do this, but it doesn't hurt to ask.

Is there a way to have enemies automatically manipulated at the beginning of the battle?  I assume this is possible by manipulating enemy AI.

Has anyone worked on making an 'Auto-Pilot' for character AI?  This must be possible, I just don't know if anyone has done so.

I already know that we can use PrC to make any enemy manipulatable, and I know that we can change the list of commands available to each manipulated enemy.  Therefore, you could take control of Ruby Weapon, for example, and fight yourself by controlling your party's commands and the enemy's commands.  If we had 2 sources of input, which also seems easily possible, 2 players could play VII, and one could control Ruby Weapon, while the other would have at least 2 party members at their disposal.  While someone wouldn't want to play through the game like this, it could be fun at the end of the game, or even for all boss battles, or other hardcore battles.

Manipulate seems to be the easiest way to do this, but maybe those with more knowledge of how battles "work" could identify another way to do something like this.  If not, then oh well, another idea that simply isn't feasible.

233
General Discussion / Re: FFVII multiplayer mod
« on: 2012-03-21 02:19:36 »
Well at the very least I need to remember to test some things out.  You can use Proud Clod to design the enemies to have any stats and practically any ability that you want - controlling a buffed up Safer Sephiroth to attack your buddy's party sounds like fun to me. 

234
General Discussion / Re: FFVII multiplayer mod
« on: 2012-03-19 17:25:40 »
I'm still thinking that a player versus player option utilizing some type of enemy control/manipulation would be the only worthwhile "multiplayer" FFVII mod.  Allowing for a 2nd input device would probably be necessary, but ppl already seem to have some ideas for that.  Think of the possibilities that would open up if someone were able to do this...with the right mods, you could have something very close to a Party vs Party option.  You know you all wanted to pit your Cloud, Cid, Barret, versus John Q's Cloud, Aeris, Yuffie.  Off course I'm getting ahead of myself and it has already been mentioned that nobody really has the spare resources to start a project like this.  Anyway, since it got revived for a day or two, figured I would add my 2 cents.

Assuming you did have 2 human beings sitting at a screen, one with a joypad and the other with a keyboard and this was functional...
could you rig the AI to have one of the characters in the player's party Auto-Manipulate one or all of the enemies?  If you use PrC to open up all a monster's abilities for use while Manipulated and to make all enemies able to be manipulated...well now you have:

"Player 1" has control of 2 characters in the party.

"Player 2" has control of 1 or more enemies.

FFVII Versus is born!

Hell, even without the Auto-Manipulate feature, if you made the proper changes to the scene.bin and you could get 2 controllers/keyboards working you could have Multiplayer Cloud & Friends, and if that got boring, you could just manipulate anything tough to try and kick you friends ass.  Of course, someone would have to figure out a way to make it so that Manipulate doesn't go away after getting physically attacked.  Idk...seems like this could be more feasible than anticipated

235
Releases / Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
« on: 2012-03-17 03:20:57 »
Good luck danstrom.

Thanks for the compliment zendar

236
Releases / Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
« on: 2012-03-14 18:23:24 »
Thank you Bosola.

@danstrom - AFAIK no one has worked on any kind of faq or walkthrough for my mod.  You should be aware that the functional integrity of Lost Wing is in question; This was my first project and I used it to test many things and to learn the basics of modding, so there are many bugs, and some players have said that the game post-Icicle Inn is flawed because enemies have too much HP and there are few effective ways of dispatching them.  I've not thoroughly tested the game beyond the Ancient City.

However, if you're playing this on an emulator that allows for the utilization of gameshark codes, you can probably resolve any issue that you encounter (provided you have the right codes).  This mod does allow the player to use Young Cloud and Sephiroth as playable characters provided you know what you are doing.  If you want to make a FAQ then please do.  Otherwise, if you have any questions or are having trouble at some point in the game, just post the question in this thread and I will do my best to answer it.

237
FFX-3:  The Movie w00t

238
Completely Unrelated / Re: Any mods for Legend of Dragoon?
« on: 2012-03-03 22:39:25 »
The opinions about LOD are mixed, but I liked it.  It had its problems, but overall it is definitely worth a playthrough. 

239
General Discussion / Re: 4x-Cut single/all toggle? (PSX)
« on: 2012-03-03 15:01:52 »
I think you can.  I'm not on my own computer right now or I'd check WM for you, but I'm fairly sure I remember testing 4x-cut on a single enemy.  Did you try deselecting the "Random" option and setting it for Single Target?  Sorry Can't help more, but someone with better memory or access to WM will likely come along and give you a better answer soon.

240
Completely Unrelated / Any mods for Legend of Dragoon?
« on: 2012-03-01 17:13:03 »
I'm not anticipating any positive responses to this, but I figured that qhimm is as good a place as any to ask.

So, has anyone heard of any mods for Legend of Dragoon?  Google doesn't want to show me any, and I guess there isn't a great deal of mod-able content in the game to begin with, but I figured I would ask and maybe I will get lucky.

241
Gameplay / Re: [WIP] FFVII Job Class Kernel.bin
« on: 2012-02-29 01:10:54 »
I am creating it for the PSX version.  Which means that I am testing it on the PSX version.  However, it is going to be just a Kernel patch, which means it should be easily covertable into a PC patch.  But...My LostWing mod, which already had tons of bugs, gained even more after being converted to PC version (though there is some question as to the reliability of some of the reports since mods other than my own were installed in an unknown order).

In short, either myself, or someone else will convert this for play on PC, but there is a possibility than you will experience some issues.

242
Have you altered Vincent's transformations or Limit Attacks at all (excluding AI changes)?  If they are all the same, then I would say keep the Galian Beast dumb - but if you've already changed some of the transformations and plan on changing their AI, then I see no reason why not to revolutionize his limits to the fullest extent.  Assuming the enemy formations are equipped to handle a more powerful Cloud & Friends, it only seems appropriate to apply the same curve to Vincent's Limits.

243
Gameplay / Re: [WIP] FFVII Job Class Kernel.bin
« on: 2012-02-26 17:38:31 »
While not dead, I would say it is in an induced coma.  Most of the people working on extensive projects here at qhimm are full-time students or full-time workers and it is super dificult to find enough time to produce an entire mod.  All the ideas for making this mod are in this thread and in my head.  I really think this would be a lot of fun once it is complete and I don't intend to kill this project.  It is just that I might not get to it anytime in the foreseeable future.  Thanks for your interest though, and the more people that show interest, the more likely I am to work on this sooner than later.

244
Releases / Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
« on: 2012-02-06 04:54:25 »

May I suggest using the Heartless Angel animation instead? It works well on both single and multiple targets. Take a look at the Rebirth Demo KERNEL for details.

I will do this.  If not for Lostwing, but for JobKernel and Revisited.  Thanks.

245
Releases / Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
« on: 2012-02-06 04:52:48 »
Im thinking that many of these issues are just the PC conversion.  Some of the bugs you are experiencing are parts of the game that I didn't even touch.  Lostwing was basically my first experiment with FFVII modding.  It seems to have become moderately popular, so I'm sorry for any bugs that are in the game, but I really dont plan on doing much else to these files.  I rarely get any time to work on any of my projects, and the amount of time they will take to complete means that I wont be done with my current projects for like 2 years at this rate.  However, I think that if you play the NTSC PSX version with no other mods, then you will cease to encounter nearly all of the issues you describe.

246
Releases / Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
« on: 2012-02-05 20:28:59 »
Well, why should Holy1 be able to hit multiple targets but holy doesnt?

Because Holy2 is more powerful than most other level 2 spells.  Allowing it to hit multiple targets would be like having a level 3 spell very early in the game.  Just like Water1.  Water is more powerful than the other level 1 spells, so you are only permitted to use it on single targets.  I had to add some diversity to the new spells so there were actually differences between using Ice2, Fire2, Bolt2, Water2, and Holy2.  If you are fighting a boss, then you will want to use a lot more Holy2 spells than Ice2 spells because it will cause more damage to a single enemy.  If you are fighting 4 Headhunters, then you might wipe them out with 2 Ice2s, but it would take 4 Holy2s.  Get it?

The real answer is that the Holy2 Animation crashes EpsxE when used on multiple targets.  The same is true for many different animations.  The best remedy to this was to make different spells more powerful than others.  Don't worry, Holy3, Holy Flash, and Holy Judgement all cause Holy Damage to multiple enemies; as would Holy=Elemental in your weapon, or a Holy Elemental Weapon and Slash-All.

Thanks for the info about the Ice materia and AP tho.  Also, I believe that "Laser2" took the place of the "Frog" spell.  AFAIK, this is written into the main programming of the game and cannot be fixed.  That is a nice exploit to know about my mod though.  Equip a Laser materia when going into the Battle Arena and you will have a unique advantage.

247
Releases / Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
« on: 2012-02-04 03:07:21 »
Thanks for posting bugs.  The bugs you mention fit into several categories.

Some of these are in fact not bugs, but designed into the game.  Some spells like Holy2, and Water are designed to be only be single target attacks.  I think Laser3's damage is based on the user's Str instead of Mag, but I could be wrong.  Altered items like Pheonix Pinion can only be used in battle for the appropriate effect.  This is a problem in all FFVII mods.  Many things, like these random error messages and zero value expected do not occur when I am running the mod.  I don't know what to say about these types of issues.  And some issues like Freeze AP, and White Cape sound like oversights on my part, or legitimate bugs.  I will eventually take a look at these.  I think some of the issues you are experiencing are not because of the Lostwing mod, but thanks for letting me know.  I will be on the lookout for any reports of others experiencing major errors and strange messages, but I have not encountered these.

Phoenix Pinion is not reversing KO status?  Strange. Try using several of them in the same battle when two characters are dead and see what happens.  I remember it working for me.

248
Completely Unrelated / Re: About qhimm.com and piracy
« on: 2012-01-28 06:03:23 »
Organizational Culture.  That is not how we do it here.  Personally, I think it is better not to have potentially dangerous words appearing here so there is less chance of drawing the attention of pirates and other unwanted entities.  I think this thread should go to the trash can.

249
Completely Unrelated / Re: The 2012 elections and Ron Paul
« on: 2012-01-27 23:25:46 »
Rick Santorum 2012

Seriously.

Romney is a glorified used car salesman who drifts with whatever direction the wind is blowing; I agree with Paul's philosophy/ideology, but the man has become quite eccentric in recent years, and a libertarian system can't be implemented in the US in 4 years plus he will never get elected.  Gingrich is my second choice, but he is an idea man...not very good at getting productive things done (Democrats will never agree with Gingrich and Conservatives will rarely agree with him).  Rick Santorum can actually help decrease this suicidal debt, he is genuinely a good human being, and he has a history of being able to get things done in places where with a Liberal majority.  Sure, on paper he might not look that great, but he is as close to the "common man" as any candidate** that has run for president in the past 20 years.

**Major

FYI....
....
Romney = ~$250,000,000 net worth
Gingrich = ~$8,000,000
Paul = ~$4,500,000
Santorum = ~$900,000 (college funds for his children and property value)

================================

When considering your vote, you have to think about what is actually feasible.  I could campaign saying that I'll give all poor people $5000, decrease the debt by $4T, bring every single troop home, and eliminate all nuclear weapons in the world, but once I made it into office absolutely none of those things would happen.

Do people really believe that Conservatives want to enslave minority races, nuke anyone who opposes us, and brainwash non-Christians.  Alrite then, well I'm sure Obama will fix everything for us all and we'll hold hands singing as the world burns.  Maybe you people should...idk...pay attention in history class? 

250
Releases / Re: [REL/FF7] FFVII Lost Wing (PSX/PC)
« on: 2012-01-27 23:22:34 »
Yes Restore Materia is only suppose to have those spells you listed.

You are not suppose to have the Buster Sword, I don't know how you got it.

This mod should work with existing saves, but due to the many alterations made to the games files, you may have items you're not meant to have.

Yeah the tunnel battles are suppose to give you "Five Slots" and I made it so you can get as many as you like because they are the first low-level universally equippable armor.

The character portraits (avatars) must be manually changed.  The readme that comes with lostwing explains how to put these into the game.

Yes, Lostwing should increase the difficulty slightly during the beginning of the game, and considerably more after you start building up your characters and equipment.

Hope you enjoy the mod, thanks for trying it out.

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