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Messages - Tuxedo

Pages: [1] 2
1
I don't know. My parents bought the PC version for my brother for his 13-15th birthday. Our computer sucked so it was just THERE for about a month or so until we finally upgraded our PC. I watched him play through it, fun times.

2
General Discussion / Re: Final Fantasy XIII-2 News
« on: 2011-12-31 06:31:14 »
No we are suggesting that FFXIII is one of the worst FF's and a complete dumbing down over the classics we paid good money for previously.  I don't think most people can let this point sink in.  We don't shell out top dollar for "Final Fantasy" to be a "good game", we shell it out to get quality, and certainly for a game to be at least NEAR to what went before.

XIII is a joke on every level compared to VI-X.  Its story, game play, and pacing all suck.  The player is only second fiddle to graphics and cutscenes.

I did not realise that I had ventured into this topic again... I will create a new topic for FF bashing.

Woah, woah, woah. FFXIII wasn't the greatest game ever but it certainly wasn't the worst freaking game in existence like you're making it out to be. I thought it was a fun game to play, the characters were alright aside from Snow and the world was amazing. FFXIII's world is probably my favorite in the whole series, next to Spira, that's one of the reasons why I was so pissed that we couldn't backtrack and explore everything so thank goodness FFXIII-2 fixes that. The battle system was fun and I enjoyed playing the game and that's all that matters to me.

3
General Discussion / Re: Final Fantasy 15 on PC?
« on: 2011-12-31 06:23:08 »
If I recall correctly, SE said that they were going to have the Fabula Nova Crystallis "series" last for a long time (10 years or so). I don't know if that plan was scrapped or that they'd go on making games in the main series while making the FNC games.

Of course, that could all be BS. And I'm all for FFXV being on the PC, it really lacks JRPGs.

4
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-22 09:37:39 »
I started replaying as soon as Cloud's first flashback was finished, in that town after you leave Midgar. Did I miss that much? I honestly don't feel like restarting the game, as much as I love the Midgar parts.

And I figured I had to grind more, the amount of exp I'm getting in relation to how much I need for the next level is fairly high. I grinded for a bit and now I'm strong enough to survive The Materia Keeper on Mt. Nibel but not kill it.

5
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-22 04:03:53 »
Hey guys, I'm just wondering, does this affect the growth rate for the party's stats? I installed the mod on a playthrough and I'm being annihilated so I'm wondering if I just have to grind or restart the game.

6
Graphical / Re: Custom Transparent Avatars (Faded edges)
« on: 2011-04-16 22:44:37 »
Woah, they look great! Good job! I use the 10th anniversary renders (maybe you could do the same with those?) but I'm definitely switching if you upload these.

7
Custom textures along with some other things aren't showing/working in my game. I'm using the latest version of the driver. It's running normally  but all the mods that I've installed just aren't working for some reason. From Avalanche's Overhaul to the battle interface reconstruction mod.

I have version 1.02 and I've deleted the cache folder as well.
Mods installed (that I know of) :

Aeris Patch
Avalanche Overhaul
Chibi Reconstruction
Menu & Battle Interface Reconstruction
Reasonable Difficulty
Bike mini-game mod
Various YAMP and lessdebug

app.log if needed :

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.10b
INFO: Auto-detected version: FF7 1.02 US English
INFO: ATI Technologies Inc. ATI Radeon HD 2400 3.3.10524 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1440x900, output resolution 1440x900, internal resolution 1920x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.

INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.

INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Users\Admin\My Games\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
UNEXPECTED: zero count
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
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# 469
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
stop_sound
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
WM_CLOSE
-=-=[END OF WORLD MAP!!!]=-=-
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

8
Troubleshooting / Re: No music in FF8
« on: 2011-02-28 02:40:03 »
Yeah, it is. And what do you mean? I thought that was the only way to get the game to use another MIDI device?

9
Troubleshooting / Re: FF8 Overworld too slow
« on: 2011-02-27 16:53:49 »
Try updating your graphics card driver? I encountered this same problem (although everywhere was pretty slow, not just the overworld) and after updating it everything was running as it should have been.

10
Troubleshooting / No music in FF8
« on: 2011-02-27 16:52:05 »
Oh geez, I don't know what's going on and I've played around with everything for about 2 hours now. It was working just fine a few days ago. I get SFX and everything, just no music. And I get a "Failed!" message when I try playing the .sgt files in FF8Configurator (with every MIDI driver and sound device I have), I even ended up downloading some codecs and still, nothing. Anyone have any idea what's going on? I've tried reinstalling FF8 and restarting my computer too.




11
I have no idea what's going on, the game literally just stop running for no reason. The only change I made was replacing an older version of Aali's driver with the latest. Here's the app.log

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.8b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 8400 GS/PCI/SSE2/3DNOW! 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Original resolution 640x480, window size 1600x900, output resolution 1600x900, internal resolution 1920x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Users\Public\Games\Final Fantasy VII\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
INFO: 24-bit PNG loaded (C:\Users\Public\Games\Final Fantasy VII\/textures/buster_00.png); this is slow, please convert to 32-bit
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
UNEXPECTED: invalid blendmode (458756)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (458756)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (458756)
BLEND MODE NOT FOUND
ERROR: unhandled exception

Field Start
UNEXPECTED: invalid blendmode (458756)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (458756)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (458756)
BLEND MODE NOT FOUND
ERROR: unhandled exception


Blendmode?
Here's my config if anything

Code: [Select]
# ff7_opengl-0.7.8b config file

# 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

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

# plugins
# a movie plugin is required, the music plugin is optional, but required to make FF7Music work
movie_plugin = plugins/ffmpeg_movies.fgp
music_plugin = plugins/ff7music.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

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

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

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

# display some real-time debug information
show_stats = no

# set the window size (and 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 = no
fullscreen = no

# 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

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# 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 = off

# 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

# 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

# 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

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

# 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

# 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
# this option should be used for testing only, performance will take a hit
direct_mode = off

# show every failed attempt at loading a .png texture
# this option is for modders only, it's useful to find out which texture to replace and which palettes it needs
show_missing_textures = no

12
General Discussion / Re: FF14 panned by critics and users
« on: 2010-10-12 17:22:45 »
dun kill me for saying this but i actually liked XII a bit, i hated the story and the characters were... well lame, but i actually found myself enjoying battle and the amount of grinding i had to do to get 100 percent

No, I don't mind if other people like it, it's just not for me. I found the battle system too slow for me and the amount of grinding you had to do ridiculous. So, as I didn't like the gameplay and the story and characters couldn't compensate for it, I just... really didn't like it.

13
Thanks for this, Ultima!

It renders a lot of the patches that I've applied useless though (Hand Patch, Reasonable Difficulty, some translations  etc.).

14
General Discussion / Re: FF14 panned by critics and users
« on: 2010-10-08 04:52:52 »
I don't know why they decided to get into the MMO business, I tried XI and hated it and played a bit of XIV and hated it as well. It's a shame that they're both in the main series. I like Covarr's idea though, a CC MMO might actually turn out to be pretty cool.

As for where the FF series is going, I love X-2, LOATHE XII and love XIII. So for me, the quality is pretty sprodiac (but it's always been) so wheter or not I find the series is going downhill will depend on the quality of the next FF game.

15
General Discussion / Re: Dissidia II announced
« on: 2010-10-06 02:14:42 »
I think he looks silly too, I actually really, really hate that costume.

16
Scripting and Reverse Engineering / Re: Removing MIDI Cues
« on: 2010-10-02 19:55:37 »
It's not silence where the battle theme is supposed to be. =\
I guess it's my fault for overcomplicting things, when you win and the party is doing their victory pose, the fanfare starts playing, I don't want it to start playing there or at all. Would the cue for the victory theme to start playing be in each battle's individual code? Then doing that will take quite a while... I wonder if I can make it play when the results screen pops up?
 
Anyways, how would I go around editing a battle's script? By using WallMarket?

EDIT : Erm, never mind that last question. Just used WM and figured out what it does. lol

17
Scripting and Reverse Engineering / Re: Removing MIDI Cues
« on: 2010-10-02 18:59:04 »
I tried that already but the battle theme still stops after you win and then there's the silence.

18
Scripting and Reverse Engineering / Removing MIDI Cues
« on: 2010-10-02 01:49:49 »
I was wondering, is there a way to stop a song from playing? I'm trying to stop the fanfare from playing when winning a battle. I've removed the .mid files from the .lgp and even opened it with a text editor and removed "FanF" along with deleting fanfare and fan2 from the music.idx file hoping that would stop it. I'm sure everyone has experienced the silence when winning a battle with FF7Music running and I was wondering if there was a way to just keep the battle theme playing after victory.

Anyone have any ideas on where to start? I've done everything that I think would be a step in doing it.

19
I don't know how to say this without sounding like some anal grammar nazi but I noticed some errors in some of her dialogue.

I offered to beta it and if you want me to, I'd be happy to go through her script and fix any errors I come across.

That ''I may be dead'' line is really bothering me too. Why reference her death at all? It's so... anvilicious.

20
I am now 80-90% done :D

I'd put one of those huge YAY pics but I'd get in trouble for it.
That's great news, I can't wait for this.
And, I browse this forum on two computers and the white is visible on one while I can't see it at all on the other, it's just a contrast thing.

21
Yeah, I get 'server cannot be found' every now and then. I just refresh and it works.

I get this as well except a simple refresh doesn't solve the problem, I usually have to wait around 10 minutes to access the site again.

22
General Discussion / Re: Dissidia II announced
« on: 2010-09-18 02:19:47 »
Lightning AND Tifa? I'll need to buy a PSP soon, it's been getting a lot of good games recently.

23
Reading over my post, I sounded like a total ****. I'm sorry if I came across as harsh. Anyways, aside from one's subjective view on the quality of your ideas, it'd be might be difficult to add in all that, you might be asking too much of Ultima.

24
Yeah, I expected something like this to happen.

LOL
Just say NO. I really like the fading out idea, everyone else's suggestions sound like something out of a bad fanfic.

25
Completely Unrelated / Re: to much FFVII hate
« on: 2010-09-18 00:27:09 »
The difference between Kefka and Sephiroth is that Sephi had at least some character development.  I understood who he was.  Kefka was just some maniac and that was as far as it went.

I thought it was the other way around, actually. I mean, Kefka was at least funny and interesting while Sephiroth is just so... stoic. This is just me though, I was never really a fan of what people would call "badass" characters, I just see them as boring.

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