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 - tysonrss

Pages: [1]
1
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2012-12-08 03:27:49 »
Im so very sorry for posting in this topic but its been a long time since I played FF7 with all the nice textures and models and I want to use the Cloud model however I forgot how to implement models...(Barret is the only model edited battle wise I forgot how I did it)could someone assit me? Thanks.

EDIT: I'm getting pissed. I unpacked the LGP and repacked with the files in the archive and then replaced the LGP in the battle folder and the model will not show...

2
Troubleshooting / Re: FF7 Music
« on: 2012-01-01 05:58:56 »
I think I know why the music takes as long as it does to load. When the OST's play, they're looking for the FFA show plugin. When I try to load the music up normally(or with rmxp) it takes awhile and then starts when the FFA show plugin is intitialized...This might be why. I'm not 100% sure.

3
Completely Unrelated / Re: Resizing
« on: 2011-12-31 00:35:43 »
I found a little trick.

Inlarge the image, then press Alt+PrintScreen, and copy that into a new image.

It's useful for me since I want to use Tales of sprites in my RMXP game.

4
Completely Unrelated / Re: Resizing
« on: 2011-12-30 17:14:33 »
It's funny that they all say that the image doesn't lose quality. Perfect Resize said that on their site.

I tried Reshade, and it did no different than what I'm used to. I also tried converting a file to vector, enlarging, and converting back to PNG and still, it didn't look right.

I'll youtube this program and see if it does the job..

5
Completely Unrelated / Resizing
« on: 2011-12-30 06:33:42 »
Does anyone know of a good way of resizing an image, whether small or bigger without it losing it's quality? Well, I use GameMaker to resize smaller without it losing quality, but when making things bigger, like a sprite, it gets out if hand and I've tried everything...

6
Troubleshooting / Re: FF7 Music
« on: 2011-12-29 20:21:59 »
Ah I see...thanks.

7
Troubleshooting / Re: FF7 Music
« on: 2011-12-29 18:45:04 »
My settings are the same and I still get the lag :(

Would moving the top one up or down do anything?

8
Maybe try installing this model of Cloud. It's the model used in the last battle of the game. I use it instead of the default one since it goes with the overworld I changed to.

https://rs51l34.rapidshare.com/#!download|51l3|20358203|4._Higher_quality_Cloud_mod__by_Dreakon.zip|544|R~0|0|0

9
May not be needed, but try downloading the truemotion codecs after installing the k-lite package. After, open the "ffdshow" under the "k-lite" category in all programs, scroll down and disable truemotion once it has been installed.

Also, if you have opengl.cfg(from aali's driver), post that too.

10
Troubleshooting / Re: FF7 Music
« on: 2011-12-29 06:50:13 »
I set the waveout for sound mapper as I was using my own card. Could you tell me what number your switches are as well so I could replicate it?

11
Troubleshooting / Re: FF7 Music
« on: 2011-12-28 18:45:50 »
Yes I'm sure, I took the # off the list in the driver's cfg file so that it can read other music. I open FF7Music and click play. It in fact made not only the music in-game muted, but sound effects/other things that require sound on Windows as well. I had to go back in game for the music to start again and quit...

I'm using XP. I will say that I didn't use your installer because I was too lazy after downloading many things that day. It's still the latest version of FF7Music 1.5.1, so there can't be much of a difference...

12
FF7 Tools / Re: [1.4] Makou Reactor - a FF7 script editor
« on: 2011-12-28 01:17:47 »
In a mood to make CC out of this lol.

13
Troubleshooting / Re: FF7 Music
« on: 2011-12-27 20:46:06 »
I tried and it got worse I think...

This really blows. I wonder what it could be...



I have a new problem. At certain parts..after certain scenes, the music and sounds get muted. Why is this?

I personally think that a tool shouldn't be made if it makes it harder for the user, tools after all, are supposed to make things easier..

Mod edit: merged double post

14
Troubleshooting / FF7 Music
« on: 2011-12-27 19:48:12 »
Hi all. I have the FF7 Music program with the ogg files that play well. The only problem is that after the battle, it takes like 5-6 seconds for the victory sound to start. Everything else I guess it loads about 1-2 secs late--but that isn't a big deal. Onlt the victory fanfare...it really takes the fun out the game when that happens. Is there a workaround or fix? I know it reads debug data to figure out what to play next...but I don't understand why it takes longer to read then the other stuff.

15
Releases / Re: [Project] Mike's custom models
« on: 2011-12-27 17:49:29 »
I'll definately be using that Buster Sword with Cloud's last battle model.

16
Well I used 1280x1024 and I get the swirl and fullscreen, all is well. However, on the overworld, there is a black bar on the bottom and disapears when I open the menu and go into battle....

Anyway, thanks again! No red errors have shown!

17
I doubt that's the case, this is an old game and everything else is fine. It could be just that my opengl is old.

18
Hi there you wonderful people! Like the forum. I have a problem here. I got the retail patch, Aali's latest version, PRP and Team Avalacnhe's mods/patches installed. Everything works fine, except that when I enabled fullscreen for the opengl cfg, I get an error when it loads and it reverts to the original resolution, 680x480 or something similar. I don't have compatibility mode checked. And another thing, the battle swirl doesn't show in the game although I can hear the sound. Can someone assist me?

config file
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1600
window_size_y = 900
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = none

# check your driver settings if this option doesn't seem to work
enable_vsync = no

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
#music_plugin = plugins/ff7music.fgp

# YUV fast path shader
yuv_source = shaders/yuv.frag

## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = off

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = on

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

APP Log
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce4 MX Integrated GPU/AGP/SSE/3DNOW! 1.5.1
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: PBO not supported
INFO: Found swap_control extension
INFO: NPOT textures not supported
INFO: Max texture size: 2048x2048
INFO: Number of texture units: 2
INFO: Original resolution 640x480, window size 1600x900, output resolution 1200x900, internal resolution 640x480
INFO: No NPOT texture support
ERROR: init_indirect failed, scaling and postprocessing will be disabled
INFO: internal resolution clamped to 1200x900
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: No shaders, codecs with YUV output will be slow.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: c:\Final Fantasy 7 PC Version\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 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
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
ERROR: NPOT textures not suppported, will not be able to load unknown
ERROR: NPOT textures not suppported, will not be able to load unknown
ERROR: NPOT textures not suppported, will not be able to load unknown
ERROR: NPOT textures not suppported, will not be able to load unknown
ERROR: GL_INVALID_VALUE
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 322
[BATTLE] Exitting FRAME_INITIALIZE
WM_CLOSE
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD

Pages: [1]