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Messages - tylerkschrute

Pages: [1] 2
1
Troubleshooting / Re: Minigames and touphScript
« on: 2013-12-28 02:35:21 »
Sweet! I used the YAMP patch to fix the minigames instead and that worked just fine.

However, I still can't get touphscript to encode scene.bin. Any help? There's no error messages or anything, the program just gets hung up when it gets to that point.

2
Troubleshooting / Re: Minigames and touphScript
« on: 2013-12-27 22:04:21 »
Sorry, I should have mentioned I've already tried that. There's no difference when the game runs at 50 as opposed to 60 hz.

3
Troubleshooting / Minigames and touphScript
« on: 2013-12-27 20:34:52 »
There are two problems I'm having:

The first is that I simply can NOT get the minigame frame limiter to work. I've selected to "use application settings" in my graphics driver config for the vSync option, but according to the App file the game still thinks it's being forced on. Alternatively, I've tried disabling vSync from the ff7config file and then forcing it on from my computer's driver config, but it still doesn't work. Any ideas why this might be happening? Here is some documentation:

The App file:
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel(R) HD Graphics 2.1.0 - Build 8.15.10.2253
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 1280x800, output resolution 1280x800, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 41, vert uniform 512, frag uniform 1024
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: main program link log:
No errors.
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\Tyler\Games\FF7 PC\Restored FMVs\eidoslogo.avi; msmpeg4/mp3 640x480, 29.970030 FPS, duration: 15.647347, frames: 469
INFO: vertex shader compile log:
No errors.
INFO: fragment shader compile log:
No errors.
INFO: yuv program link log:
No errors.
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
Field Start
set music volume: 127
UNEXPECTED: zero count
Field Quit
GLITCH: Vsync seems to be forced ON, minigame framelimiter will not work
Entering MAIN
Exiting MAIN
WM_CLOSE
Field Quit
UNINITIALIZE DD
END UNINITIALIZE DD

My ff7config settings:
Code: [Select]
# ff7_opengl-0.7.10b config file



## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or 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 = 1280
window_size_y = 800
preserve_aspect = no
fullscreen = yes

# 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 = All

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

# 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

# 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

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp



## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only

trivial bug fixes.

# 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

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



## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

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

# 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

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

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

# display some real-time debug information
show_stats = no

# 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

# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no

# 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

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp



## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# 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
direct_mode = on

# show every failed attempt at loading a .png texture
show_missing_textures = no

disable_popup = on

And a graphic of my driver vSync settings:


Second problem:

Whenever I attempt to encode text using touphScript, it gets stuck on scene.bin. The flevel and world.en encode just fine, however. I've read the readme but didn't find any relevant information.

4
I'm having problems with this application. Whenever I attempt to dump the files, I receive a read / write permission error. Running the program as an administrator does not help. Which permission settings do I need to change, and where? From the snooping around I've done, nothing in the folder is read only.

5
Troubleshooting / Re: Problems with sound
« on: 2013-11-24 15:56:52 »
Yep. Once plugged into the TV, an additional option appears in the drop down menu for the sound driver. Even after selecting it, gameplay sounds are still coming through the laptop.

6
Troubleshooting / Re: Problems with sound
« on: 2013-11-24 05:58:00 »
That fixed the background music, however gameplay sounds (such as the sound that accompanies cursor movement in menus) is still coming through the laptop. Are these sounds configured separately?

7
Troubleshooting / Problems with sound
« on: 2013-11-24 01:08:26 »
I have my laptop hooked up to my TV through an HDMI connecter plugged into my display port. However, for some reason I can't get the sound to stream to the TV instead of the laptop speakers. I've tried things like youtube, and the sound plays to the TV just fine. I use ff7Music along with finalfantim's remastered OST, so I suspect the problem is rooted in the ff7music application.

I should clarify that the sound DOES work, but it only outputs to the laptop. Even after muting the laptop speakers and setting my TV's sound device to primary, I still don't get any sound.

Any suggestions?

8
http://forums.qhimm.com/index.php?topic=9786.0

Right at the top.

It would be awesome if someone was able to make them compatible. Hardcore mod is IMO the most engaging and challenging difficulty mod the forums currently have to offer. Keeping an eye on Bosola's rebirth though.

9
One quick question I have.

This mod says it includes both the hardcore and Aerith revival patches. However, iirc aerith revival was not compatible with the hardcore mod. Has someone developed a fix for this?

10
Troubleshooting / Can't fix minigame speed
« on: 2012-11-17 02:57:33 »
I have the classic mini games running too fast problem.

I have an Asus laptop with an integrated intel graphics card. I have tried playing the minigames both with V sync turned on AND set to "use application settings", and have tried both turning on and off the enable vsync option in the opengl driver. No matter which combination of options I use the games run too fast, and I get the Vsync seems to be forced ON, minigame framelimiter will not work message in the app log.

Any way to get around this or am I just screwed because of my graphics card?

11
Replaying through this mod again. MUCH easier the second time through since I knew how to prepare. The first Locke battle though is still scary. If you don't have a decent supply of loco weeds you're basically cooked. Also gonna try to actually beat the KotR boss and Omega this time.

Something I noticed though: a couple of the battles you encounter around midgar (specifically, one with a devil ride and kalm fang and another one with kalm fang and I believe the bandits) are kinda screwy. The devil ride is stationed almost right in front of the characters yet is labeled as back row, and if you try to attack him it says "can't reach". Any thoughts on this? Pretty sure it's related to this mod because this is the only thing I have that alters the .scene files.

12
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-15 09:21:36 »
Oh how I wish ribbon prevented stop and instant death. Man that would be convenient.

13
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-13 19:27:24 »
Anyone else getting a crash during the KOTR materia boss when the hyper jump animation activates? At least I think that's what was happening.

14
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-08 14:07:49 »
Whoa. The dragons at Mt. Nibel have a gravity based physical attack. gjoe, was this on purpose or was it an oversight? This makes them extremely easy to kill.

Start out with sneak attack + mystify to get him berserked. Have a female character equipped with minerva bangle with about 4k or so current HP and 30k max HP, with mastered cover materia. As soon as possible, cast dragon force X2 (or 4 if you can) on the female character to make sure she can survive his other physical attack which apparently isn't gravity based. Pair a mime with command counter on female party member and have her cast ????. The minerva bangle ensures his gravity attack won't hurt the female character (I chose minerva bangle since you can't ABSORB the gravity, or it will render ???? useless), and his other physical attack actually helps since it increases the effectiveness of ????. The 4k HP is important, since you will suffer about 1.5k to 2k damage or so from his physical attacks total by the end of the battle. If you have the game cursor set to memory, all you have to do is hold down X and he's dead.

15
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-12-08 00:24:13 »
Been having alot of fun with this mod. Pretty much at the end of the game right now. All I have left to do is fight Sephiroth. Right now I'm working on maxing stats though and finishing all the little side quests.

Emerald Weapon's revenge stamp is absurd in this mod, holy shit. Since it ignores defense it's hitting everyone for like 25k every time + almost every status in the book. If it weren't for final attack this fight would suck. Still managed to defeat him 3 times though (with black chocobo).

By the way, the battle arena... yea, it was already frustrating in the original but now it's basically impossible. I had to downgrade my scene just to finish it legit. I beat it a couple times without downgrading but it was really, really hard.

16
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2011-11-29 00:30:24 »
Tifa's premium heart would be a great weapon if there was a way to allow the player to choose to attack when a character's limit gauge is full instead of forcing them to use the limit. I think the idea the developers were going for with the premium heart was to maximize the potential damage tifa can deal with her chain of limit breaks. Other than that though it is in my opinion a very disappointing ultimate weapon.

EDIT: Wait haha this just came to me literally right after I posted that, what about mugging? Although that still doesn't allow for the execution of a 4x cut. IMO I much prefer the master fist to the premium heart though. It's potentially the most interesting and unique item in the game and if used correctly can easily become the strongest.

17
Oh man. I feel really stupid. If I want to get rid of it why not just sell the damn thing?

Turns out it's quite valuable. Netted me over 2.1 billion gil. xD

18
If you do a auto sort items what is before/after it? It looks like it replaced something. It's likely a bad indexed item.

In the image I posted items are sorted by "field" (except of course for the greens... I put those at the top since I was catching chocobos).

If sorted by type, it appears at the very end of my item list underneath the "hypnocrown" accessory.

Once again, is there a more crude way of editing your item stock than black chocobo? I'd really like to be able to open this save file but I'm pretty sure this bugged item is crashing it.

19
Already tried finding it in wallmarket but to no avail. Nothing like it in there.

Any way I can get rid of it? Like I said blackchocobo crashes when I try to open the save file and that's the only way I know how to edit items.


20
Yep, still there from a clean exe. However, the description on the clean exe is no longer "nature" but a very long line of completely random symbols.

Also, I can no longer open this file in black chocobo. Pretty sure it has something to do with this item.

21
Troubleshooting / This is an awfully strange... accessory?
« on: 2011-11-13 11:29:03 »
Take a look at this: http://imageshack.us/photo/my-images/9/itemhy.png/

It seems to have a different label every time I go into the menu. Oftentimes it's called "    h h  ". Otherwise, it's just a random string of symbols. Although it has the accessory icon, it seems to function like a usable item since it's highlighted in the menu and when I sort by field it is brought to the position shown in the image. I believe I received it from a boss but I can't remember which one.

Any ideas on this very strange item?

22
It's not really incompatible. I managed to patch it together manually. I don't remember quite how but I did. IIrc, I first applied the hardcore mod, unpacked flevel.lgp, put the aerith patch files in there and overrode the old files ( not conflict here with the hardcore mod ), repacked the whole thing and that's pretty much it. You don't need the kernel.bin update, really, or you can do it manually with wall market

Hmm... so all you need to be concerned about is the flevel? Just ignore the kernel and char.lgp?

23
Quick question -

Saw on the first page that your mod is currently incompatible with the hardcore mod. Any plans to remedy this? Really want to try this out, it looks absolutely incredible.

Sorry if the answer is buried somewhere in the thread but 23 pages is kinda ehh....

24
What? You're supposed to be able to hear it? I can't hear anything.

Anyways, getting through this thing without it fading is a nightmare. It's basically pure luck. Is there a way to make it fade completely?

25
Hmm. The wind is not dying down to let you know when you are able to run past the storm in the whirlwind maze. I'm assuming this is caused by a certain setting in the driver config? I'll try fiddling around but in the meantime thought I'd post this here.

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