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Messages - willis936

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276
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-25 21:20:38 »
ffffffffffffffffffffffffffff

I just checked the thread.

ed.  Thanks.  XD
I'll try to be more thorough.

EDIT:  To affirm that WAS my problem.
Newest update is sick.

277
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-25 21:18:40 »
Nope, latest .7b

Sometimes spells won't cast, or attacks won't be followed through so the battle is ceases to progress but doesn't freeze the game or anything.
The effects around castings (including limits) are either not there or solid white.

There are too many issues to list and too many to ignore.

I'm not quite sure where the hiccup could exist since I follow all instructions to the letter.

I'm using the .4b binaries of lgp/unlgp so there's a good chance the issue comes from there.
What does everyone else use?

278
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-25 21:05:30 »
XD that's true.

The new driver fixes any problems I had before but before that there were times it slowed down (rather strange considering I have a Q6600 9800GTX and 4GBDDR2).

Hmm, the Bahamut summon is messed now.  The blue opening in the sky is jumbled and there is no Bahamut (the the rest of the animation is there).
It's hard to tell but it seems like Fire 2 gets cut off shorter.

I'll post more bugs as I find them.  :)

It seems it's all 3D characters used in summons.  They all shudder or just don't appear.

When I used Kujata on the Jenova boss in the Forgotten City Jenova was moved about 20 feet back and ten feet to the left and up.
Jenova's Blue Light doesn't look right when cast.  It's yellow and jumbled.
The red flare around limit attacking characters is now solid white.
Most of comet doesn't appear when cast (only a sliver in the center).

I'm starting to think maybe I made a mistake on putting together my magic.lgp.  :3
These issues.
:3

Well those issues plus all the issues other people have posted about magic.  I've been following the thread and it just seems like the magic.lgp gets seriously messed somewhere along the way.

I always work with a fresh magic.lgp when modifying with this mod.

279
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-25 21:02:16 »
Admittedly I've been working with aali's lgp/unlgp binaries and it seems to have just as many, if not more problems once repacked and replaced.

Even using your batch I'm still getting the same issues I described while using lgptools...

280
Okay, I was trying to do it a much hard way.  I gots it working now.

I'm having trouble getting my psf music working, but it's not exactly high quality plus the looping has the same issues and fades out at the end etc.

Any thoughts on me being allowed to post OST tracks?

281
Alright, thanks.   :-D

Before I start trimming the OST I have to ask if I'm allowed to post it (something about copyright and immoral corporate heads getting what they want).
Otherwise I'd love to get that done.

Before I reupload my ficedula folder can I ask someone to rework the bombing mission?  I think it was Torazo last time.
I'll try to get see what he did in audacity in the mean time.

EDIT:  Does anyone know if there's a way to select a certain frequency range in audacity (so I can select a few seconds of music, then the high frequencies in that piece and delete them)?

282
Aha, I got it working now.

Thanks guys!  :-D

283
Ah, well there's my hiccup.

I thought there was a step I was missing somewhere.
When I run the exes the command prompt flashes up then terminates.

I figured the exe itself was designed to extract/pack files in the same folder.

I'm running Windows 7x64, admin account UAC disabled.
I'll try different compatibilities.

284
What specifically do the exes do?

Unlgp extracts file x to folder y.  How do we know which file/folder?

285
Hi all.
From top to bottom what am I looking at here?
Can anyone give a straight answer on what exactly the binaries do and how to use them?
:3

286
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-24 03:10:36 »
XD that's true.

The new driver fixes any problems I had before but before that there were times it slowed down (rather strange considering I have a Q6600 9800GTX and 4GBDDR2).

Hmm, the Bahamut summon is messed now.  The blue opening in the sky is jumbled and there is no Bahamut (the the rest of the animation is there).
It's hard to tell but it seems like Fire 2 gets cut off shorter.

I'll post more bugs as I find them.  :)

It seems it's all 3D characters used in summons.  They all shudder or just don't appear.

When I used Kujata on the Jenova boss in the Forgotten City Jenova was moved about 20 feet back and ten feet to the left and up.
Jenova's Blue Light doesn't look right when cast.  It's yellow and jumbled.
The red flare around limit attacking characters is now solid white.
Most of comet doesn't appear when cast (only a sliver in the center).

I'm starting to think maybe I made a mistake on putting together my magic.lgp.  :3

287
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-24 03:08:09 »
Hmm.

If the files are unorganized I wonder how the code looks.

Has anyone attempted ripping apart the kernel and rewriting it to be more streamlined?
*of course that's a huge operation but I bet someone's at least tried*

288
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-24 00:47:57 »
Confirmation on that being my issue and it's now fixed.
Thanks for the help and I'll get that.

289
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-24 00:44:12 »
Oh, when I extract it it asks if I want to decompress and I say "yes to all" thinking I do not want packed files but I'll try saying no to all on a fresh flevel.

290
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-24 00:34:03 »
Hrm.  That didn't solve my dilemma strangely.

The same APP.LOG, no real errors as far as I can see...

291
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-24 00:03:58 »
AH HA!

Okey dokey thankees!

292
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-23 23:54:06 »
Hmm, maybe the issue may have to do with magic.lgp.  The folder I downloaded had an empty magic.lgp so I didn't alter it at all.

293
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-23 23:46:01 »
lgptools, straight c/p, then repacking and replacing.

It's worked with everything up to beta 5 (including beta 4).

294
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-23 23:29:56 »
Okey dokey.  I'm using Beta 5 and I haven't had a problem before this update.  Already tried updating fresh lgps.  No dice.
Here's my app log:
Code: [Select]
INFO: Auto-detected version: 1.02 US English
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r19334, Copyright (c) 2000-2009 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: NVIDIA Corporation GeForce 9800 GTX/9800 GTX+/PCI/SSE2 3.1.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1440x900, output resolution 1440x900, internal resolution 1920x960
INFO: FBO extension detected, using fast scaling/postprocessing path
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: D:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
SET VOLUME 5: 127
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save02.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save03.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save04.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save05.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save06.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save07.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save08.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save09.ff7
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
UNEXPECTED: zero count
WM_CLOSE
-=-=[END OF WORLD MAP!!!]=-=-
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

Runs smooth everything looks as it should until I try to load a game/start a new one.  Crashes on the spot.  I can't seem to find the error anywhere.
Just a heads up.  I'm using W7x64.

Keep up the great work guys!

295
Troubleshooting / Re: FFVII PSP
« on: 2009-08-20 17:14:35 »
Oh, I thought Ultima Editions were straight rips from playstation.

296
Team Avalanche / Re: [REL] sl1982's & Satoh's GUI Mod
« on: 2009-08-20 17:07:14 »
The highlight around the outside is much bigger and brighter than in the original.

297
Troubleshooting / FFVII PSP
« on: 2009-08-20 17:06:04 »
Well this will likely be locked in a New York minute but I thought I'd ask about it anyway.

Let's say you just happen to have a hard modded PSP, if you could run old school DX emulators, would aali's driver work?
Note:  I've bought the game twice for PSX and recently spent $40US on a PC version.

I just think it'd be neat to attempt to get mods working on a PSP.  I'm fairly certain though, you'd need an ultima edition (PSX) and the mods have only gone so far with that..

298
Team Avalanche / Re: [REL] sl1982's & Satoh's GUI Mod
« on: 2009-08-20 02:35:37 »
Actually, only make Yuffie's and Vincent's now since they're the only ones I keep in my party.  XD

299
Team Avalanche / Re: [REL] sl1982's & Satoh's GUI Mod
« on: 2009-08-20 00:45:01 »
right click..

300
Team Avalanche / Re: [REL] sl1982's & Satoh's GUI Mod
« on: 2009-08-19 19:02:40 »
Haha, that was awesome timing for the first two posts of this page.

Awesome work.  Could using this method be used for say, redoing the backgrounds?
I imagine it could, but it would be very difficult and VERY time consuming.  Not to mention it would require breaking some new grounds in coding.

Also, the the avatar was included in the textures folder but I don't know how to apply it.  XD

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