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 - tbcam88

Pages: [1]
1
No probs man, thanks again and keep up the great work!  8)

2
try with the keyboard shorcut, it may be related to your gamepad (some gamepad use the same axis for l2 and r2 so you can't realy use l2+r2)

Yep - works fine using keyboard! Must be the shared axis on my PS3 pad triggers as you say...  :)

Damn. This mod is by far the ultimate way to experience FFVII, can't thank you enough for all the hard work! The only thing I'd perhaps suggest is the ability to skip some of the very long and drawn out scenes in the game. Ones which are purely narrative based and contain nothing but continuous dialogue for some time. The Nibelheim flashback that takes place in Kalm for example, or the lengthy scene in which Cloud and Tifa are trapped in the lifestream trying to piece his memory back together.

I played the New Thread mod a year or two ago and this gave you a prompt at the beginning of each allowing you to skip forward and get on with the game if so preferred. It was a welcome addition for somebody who as often goes back to replay this masterpiece as myself.  :D

3
If you are using 60 fps mode + vsync enabled, and if you have a 60 fps display, the speedhack will be invisible because capped at 60hz
Do you have any speedhack message enable/disable onscreen when you use the shortcuts ?

I'm not using 60 FPS mode but I do have vsync enabled (see below). I tried disabling this but it didn't make any difference. And, no, the speed hack notification doesn't appear on screen when inputting the command. Strange, as all other commands seem to do so as normal when pressed.



4
You have to look at the last edit time from the bottom of the first post rather then the "last updated" text at the top of post, which was updated much more recently. He updated his patron very recently, and the project is very much still active.

Well spotted, Sir!

I feared it had fell away into development limbo tbh...

After playing FFVII with the beautiful upscale mod on offer by Satsuki, I'm eager to follow up with VIII sooner rather than later! Props to McIndus/Fated Courage and all those involved for their time and effort in preserving what so many consider to be the holy grail of timeless video game entertainment.  8-)

5
Amazing work as ever Satsuki... I've just reinstalled/started playing your mod for the first time in two or three years, the various improvements and functions added since are pretty stellar!

One issue; the speed hack controller shortcut (L2+R2+Left/Right) doesn't seem to work for me? It's worth noting all other controller shortcuts listed work just fine and as intended. Any ideas?  :-\

Thanks again for your tireless contribution on making one of the greatest games ever made so enjoyable to play through time and time again all these many years later - you're a God among men, Sir!  ;D

6
Does anyone know whether this project's been abandoned? It's been over a year since the original post was updated and went onto state they were putting the final touches toward getting a version compatible with the remaster released...

I live in hope!  ???

7
Thanks for the info McIndus. Is there a rough ETA on when it will be available?

8
Heres a link for the gigapixel version of the remastered edition, there will be errors but since nobody has posted a new version here it is
https://drive.google.com/file/d/1bVX2yYvJaGayrmLSkLYLYxoiNQIPnugr/view?usp=sharing

Why wasn't this link made available on the main page and how/why will there be errors exactly? (I'm waiting to play the remaster with Project Angelwing - if this upload isn't quite ready for play I'd be best to continue to wait :-))

Thanks!

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-27 21:04:35 »
New Threat 2.0 Documentation
Download
Contains the following in Notepad format:
*) FF7 NT 2.0 Balancing
*) FF7 NT 2.0 Features Overview
*) FF7 NT 2.0 Item & Materia Placements
*) FF7 NT 2.0 Models List (modder's resource)
*) FF7 NT 2.0 Patch Notes
*) FF7 NT SP Upgrades

I'm currently on v1.5 which I installed back in June; the 1.5 documentation details different names/throttled effects for many of the game's enemy skills (eg. 'Magic Hammer' is now 'Vital Hammer' and drains HP as opposed to MP). After browsing the 2.0 documentation this evening I noticed the names listed are instead as per vanilla FFVII - have the enemy skill effects all been returned to normal as well?

If so, I'd maybe like to upgrade to 2.0. Will my save file be compatible/glitch-free if I do a fresh install and simply copy said save over?

Am I right in the assumption this new version is somewhat easier/closer to vanilla FFVII in terms of mechanics and the like? From what I'd read above I got the impression certain things have been reverted back to normal. :( I'm enjoying 1.5 so far (as well as it's difficulty) but the chronic fear of missing out has me worried 2.0 might be the superior experience of the two! :D

10
Do you have any idea if it will be possible to replace the remaster's (playable) character models with that of the original? I'd rather play the remaster due to it's quality of life features but don't like the Kingdom Hearts type aesthetic Square went for while overhauling the main cast. It'd be ideal if these can be modded out in favour of the original design.  8)

11
Project Angelwing Gigapixel AI by Fated Courage porting to Remaster --PROJECT UPDATED/UPGRADED to ESRGAN 'Ultima' Edition!!!
Formatted, Renamed, Fixes made -- Alpha Testing Phase -- ADDING NEW ALPHA CUTOUTS TO MOD!!!
ALPHA VERSION of GP RELEASED TO PATRONS -- 'Ultima' TO BE COMPLETED SOON!

Is there perhaps any rough ETA on the remastered compatible release? I've installed v2.0 on the Steam release but will hold off for the new remastered version if not too long away!  8-)

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-09 06:25:38 »
I've toggled PC mode and am opening kernel.bin as per below but still only seem to encounter vanilla descriptions  :-[





13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-08 18:39:30 »
Am I supposed to load the kernel.bin file located within steamapps\common\FINAL FANTASY VII\data\kernel? Wall Market opens it okay enough but it seems to be a glossary for vanilla install instead (potions restore 100 HP as opposed to 300 etc.)

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-08 16:49:37 »
You'll find it under Enemy Management > Enemy Stats.

Sweet!

Is there an inventory breakdown anywhere within Proud Clod that'll provide information on the game's items? It'd be handy to see what they do when equipped before deciding whether to attempt to steal/morph!

Also, does the morph mechanic work the same way as vanilla FFVII? Or has the criteria for success been modified somewhat?

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-29 14:17:41 »
I've opened the .bin file with Proud Clod and navigated to the boss index in question (Aps Senior). Where can I find the steal/drop/morph details? :)

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-28 18:48:51 »
I don't suppose there's a checklist of sorts anywhere detailing what can be stolen/morphed etc. from the games enemies? (boss fights in particular...)

I had at look at the NT guide linked on page one but the column dedicated for such info seems yet to be composed :(

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-25 11:07:55 »
For 2.0, and this'll be rolled into 1.5 as well, I've found that a modified Enemy Away Materia can effectively act as an encounters on/off switch that works wherever the player has access to their Materia inventory and covers the World Map as well as Field Screens. The current Enemy Away reduces encounters by 87.5% or so, but with the adjustment I think it reduces encounters by 99% instead.
Should I take such a workaround to mean it's not possible to allow the toggle functionality anywhere else in game other than save points in that case?

Props again for this my good man, I've played vanilla FFVII to absolute death - look forward to seeing all the new/edited content available in this badboy!  :-D

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-25 10:06:24 »
[New Threat Mod v1.5]
This mod is amazing dude. Is there anyway you include an .ini configuration allowing random battles to be toggled on/off at all times as opposed to just at save points? Similar in fashion to the Steam version of FFIX for example... I'm able to enable/disable random battles using Ochu in the meantime but it requires alt+tabbing out the game each and every time I'd like to do so.

Keep up the amazing work!

19
I'm having an issue where some screens will only display in widescreen when the game is paused (see below). Any idea the cause/fix here? Thanks!




Pages: [1]