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Messages - Zaeri

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1
Does anyone know any workaround for the d-pad/shoulders not working on a DS4?

So far, from scattered internet references I've tried:

1. Disabling every potential overlay (Steam, GeForce, Discord, etc) -- Result: No effect
2. Disabling Analog Support in the .ini file -- Result: Depends (see below), but typically no effect
3. Unplugging controller and plugging it in after the game has started -- Result: Game never detects controller unless it was plugged in before launch (so the controller doesn't work at all)
4. Enable DS4 support in Steam/use "forced on" in the per-game settings -- Result: If (and only if) I disable analog support in the .ini, this enables d-pad provided I rebind the d-pad to stick directions via steam controller configuration BUT the game double reads inputs from other buttons. If analog support is enabled this has no effect except the face buttons are scrambled to incorrect locations (e.g. X becomes Square, Circle becomes X etc). Technically the face button scramble happens if analog support is disabled too, but the double button read means it will read one version of the button immediately followed by the incorrect version.

Interestingly, even if I disable analog support in the .ini, the analog stick still works fine and absolutely nothing changes about the controller behavior.

E: It seems like the buttons are still slightly scrambled with steam controller stuff off. It swaps Square and Circle (X and B), enabling Steam support on will scramble them further. Interestingly, enabling vibration in the in-game config will also scramble the buttons to the steam support variant as opposed to the regular scramble for... some reason?

E: Further testing -- without Moguri installed I get the "walk left" issue, and the buttons are scrambled as if I had steam controller support on. Weirdly, the shoulder buttons don't work with vanilla, but the D-pad partially works. Left/Right are registered as up/down, and up/down seem functionless.

2
Hi, i'm new here, i know i'm supposed to post logs and stuff but don't really know how to do it  :P

I got a couple of severe bugs in my newest playthrough:

1)When first meeting Hojo after a couple of sentences Barret starts running towards a rail and keeps running in place.
2)In Kalm during the flashback sequence if I enter Cloud's house, there is 2 Clouds and they just stand doing nothing.

Steam version, installed the latest hotfix, when I disable the translation on the .ini all works normally.

Just guide me through what I need to do, to post about the bug.

These are both in the database, and scheduled to be fixed when R06b is released. For 1 I believe you can fix it by swapping the order of your party members, for 2 there's a weird workaround if you turn the model overhaul on in Options.ini (...\FINAL FANTASY VII\The Reunion\Options.ini), the hitbox will be smaller, and you can squeeze around the second Cloud. Otherwise, as you probably found with the Hojo bug, you can temporarily disable New Translation is Options.ini, until the next savepoint. Not ideal I know, but probably better than being stuck until R06b releases unless DPLB has a surprise release tomorrow or something.

E: Here's a list of bugs I've encountered on the critical path that cause the game to crash/prevent progression, up until you get Highwind, and their workarounds until R06b comes around with the fixes. Hope it saves you some headaches. You do not need to report any of these, they are known, these are just instructions for how to get past them until the fixes arrive:

1 At Hojo, Barret runs into the wall (above)
2. Two Clouds in the flashback (above)
3. In Cid's house, when Palmer shows up, leaving the house will cause the game to hang, AFAIK there is no workaround except disabling New Translation.
4. In Disc 2, after fighting the goons with Cait Sith and releasing Barret from his handcuffs, attempting to move will make the game just fall apart and hard crash with no logs generated. The only way to fix this is to use Ochu to edit the address for the third party slot from FE to FF, unfortunately this doesn't always work, and DPLB edited his post where he told me exactly what to enter to fix it (meaning I suspect it's part of a larger problem), so I suspect you should probably just disable New Translation for this section. Note that since Reunion removes the save point right before this segment, this means you need to disable it at the last save point in the Whirlwind Maze/Tornado Labyrinth before the end of Disc 1.

5? I think there was also an issue when you get let into the caves in the back of Cosmo Canyon with Red XIII, but for the life of me I can't recall for sure, and if it was an issue I'm pretty sure it was either a party member swap or, as usual, disabling New Translation.

3
The save is in the application directory under a save folder. So assuming you're using steam it's going to be under .../Steam/.../common/FINAL FANTASY VII/save. Up one level from where Options.ini is, since you're presumably editing that to turn it on/off.

They absolutely use separate sets of saves and this one won't be cloud backed up, I assume Reunion expects them in a different format (granted I haven't tried plopping in a vanilla save to see what happens).

4
Here's the save states:

https://drive.google.com/file/d/1Uq_bs2GVP2dhZVr0mkMudzrQC7wCXvgc/view?usp=sharing

3 of them included. One at the start of the Junon section, one right before the press room, and one from the second before the crash occurs if you ever move Barret.

Here's the actual save file:

https://drive.google.com/file/d/1f3R1VHXEhUeiShMSbDLGu6NnApgcTO-f/view?usp=sharing

I'll clarify: there is no save in Junon, because there's no save point in Junon during this scenario. The save is the first one, at the final save point in the Tornado Labyrinth, so you need to go through the entire set of cutscenes to get there (without using the provided save state that is). This is after doing an entire wipe of the game, reinstalling it and Reunion, and then copying over Hotfix 6 (Aali and ddraw in root, ffmpeg_movies in The_Reunion/Program_Files)

5
DPLB, I have Ochu attached, is there anything specific I could copy that would help if I looked at it right around when the CTD occurs?

E: Here's an imgur album filled with all the Ochu data that seemed relevant.

https://imgur.com/a/sRcWqee

Here's a pastebin of the entire memory log leading from the Labyrinth save to immediately before the crash:

https://pastebin.com/3fyZk0gV

6
I'm not seeing Junon in that save?  Unless you mean a different part of the game ??

It's after the long cutscene with the Black Materia in the Labyrinth, AFAIK there's no save point in Junon after Tifa wakes up. (Yes this makes it very frustrating to debug, I've taken to watching youtube on my second monitor while mashing through the cutscenes to test fixes).

E: So I just looked at the walkthrough and confirmed with a video walkthrough: in the press room where Cait Sith knocks out Scarlet, you're actually supposed to fight the attack soldiers with both Cait Sith and Barret. In my save only Cait Sith shows up in the battle which is probably related to the problem. Never mind found that change in the database, I'm getting a video of the bug. E: Urk, the CTD causes the recording to fail to write to disk properly because I guess Bandicam doesn't like to record crashing applications.

7
After a clean reinstall, still the same issue. Situation is the same with app.log and no crash.dmp being generated. For maximum reproducibility, I installed Reunion with all the check boxes ticked, and though the info should be the same as The_Reunion.log a couple posts ago, here's options.ini and the_reunion.log:

https://pastebin.com/rPG1t8B9
https://pastebin.com/udWszAP4

Here's the save:

https://drive.google.com/file/d/1f3R1VHXEhUeiShMSbDLGu6NnApgcTO-f/view?usp=sharing

8
hmm if it can be replicated then that will help.  Does this crash with Barrett happen more than once?

Yes, it happens consistently. I'm going to try reinstalling the game and Reunion just to make sure absolutely everything is fresh.

9
I'm sure it's probably on my end, I misinterpreted the earlier bug report and thought I was crashing in the same place. It was just meant to illustrate for whatever reason the hotfix didn't seem to be taking on my installation.

Here's the app.log after a few more attempts and crashing in the same place:

https://pastebin.com/XscfSWvX

It's not particularly interesting, though. It doesn't even say an exception occurred, the log just stops dead, which to me implies that whatever crashed it was above the level of whatever panic handling you have E: or potentially terminating before the buffer flushes to file (I've never dealt with runtime code injection so I'm not sure what that would actually imply). No crash.dmp was generated.

To be clear (and I didn't realize this until a recent attempt), the crash doesn't actually occur when regaining control of Barret after Cait Sith's fight. It's actually slightly weirder than that, it occurs when you input a command to Barret after regaining control. He can sit there forever and the game won't crash, but the second you make him move the game CTDs immediately after the step animation plays for a frame or two.

10
Download "Hotfix 6.7z" from the Google Drive above, and then just extract and drag+drop Aali.dll and ddraw.dll in FINAL FANTASY VII and ffmpeg_movies.dll in FINAL FANTASY VII/The_Reunion/Program_Files, over the top of the existing installation and replace, right? I've done that multiple times now and I'm still not getting .dmps when I crash (currently crashing in the Junon section when regaining control of Barret after Cait Sith's fight, which should have been fixed by Hotfix 6). Not sure how I'm installing this incorrectly.

11
I just got a CTD summoning Alexander on Jenova DEATH. I haven't been able to reproduce it trying it a second time, both on Jenova DEATH and on random encounters, but I attached the logs and save in case you can make sense of it. It's possible it was due to manipulating the cursor (i.e. trying to select a target or other summon) while the summon animation was playing, but I honestly have no idea.

I've been getting weird degeneration issues in general, but this in particular seemed unrelated.

The degeneration issues are related to playtime or random encounters. I've noticed that if I get enough random encounters the game will slowly start to destabilize, usually this manifests first by the battle transition swirl only playing on the left half of the screen (right stays static). A while after that the battle transition stops playing entirely, and at some point after that the game will CTD on a state change (start or end of a battle, moving between rooms etc). This is not covered by the logs below, unless the two crashes happen to be related, but I'll get logs if it happens again. I'm not sure if this is covered by any of the "random crashes" entries in the database, but it doesn't require specific enemies and I'm only on 60FPS setting 1 (not 2). It could be the New Translation-related one you said you were surprised more people weren't seeing, or the Core issue with a bad pointer when unloading textures (that would explain why it slowly gets worse if memory is getting randomly corrupted, and if the Alexander crash is related it could be it unloading the textures on the end of the summon), but I figured I'd mention regardless.

https://drive.google.com/file/d/1vwAt1ZibgFz7L0eL_jPLsonYE6TH7j2A/view?usp=sharing

i7-4770k, RTX2080, on hotfix 6.

Edit: I didn't find a crash.dmp, for whatever reason.

12
Honestly, assuming there isn't a bug - it's this easy:

https://www.youtube.com/watch?v=GYqeFlQY8A8

What were you doing that it took 2 hours? [also note after 2 failed attempts the accuracy needed is much reduced]  I am asking this as a serious question, because you were doing something very wrong or there is a bug.

You have to enter from the rear as he tells you and reach the correct spot.

Honestly, I can't really recreate what was taking me two hours anymore so I'll just put it down to me being impressively bad at it. I think most of what was happening was I was swinging around way too far behind the line to overcompensate for the collision-based failures I was getting earlier, and missing my window entirely.

Excited for 06b. If it's that soon, I'll probably just hold off so I can leave Cid's house without switching translations (unless Hotfix 6 fixes that, but I get the impression that's only for party order control issues).

13
Also, (sorry for double post, I lack edit permissions): isn't minigame difficulty supposed to be part of Weapon? I wasn't expecting any gameplay changes in the retranslation, especially given it throws off walkthroughs.

14
Well, the point wasn't so much achieving the highest score, the point was more it took ~2 hours for me to get past the screen at all even with 0 points, even trying to run behind. I largely got the "get that grin off your face" scold (iirc). This isn't me wanting to get perfect, it was purely a progression concern. There's also still the issue with the screen not scrolling properly in the airfield.

15
Troubleshooting / Re: Why was my bug report deleted?
« on: 2019-12-19 01:40:26 »
I did read the bug report document but

1. I have a disability that prevents me from comprehending large blocks of text, I legitimately glaze over and entire pages of text will go through me, even if I think I'm reading them.
2. It's very difficult to sift hundreds of bugs spread across multiple tabs just to cherry pick a single one, especially closed issues such as this one, especially since this is my first time ever playing FF7 so I don't have context for most of the bugs and can't easily parse when something is relevant.
3. Having finally found it after an hour of trying to read it over and over, eventually getting two friends to help me search and finding it, I will note that unless hotfix 2 isn't R06b, it was still occurring for me after patching with the hotfix, which I noted.
4. Given that I was on the latest update posted in the thread (the hotfix), I really did not expect it to be marked under "fixed."

Is there any reason you haven't migrated to a dedicated bug tracker like Github or Gitlab? Even if you don't post the code there and just add a ReportInstructions.md or Troubleshooting.md or something, it seems like having a searchable issue tracker would cut down on repeat bugs and thread pollution. The vast majority of the bugs in the google spreadsheet are marked fixed, so it shouldn't take too long to migrate the several that still exist to an issue tracker, I'd even help. I understand if you want the doc around to keep notes on legacy bugs, but an easily searchable issue tracker would really benefit end users, especially those with disabilities like mine that make it difficult to parse large amounts of text. It would've been rather easy to just search something like "honeybee jitter in:issues" and click on open/closed to see the bug. You can even set it so users who open an issue are given an autogenerated template to fill out.

16
Troubleshooting / Why was my bug report deleted?
« on: 2019-12-16 23:09:21 »
Hi, I posted in the Reunion R06 thread with a pretty thorough bug report, it was held for moderation and approved this morning, but when I refreshed about an hour ago it had been deleted. I don't see any obvious rule I violated (I looked beforehand) so I'm curious why it was removed. Did it look like spam? I did use what looked like a standard form that could look bot generated, but that was just to make it easier for the team to read and reproduce.

Is there any way it can be restored assuming it was in error?

I was going to do this in PMs with the admins/mods, but since you need 5 posts to PM I'm putting it here since it seems to be the proper forum.

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