Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sega Chief

Pages: 1 ... 113 114 115 116 117 [118] 119 120 121 122 123 ... 164
2926
This mod won't turn into the Hardcore Mod going through Disc 2, specifically because you'll still be using N7 items, equipment, characters, etc. Also, I'm fairly sure that every enemy has had their stats jacked up so it'll be a completely different experience on that front as well. Problem is, you'll likely encounter crashes/soft-locks while going through Disc 1 as there are bosses and enemies with AI problems or attacks that haven't been properly set with an animation (only Midgar was fully completed).

2927
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-15 01:03:56 »
I couldn't remember who it was that had found him; guess it was you :p

I've decided I'm going to overhaul the Rank system for 1.4. At the moment it feels too autonomous and opaque; there's no in-game way to measure where your 'SP' is for the next Rank, and no mention of when SP is accumulated or how much. It also gathers in for every character in the same amount, so the only variance comes from chunks given by certain story events which puts some characters at a disadvantage.

So what I might try instead is having ranks be bought using items that will drop from bosses or be found in different areas of the game. The player then decides which character(s) to buy Ranks for, with early ranks being quite cheap while higher ones are more expensive. That way they can choose to either develop their team evenly or focus on certain characters.

By doing that, players will have a much better idea of when they can buy ranks which saves them from having to continually check in at the Rank-Up screen. Let me know what you think, and any ideas for improvements/a better system.

2928
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-13 16:48:15 »
\\NT News//

I'm on my lunchbreak and there's not enough time to do much, while there's too much time to not do anything, so a quick update on the mod and the work going toward 1.4 should fit the bill.

Right now I'm working on a series of new events that'll fit into the game's main story, and by that I mean they'll be placed in the areas that sit along the progression of the story-line. Some are mandatory, but the majority will be optional; the goal is to flesh out 'dead' areas that either have no events or which have left decent stuff just lying around for you to pick up. I don't want to waterlog the game with these though, so I'll be careful not to stop you every two minutes :3

Another thing I've been doing is letting scope creep take hold and working through the dialogue/text of the game. This is mostly just to get them neatened up in their text-boxes (some span the entire screen for a short line, for instance) but I have been...meddling a little bit. I'm also rolling out the 'Costa' thing by having your party turn up in the towns you visit so you can talk to them. A bit like how they were dotted around in Costa Del Sol when you visit for the first time. For an example of that, try visiting Kalm or Wall Market in the current build (and karma to anyone who can find Vincent in Kalm).

On the battle side of things, I'll be revising some of the innates used by the characters (Tifa is getting a 'grit' ability to replace that Sense-based one), adding a fourth Rank option (but focusing the other options down to two stats instead of three), and respeccing for a higher HP pool which unfortunately couldn't be applied for this build due to HP behaving differently to the other stats.

Right, break's almost up. I'll get that Variablis patch up tonight.

2929
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-10 03:30:11 »
I just found out that Variablis still has his pre-battle AI that makes him immune to elemental damage + physicals. Patch incoming :l

2931
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-06 23:49:36 »
Big thanks to SS for the donation; was a bit shocked when I saw it, to say the least  :o

2932
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-06 01:24:08 »
I'm making a new up-to-date one; I think the current one was made for 1.2 or maybe even earlier.

2933
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-05 19:02:35 »
It'll be a few months, at least. There's a lot of new field events to make.

2934
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-05 06:32:54 »
There's still only two leagues, I'm afraid; that piece of content fell by the wayside a little. I'll have it finished for the 1.4 build, though.

2935
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-04 17:13:25 »
You can Morph Oritsuru from Zombie Dragons in the Crater; a lot of the strong solo monsters down there will morph into a weapon.

2936
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-04 15:27:22 »
I occasionally get bored and browse insanedifficulty and look at the mods there and saw this one. Thought it might be interesting to try, but I noticed the file in the link to the item database is missing and can't be downloaded. Will that be fixed at some point?

I'm about to start a week's holiday once my night shift tonight is done so I'll be working on finally getting that updated database finished; the one floating around right now is out of date and doesn't have correct information on it which is why it's down just now.

Where is the New game + installer?

There isn't one yet. My plan is to finalise everything in NT for the 1.4 build and then start work on a New Game+. It'll be functional as a stand-alone mod that can be played as a New Game (albeit with easier starting areas & a stock selection of equipment and starting at a pre-determined level) but the purpose would be to have NT save files carry on over into it.

2937
In one of the later versions of Makou Reactor, 1.6.5, there's a new option there called Field Scale in the walkmesh. Like Kald said, if it's set to half the original value (it's usually 512 by default), then it takes twice as long for the player-controlled group to traverse that field. It doesn't seem to have any effect on groups that are being moved through a script, which is handy.

So what that means is, I can set the game to run at 60fps in a field screen using your Oytugh tool but get a normal rate of movement. I interpolated the field animations for 2x frames as well, and set timings in the reactor (wait, panning, etc.) to about 2x what they originally were and it seemed to work out in the test, give or take a few tweaks here and there to handle special cases (the last few seconds of Cloud & Jessie running out of the Reactor carries them too far into the FMV due to the fps dropping to 15, for instance). I was just curious about how it would look.

2938
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-02 19:10:13 »
Try resting at an Inn and then going out into the next screen (Kalm for instance). That should hopefully disable the variable that handles it. Once it's disabled, deactivate the effect at a save point and it shouldn't turn on again.

Although this means that there's another screen somewhere that allows for the rain effect to be carried out onto screens that shouldn't have it. I'll need to deal with that.

2939
He moves slower there because the FMV is 15fps which is halving the field speed (normally 30).  There was a fix for this (I think) in 2012 flevel when it happens in field fr_e

If so, I'd like to know.  Check out

Set the field model move speed: 2048 (and other values)

field models and animations > movement speed.

I don't know, an FMV plays when you reach the top of that screen but before that movement speed seems to be much slower but running at the regular 30fps (you can tell from the smoothness of the running animation). Setting field model move speed didn't seem to affect it either, I think that only affects scripted movement like during cutscenes. I'll check out fr_e though, I didn't know there was a bug there (NT uses the 1998 flevel so it likely won't have that fix).

There is an easy trick with the fields in the flevel. When you open Makou Reactor there is an option 'field scale' under miscellaneous in the Walkmesh window. If you raise the value then all sprits should move slower.

I'll give that a try. Thanks to both of you for the info.

Edit: That did the trick; I halved the value down to 256 and got the effect I was after. Thanks again.

2940
Hey all,

I was wondering if it was possible to reduce the movement speed of the player-controlled group by about 50%; I tried using the flevel script command to set it's movement speed that way but I think this only affects scripted movement rather than player-controlled movement. I checked certain fields like gaia_32 where Cloud seems to move slower than normal but couldn't spot anything. Any ideas? Is it handled by the .exe or is there something in the flevel I've missed?

2941
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-01 13:19:44 »
Not yet, I've been working on one on and off but progress has been slow.

2942
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-30 03:13:43 »
That would be a kernel thing, rather than the flevel. Is Aeris using Mug by any chance? Her weapons are set to target allies by default. The 7H version would definitely overwrite any patches that are applied, as well. But the Mug fix was a good while ago; maybe it slipped the net for 7H?

Try this one: http://www.mediafire.com/download/s5rfpk9s5xpr6fo/NT+1.35+September.iro

2943
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-29 14:14:09 »
Do I need to include this flevel hotfix in the Catalog, or is this just for those already started with your mod and at this spot?

It has a fix for the Midgar Model puzzle to prevent the loss of Key Items in the first place which should be handy. It also has the more important fix for the wrong scene soft-lock in Dark Cave, if the previous flevel patch hasn't been applied already. If the previous patch wasn't put into 7H, then it's definitely worthwhile.

hey

can i get that boss added to that keycard chest in the sierra building please

Why do you want a boss there?

2944
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-29 04:19:44 »
Here's the special flevel patch: http://www.mediafire.com/download/kkxwlyf7c82mlyu/NT_Mod_HotFix_flevel_28th_September_2015_%28Special%29.zip

The NPC that will restore the potentially missing Key Items can be found on the Highwind, the navy-blue engineer in the Chocobo Pen located to the right of the Operations Room. Just talking to him should do it; check your Key Items in inventory afterwards.

2945
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-28 22:52:46 »
In that case, I'll set up a special temporary NPC on the Highwind that can restore these Key Items. I'll see if I can't get that patch done tonight.

2946
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-28 21:48:35 »
Alright hahaha so 10 seconds later, found another issue. The second form of the following boss is not immune to petrify. Quad cast break stoned him, nothing happens. Soft lock haha

Ah right, was it an actual soft-lock though? You see, that boss is unique because it has several 'invisible' versions of itself using different attacks/support abilities autonomous to the 'visible' main form. Did the ATB gauges freeze or were you still able to attack?

Enjoying the mod a ton right now :). Noticed a slight oversight that I'm not sure is a known issue yet. During the DC sidequest where you get the micro engine. If you go into the model of midgar room after getting the micro engine and examine the model, it will ask you if you want to place the "midgar parts". If you say yes it removes the micro engine from your key items. Was this intended?

That's an oversight. Some of the new key items replaced the old Midgar Parts ones but I clean forgot that the code for placing the 'parts' is still there. You might need to reload the save, I'm afraid; or I could add a special temporary handler to add the lost Key item(s) back to your inventory?

2947
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-28 13:31:21 »
I just checked it, and for whatever reason the wrong event is triggering which is interfering with the actual one. It must be some variable change that's snuck it's way in, I'll get to the bottom of it and put a patch up once I've fixed it.

Edit: I think I've fixed it, just testing it now.

Edit2: http://www.mediafire.com/download/11apu0lz43b4n43/NT_Mod_HotFix_flevel_28th_September_2015.zip

2948
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-27 22:41:56 »
Which version of the mod is it; the regular installer or the 7H one? When did you download it?

2949
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-24 23:26:39 »
After testing, it seems that leveling up doesn't adjust HP in the same way it does for other stats/EXP, etc. The only solution I can think of in that case is to apply the new scene patch and then use a save editor like Black Chocobo to level down/up each character by 1 in order to get their HP/MP onto the appropriate arc (the new ones use the default HP/MP arcs as a base up to Lv.70). Not ideal, but I don't think there's any other way short of a new game.

Edit: Except that plays havoc with the EXP arc. Not sure what to do; we might be stuck with the current HP/MP values for now until the next build. I'll need to pull the patch down too.

2950
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-09-24 17:29:48 »
That's odd, the values should be for Lv.70:

Cloud: 5651-5343
Barret: 6413-6024
Tifa: 5586-5275
Aeris: 4990-4686
Red XIII: 5633-5315
Yuffie: 5005-4728
Cait Sith: 6143-5799
Vincent: 5067-4785
Cid: 5921-5560

I'll check the patcher.

Edit: The files seem to be correct, and the installer's put the right files in when I tested it out. That being said, the patchers have been a bit erratic for a couple of people recently. I'll PM you with a potential fix.

Pages: 1 ... 113 114 115 116 117 [118] 119 120 121 122 123 ... 164