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Messages - dclem

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26
You're welcome.

27
Enemies on the world map is used from battle spots; but Tirltiti said it was buggy, (and it's not fixed in this current version, it doesn't work if you change it).
In the field, battle 'spawns' are handled in the SetRandomBattleFrequency~set enemies battles for that field. 1-4.

28
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-10 12:23:23 »
Backups are everything; yet the day I finish this will be the day to die for.

29
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-10 04:38:52 »
THANK THE LOOOOOORRRD! I FOUND IT!
SAVE IN SOUND IN A BACKUP!!!
YES, MY EVERYTHING, THE SOUND MOD/MODELS/ EVERYTHING!
Yaaaaasss!!  ;D

Phew that scared the s**hit outta me at first!

Thanks for understanding!  :)



  • <Refer to Post#1 for updates>
  • <Sound mod 100% complete.>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

30
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-10 02:30:41 »
No I'm not, I just had a hard drive failure. I'n using another poc now, for (***) sake! Just like, omg, f** really tho? Now!? With my models and everything!
With the sound mod on it.
But I remember backing it up before the end of yesterday I'm pissy.
I hope I can f****ucking find it.
that's why that first post said "re" for a while btw.
in the middle of editing it when the failure happened.

31
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-09 11:38:54 »
No, something new, as in the mod that made the sound mod!
Then completing it all makes me enjoy it.

EDIT: You know, things don't always go so well!  :x
EDIT2: Got blessed.  :)



  • <Refer to Post#1 for updates>
  • <Sound mod 100% complete.>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

32
Steam is way out of the box rn.

33
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-09 06:58:38 »
Well the backgrounds by default are from PSX, so that's crossed off the list!
The PC version is slowly rising to the top with everything that can be done.

This is what happens, unfortunately when you lose your resources and projects of the past and put on your most prized possession in the hands of butchers.

This doesn't phase me, as I've played out the original FF9 for centuries! It's time for something new.



  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

34
On here or steam?

35
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-09 06:34:00 »
I was surprised with the 3D models in the steam version. They are boasting a good 5000+ polys! (Just with basic, filtered textures).
(It's a good sign though; for mine are slightly higher)
Oh yeah, curse Silicon Studios to the bottom most depths of (!!!), okay, not wishing anything on anyone!
Looks like you're in luck again!
The sandstorm squeaky sound and tons others have all been fixed. (Including Twister)
(The "sandstorm sfx" fix is in Part 4 of the teaser's list.
With speed boost, it's even more squeaky and pitcher. So pitchy it gets inaudible and "abstracts" to be gone.

That last part, though...You wish PSX was in PC version?

EDIT:
Freya's Jump, Spear & Spear[Trance] sfxs have been fixed.
Trance[Start] & Trance[End] have been fixed.
Numerous audio bugs/glitches in environment fields, (eg. Dali/Hilda Grade 3) have been fixed.

[PART OF THE 3~2]
The list continues.

-------------------------------------------------------------------------
RESERVED




  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

36
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-09 05:46:25 »
Yes it is.
Because for example; Shiva's non boost sfx:
Even though Sdlib.dll's sampling rate is say: 44100hz, the game engine still plays a random pitch on this sfx for various purposes. (In Silicon Studio's case, emphasizing their botched sfxs).
So, I had to toggle around for hours (I'm not lyin', I'm TIRED!) trying to get these specific sfxs to play properly in game, because of such reason.
PHEW! Aren't I glad I'm done?
YES.  8)

I'm a really done?

NO.

The last step's gonna be quite the ride itself.

So many botched sfxs,  :'( sooo many, no one could put together, it was horrible, guys. Over 9000+ sfxs to go through. I'm just thinking: Really Enix? In the hands of these people?
(I'm glad Enix made FFXII's Zodiac Age remaster, tho! So I get some relaxing time off.)


  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

37
Tested. Nothing wrong with any Chocobo (Forest/Lagoon/Air Garden/Dream World) fields.

38
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-08 10:37:05 »
Finally finished those last two sfxs: Grand Cross and Neutron Ring. (The two most annoying) See, apparently the game engine does do weird pitching itself with the sfxs, regardless of what sampling Sdlib.dll is in.
Nevertheless, I got that all fixed.
And a bug I created with the "Shiva-Non-boost version sfx.:oops: I finally got that fixed too.  :wink:

Isn't there a Memoria thread around here? Should be. You can also PM Albeoris.

EDIT: Chocobo's "crunchy" beak sfx is in the file now, but the game engine does not use it where it's supposed to. Much like the reflected magic, this is yet another unknown issue.
EDIT2: RESERVED

  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

39
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-07 19:56:03 »
That's why there will be updates to this afterwards. If I find a way, I'll fix it, then there be an update.
I know this horrible sounding,
I'll try my best to fix it.


  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

40
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-07 03:31:44 »
You think I'm referring to the... (!)
No, no! I'm using my custom models in the mod. Not FF9 'renewed' models.
The new sprites are shown in post #1 and in the last two videos.

Yeah, those new custom models are going to be in there regardless. And is currently awaiting the model importer. (The last 3%) of the progress.

The reflect sfx, as I said, is an engine problem. I'm not sure if this is fixable. It may not be as easy as the Prima Vista music room.

Another filter on the continental map.  :)



  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

41
Support / Re: [FFIX STEAM] Model swapping?
« on: 2017-06-07 03:23:38 »
I don't remember the export settings I used in meta, but with Zidane Pluto knight, the scene loaded, but i could not move him or anything.
I got the same polygon mess when trying to import my models. (Big kaleidoscope of polygons with those pink textures) But I don't think weapons were much affected.
But I doubt the settings I used then where even right, because there is no model importer, and I don't know the required .fbx export settings needed to work properly in game.
We must wait for the model importer! :)

42
Support / Re: [FFIX STEAM] Model swapping?
« on: 2017-06-06 23:24:25 »
There is no model importer yet.
I replaced Zidane with his Pluto knight armor (for tests only) (I agree, I'd rather have him in such for time being until I finish my models) but the game went wonky and eventually crashed upon doing so.
I only managed to replace some enemy textures and import one of the bows from FFXII with the Multina Racket. Dunno what export settings I had, but maybe I just got lucky!
Reason: There's no model importer yet. Tirlititi said so.
Whether it requires to replace current textures (for texture animations: "blinking eyes", etc.), or adding new ones, (I hope) it'll work either way once it arrives!

43
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-06 18:46:49 »
It's fixed. (Forgot to mention to replace the Sdlib.dll as well with the two files!)
The magic reflecting off of the spell "Reflect", the "vrrrmm" is an engine problem. It is already in the files, but the game engine doesn't use it. Requires internal fixing, like the Prima Vista music room.
The black borders have been changed to black, but it's comes with the said mod, overall.

Also note:
*These custom sfxs ones go with this overall mod only.

except the 3d models (and it's not really that much that successfully ticks me so far):

So, you looking forward or not?
They're gonna be there regardless, I'm just wondering.

  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

44
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-05 09:41:13 »
  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

45
Lein, as it was already said, you can't expect everyone to have the same priorities as you. Besides, modding is something that requires time.
I told you that increasing the encounter rate back to normal means understanding what was changed in the Steam version. Those figures that you increased in the fields' scripts are exactly the same between Steam and PSX: if you want to have an encounter rate consistent and balanced as in PSX, that's not what needs to be fixed. If you want a quick and dirty fix, then you're done.
And yes, keeping repeating a few bullets is not going to make those go faster.

thank you.  :)

No comment about the trendy "autist" insult... That is a very dumb one.

+1

46
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-04 06:55:22 »
I hope the filter's not too aggressive.

There where some other pixelated ones, no more.

  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

47
Support / Re: FF9 Sound Mod official thread
« on: 2017-06-04 06:20:44 »
Added some effect on the world map (full).


  • <Refer to Post#1 for updates>
  • <Introduction FMV completed. FMV showcases the prologue.>
  • <Trailer coming sometime mid June.>
  • <The Prologue's in post#1>

48
Yeah your mod is more about enhancing the look and feel of the game, turn it into something new and fresh.
is that what he thinks?

okay then.

two more things:

49
That's you, you don't want it, it's whateva, no one's forcing you. Stay away from the sound mod.
It's the ones like you that get me wondering why I bother fixing the sounds.
But like I said before, the sound mod was going with what I was doing overall as a whole.

btw, the sound mod doesn't require to replace p0data61.bin which hosts all the bgm tracks.

>>>For just the sounds fix, replace files p0data62.bin + p0data63.bin. Just don't use the original p0data61.bin file with this, it won't make any sense.

50
Meh I just want vanilla FFIX

that's why you do it yourself.

•No chat icons
•Increased encounter rate
•Disabled cheats
•Sound frequency fix


•Change font
•Sound fixes to certain sounds
•Disable autosaves
•Resize the battle UI


You don't have to keep repeating this, you've said this numerous times already.  :roll:

I wish I wouldn't have to wait for these replies from your master programmers.

well, learn it sometime. We and everybody else is not on here 24/7 to be your constant beck and call; your slave.
patience is of virtue, and wait for such to be done.

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