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Messages - dante66

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1
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2014-03-10 06:44:19 »
Ok, to summarize, Vincent's shotguns and rifles use two differents models that Vincent with a regular gun.

Since vincent is replaced by Rude in my mod, these two models become useless, i replaced them with Sephiroth's transformations.

So this is weird that you could use death penality, since i disabled it from my mod, Vincent ( Rude) use tifa's weapon ( or cid's i don't remember,anyway you don't see Rude's weapon in battle since his original enemy model don't have one)

I don't understand how u ended with Rude equipped with the death penality, maybe you used an editor or I forgot to disable this weapon.


PS: since I did this mod long time ago,I don't remember if i disabled death penality or just modified its model to match with the regular gun model.

In any cases:

1/check that you correctly replaced my kernel file for your CD3

2/if i really disabled death penality and you got it with an editor, then you must delete it and use regulars weapon in the game.

3/if you didn't used any editor and you correctly installed the kernel file in the CD3 , then i probably made a mistake and forgot to modify the weapon in the kernel, make me know if it is the case, thx.
I fixed it. It was definitely because Vincent was equipped with Death Penalty, the reason was because I loaded my original PSP save using the mod and it worked perfectly, but my Vincent had his ultimate weapon equipped. Took it off him and it was all good.

Thanks for this mod. Gives me the energy to play through the game again.

2
Graphical / Re: PSX/PSP Sephiroth and Shinra MOD
« on: 2014-02-13 22:07:35 »
Getting issues with this when trying to use Vincent on Disc 3 for the PSP US version. I don't know why, I've checked the files twice and very carefully done it, but every time I have Vincent in my party on D3 the game freezes. Seems to work fine on other discs (can't check d1 properly, haven't got a save file on it)

edit: tried it on the epsxe version. The battle loads but it's just one of the regular party members and a giant Diamond Weapon, which I assume is meant to be Vincent/Rude with Sephiroth in the model. It's just frozen, as it's on berserk (think I have the fury ring equipped) so I assume he's locked up.

Weird. Gonna have another go trying to convert the third disc. There must be something I'm missing here.

There's nothing more terrifying than a Weapon appearing in a battle when you least expect it though, especially when it's batting for your side.

edit: I appear to have fixed the issue, or one of them anyway. The problem seems to be Vincent/Cid's weapons. Vincent has all of Cid's weapons other than the Quicksilver (of which both Vincent and Cid can equip) and vice versa. My Vincent had Death Penalty equipped, which was freezing/crashing the game. As soon as I unequipped DP, it disappeared from Vincent's equipment and into Cid's. The Quicksilver is still there though for some reason but it doesn't have any issue.

3
General Discussion / Do public mods depress you at all?
« on: 2012-03-20 06:53:36 »
I used to post on here around 2007. Back then, the two main mods were the Sephiroth mod and the remodeling of battle models to field. 5 years on, while there's progress and a lot more mods, does it seem quite depressing that pretty much all of this will never be completed and eventually the projects die, sometimes not even half completed or even getting past a second beta?

Its like this everywhere, and you can really understand why of course. Public mods that are done for free and requiring a team to do the hard stuff, combined with life and schooling and whatnot, so nothing ever really gets finished.

So why do people do it? Why does it continue to go on? I mean, there's people who obviously want to get in that line of work and this is how they do it but I mean in the grand scheme of things, even websites like GTAforums. Highly ambitious mods never get completed and they always just die until someone takes it over. I remember on a gta website, there was an ambitious mod for putting GTA III in the San Andreas engine and its still not done. People have moved to the IV engine, but yet the project still survives but its like its in a coma.

I'm not criticising anyone for mods not being completed, I understand. But don't you feel a little disheartened when mods you were excited for or even games years back are still not completed? It's such an immense feeling of disappointment.

Still glad to see qhimm.com is around though, and wish everybody well in their projects. It's just a little sad, y'know?

4
in during cocksucking. There's no point posting this, what does it mean for us? There's nothing but "HEY GUYS LOOK WHAT I CAN DO!"

5
Jesus christ, why do we need to see this then? Isn't it not even legal to edit the documents? Way to dangle a friggin' piece of steak in our faces.

6
Archive / Re: A Secret left hidden
« on: 2008-04-02 16:10:40 »
>Im in the process right now of trying to impliment this into ff7 pc.  Had a few problems so far but its slowly comming together.  I would have some pics for you but i dont have enough time yet to take one before it crashes out.

What kind of silly excuse is that. Oh lawdy this is sum bullshit. "YES SEPHIROTH ORIGINALLY HAD A BIGGER ROLE IN THE GAME, YES BIGGER THAN CALLING A METEOR AND BEING THE MAIN NEMESIS, HE WAS MEANT TO OVERTAKE YOUR PARTY LIKE AGENT SMITH'S THEN ALL YOUR CHARACTERS WOULD BE CALLED SEPHIROTH AND ONE BUTTON WOULD DEAL OUT A SUPER NOVA"

Fail April Fools is fail.

7
Think I'm about level 22 just about to fuck up Rufus. I'm not leaving Midgar until I beat the 1,000 HP limit for every character (bar Aeris, probably).

8
Will there ever be new resolutions released for this patch? At the minute, my HDTV will only run at 1024 x 768 for the PC due to the VGA lead, until I get a HDMI lead and a new computer which could be like another year. I think the size is like one too high for me, any chance of getting moaaaar?

Thanks.

9
Archive / Re: Zack Requests!
« on: 2007-04-28 16:18:53 »
Murak, may I ask why Barret's face is all venomed?  :evil:

10
Archive / Re: new zack and sephiroth mod
« on: 2007-04-25 12:48:55 »
You coulda just used imageshack or photobucket like we were discussing but alright, I'll take a look when I get home.

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Archive / Re: new zack and sephiroth mod
« on: 2007-04-25 12:22:03 »
Rapidshare is shit full stop, a lot of people have problems with downloading the files because of the stupid 'you have maxed your downloads' bullshit, it's a right carry on.

www.speedyshare.com

Much better IMO, you're not gonna get a good uploader unless you pay really, and I don't have any problems with Imageshack, if anything Photobucket is more liable to resize stuff.

12
Archive / Re: new zack and sephiroth mod
« on: 2007-04-25 11:23:14 »
NEVER use rapidshite, it'll give you more problems than less. Imageshack is the best thing to use for uploading images.

13
Archive / Re: new zack and sephiroth mod
« on: 2007-04-24 20:33:57 »
...You can do that stuff?!

Can you actually input battle models that aren't in the game? Zanghan for example?

I sent you a pm on ideas for replacement characters btw.

edit: And yeah, host that Dyne thing, please.

14
Archive / Re: new zack and sephiroth mod
« on: 2007-04-24 20:03:40 »
Good monster models to convert would be...

Dyne
Rufus
Elena
Rude
Reno
Sephiroth.

Conversion's of each individual character for a mod would be great, like being able to play as the turks. Murak, if you get some time you should convert Elena, Rude or Reno. Seeing as they have animations for summons, magic, damage and everything. That'd be interesting. But a replacement mod with Barrett instead of Dyne and Dyne instead of Barrett similar to Cloud/Sephiroth would be awesome.

I'm just throwing ideas out there though.

15
Archive / Re: So weapons anyone?
« on: 2007-04-24 19:14:33 »




You should make that one, Tidus's best sword IMO. Best looking anyway.

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Archive / Re: new zack and sephiroth mod
« on: 2007-04-24 18:03:30 »
I didn't attack with Dyne much, I tried his magic animations (all I had was throw) which worked well. So item things work, I'll test magic soon.

An idea I had is to replace Vincent with Dyne then Yuffie with Zack. Then i could use cosmos (or a better text editor) to change Vincent's text to make it look like it's him instead of an obvious Vincent replacement model. Is there any way you can change model animations for different things? Like Cloud's summon animation for using items and such? That could be helpful in this situation.

Also, with this mod if you can use monster enemies, wouldn't it be possible to input the good model of Sephiroth near the end or is that impossible?

17
Archive / Re: new zack and sephiroth mod
« on: 2007-04-24 15:36:09 »
Alright, sorry for the double post but here's some screenies of the Dyne stuff and whatnot.


Er, strange position the NPC has Dyne in, huh? Almost looks like he's receiving something...


Dyne appears to have a venom face, but he still looks brilliant.


Dyne in battle, looks perfect except...


This didn't really capture it well but he seems to have a squashed face. Is he actually like this in the boss battle with Barret?


GO GO DYNE! The limit break works perfectly, plus he adds a bit of breakdancing too it.


This is his death, which looks alright but his crouched over one would be much better.


His attack motion is him just standing there and a slash appears on the opponent.

Overall, this has worked absolutely brilliantly. This is the first time I've seen a non npc or a non party member at one point in the game work very well. Sure, he's a little f***ed up looking but he works flawlessly except for the little hickups with animations and such. Brilliant job. But I can't quite fathom why I had all the battle models for the field screen but not on the world map? I coulda swore I didn't install that mod...

You should work on Dyne, he'd be an excellent advantage to the team with a few more fixes. Thanks man.

edit: Fucking hell dude, you're from Newcastle? You're right next to me. I'm in Sunderland. xD

18
Archive / Re: new zack and sephiroth mod
« on: 2007-04-24 14:21:53 »
How am I going to do this? I take it I replace the battle folder with the one you gave me, but what do I do with char? Replace all them files with the ones in the ficedula  because there's some files that I can't find to replace. -_-

19
Archive / Re: new zack and sephiroth mod
« on: 2007-04-23 21:20:46 »
Excellent, cheers. I'll try it out tomorrow and let you know what I think.

20
Archive / Re: new zack and sephiroth mod
« on: 2007-04-23 16:09:36 »
If you could have him replace Yuffie only, that'd be wicked. (y)

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Archive / Re: new zack and sephiroth mod
« on: 2007-04-23 07:19:43 »
That'd be brilliant, murak. Could I replace him with anybody? And would it be battle model only seeing as Dyne has a field model?

22
Archive / Re: new zack and sephiroth mod
« on: 2007-04-22 16:50:24 »
Is there any way you can input Dyne into the battle characters?

23
Archive / Re: Yuffie successfully converted into FF7
« on: 2007-04-17 11:56:59 »
I come by every month or so and I found all the main stuff a few pages back (resolution patch, reunion patch, Sephiroth patch) so it was nice to see some new stuff on the cards.

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Archive / Re: Yuffie successfully converted into FF7
« on: 2007-04-16 04:33:39 »
*faps* This is amazing, great job. Where are all these amazing mods coming from all of a sudden?

25
Excellent, good luck with that.

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