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Messages - daedrixx2

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Releases / Re: [FF7PC] Battle shadows replacer mod
« on: 2022-03-04 00:30:30 »
Hi Pashtarot, when I try any of the shadows options (soft, medium or dark, FFNx version), the game becomes ultra dark, like if the brightness had been turned all the way down. I'm using FFNx 1.10.1.62 and SYW v5.

2
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-03-09 03:57:14 »
Thanks!  ;D

3
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-03-09 00:28:05 »
Maybe you already know this, but when a benefic effect misses, like when using a phoenix down on yourself while being alive, instead af a green "Miss" it appears "Ratè".
So that part of the UI is still in french.

4
Sorry if my post isn't strictly inherent to the topic.

Is there a chance you could possibly upload a vanilla sfx pack for those of us who prefer the original sfx?
You see, the stock sfx playback engine of the game is bugged, and while FFNx has a sfx playback engine with those bugs fixed, it still requires a sfx pack to begin with.
I tried extracting the sfx myself with the old FF7SND (I couldn't get the new version of FF7SND working despite having installed .NET 5 x64 and x86, and having my antivirus off) and with cosmo095c, but after a few battles the game always crashes (if I only play in a field without entering battle mode the game runs fine).
Since you've so much experience with sfx modding, and your modded sfx pack works good, you surely know how to extract the sfx in a way that doesn't make FFNx crash.
That's why I'm asking you.


Thanks anyway  :)

5
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-02-04 15:15:54 »
Hi Aavock. I didn't notice there was a much better version of the items icon done by you.
Quote
https://i.imgur.com/DkpQv7F.png

I was talking about the icon I found in the files downloaded from here, which I find too "realistic" compared to the other icons that are, instead, stylized.


If the first image shows a "beta" version of the icon, I would prefer to use that, as I really like it, and it fits with the overall style, and the original icon, much more than the second version.

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Releases / Re: Aavock UI 1:1Remastered
« on: 2021-02-04 04:51:37 »
Hi Aavock, I've made some edits to the "general" items icon, which I think is more faithful to the original.

Let me know what you think about it.




7
Hello,
I'm trying to fix the Nibelheim revelation cutscene, where Cloud's true past is revealed. The problem is that the cutscene is too fast for the music (tb.ogg). In the PSX and PS4 versions the climax of the track begins when Cloud fights back after he has been stabbed by Sephiroth, while on PC, even after the Mako Reactor music bug has been fixed, the climax doesn't even start because the cutscene has already ended. I've noticed that in the new console re-releases this has been fixed by extending the duration of the black screen when Zack tells Cloud to get off his helmet, while on the road to Nibelheim. Would it be possible to do something similar with Makou Reactor?

EDIT: I've been able to fix both the Nibelheim flashback (got it perfectly sinchronized to psx version) and Yuffie's introduction, where the music of the last field you entered would have played, now it immediately plays her theme (yufi.ogg).
But I've not been able to fix the sound effects that play immediately after Tifa is in the lifestream (the field with the black background). The sfx are still played too quietly, some are played randomly and sometimes not at all. If someone has ever been able to fix it (without Reunion) please let me know.

8
Ah! Sorry, I haven't even downloaded the mod yet. I was basing my assumption on the fact that I've watched some playthroughs with Moguri on Youtube, and they were in full italian (checked some french streams too) except the area names, BUT they were using an outdated version of the mod, so maybe that's why.

Another question: I've found an Audio fix in the Audio section of the FFIX releases, that brings the original PSX sound fx to the PC version, but a lot of what it used to fix has already been patched by the last 8 August Steam update.
Since it has the reflex sound fx fix, is it compatible with the game's last version and Moguri's last version without breaking anything?

9
Hi everyone, and thanks for giving us these wonderful upscaled backgrounds and patch fixes, snouz.

Sorry if this has already been answered. I wanted to ask if there's gonna be multilanguage versions of the backgrounds where the text has been translated (I don't remember if FFIX has any, FFVIII sure does), specifically the text that appears on the screen when you enter a new area (i.e. "Evil Forest" in italian is "Foresta del Male"). Or if it's at least possible to retain the vanilla text just for the area's names while everything else is upscaled.

10
This mod requires an update so bad! After the festival scene at FH and after having played a good number of card games where everything was working as intended, I get on the garden and play a few games, only the elemental symbols for water, earth and holy had reverted to vanilla ... I do the Balamb invaded by Galbadia quest, defeat Fujin and Raijin, do another card game and everything was in its glorious 56x56 original resolution! Even the numbers reverted... I had forgotten how awful Triple Triad would look without this mod. Please Mcindus come back to work to this mod <3 <3
And an italian version too??  ;D

11
Sorry if this doesn't belong here, but since this is a text-font problem and I'm using SeeD maybe  it's related (the only other mod I use apart from SeeD is Project Angel Wing). I'm referring to the black screens that let you choose which sigil to break after a boss fight with a guardian in Ultimecia's castle. The text is completely broken: the cursor leaves a ''shade'' when when going up and down the options, the unlocked abilities, which should be gray, stay white, and after the 2nd or 3rd boss parts of the text disappear completely, leaving only a glitched mess. If there hasn't been yet discovered a way to fix the modded screens, maybe there's a way to show the original text just for those ability unlock screens?

12
Hello everyone. I've found this really weird and situational glitch that affects both Quake 3 and Trickplay's Sinking attack animation. Basically what happens is that when anyone on the battlefield has a status anomaly (I've noticed it with curse ring, but could be anything from sleep to silence) said magical effects show garbage textures that i believe come from menu_us.lgp (btl_win files). I tried everything, removing the upscaled quake files from the magic folder under\mod, using another magic mod, removing every mod, etc.. nothing worked so far. The funny thing is that when no one has a status anomaly the animations play fine, both vanilla and modded. If you request I could try to upload images, or maybe you already know what this is about. I already know aali's driver causes some bugs, but that's the price to pay to have upscaled backgrounds. Thanks to anyone passing by :)

13
Hello everyone, I hope this is the right topic to ask. I wondered if it was possible, now that the remaster is out, to take the remaster's menu (I mean fonts, HUD, icons, letters, numbers... everything) and port it to the ''old'' 2013 FF8 as a more ''vanilla friendly'' SeeDReborn. One could say ''Just get the remaster then'' but Squall's new character model completely breaks the deal for me... 20th century Squall is just better imo.

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