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Messages - Enkixx

Pages: [1]
1
Troubleshooting / Re: FF8 is running slowly.
« on: 2010-11-25 19:17:27 »
Well, I tried 7.6 and there was little or no change...

2
Troubleshooting / Re: FF8 is running slowly.
« on: 2010-11-23 00:12:47 »
No I hadn't and in fact was using the previous version of the driver because of my problems with the upgrade but just tried using the newer version and the no light shaders and there was no change in the status of my problem...

3
Troubleshooting / Re: FF8 is running slowly.
« on: 2010-11-22 03:53:00 »
I wouldn't guess so. Just tried changing the ratio to a somewhat more reasonable number... nothing changed...

If these reports have been noted before, why hasn't anyone tried to fix this sort of thing. I haven't gotten to far in but the story and gameplay seem solid, I've read that this game is comparable in level of greatness with ff7, and the modders working on FF7 can only do so much... I'm not saying that some modders should just drop what they are doing on work on this but I do find it strange that almost no one has.

4
Troubleshooting / Re: FF8 is running slowly.
« on: 2010-11-22 03:44:56 »
One problem...after I enter a battle or enter the menu screen it works fine until I change frames. I will try changing it to a more reasonable multiple though.

5
Troubleshooting / Re: FF8 is running slowly.
« on: 2010-11-22 03:25:51 »
System Specs:
OS Name: Microsoft® Windows Vista™ Home Premium
Version: 6.0.6002 Service Pack 2 Build 6002
System Model: HP G60 Notebook PC
Processor: Pentium(R) Dual-Core CPU   T4200  @ 2.00GHz, 2000 Mhz, 2 Core(s), 2 Logical Processor(s)
Installed Physical Memory (RAM): 3.00 GB
Mobile Intel(R) 4 Series Express Chipset Family
Resolution: 1366 x 768 x 59 hertz
32 bit OS

Upgrades:
Official patch 1.2
Aali's OpenGL .0.7.8b:


Code: [Select]
# ff8_opengl config file

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

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.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 FF8
# 0 means use original resolution (whatever ff8.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 1366
window_size_y = 768
preserve_aspect = yes
fullscreen = 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

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

# allow FF8 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

# 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

# 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

6
Troubleshooting / FF8 is running slowly.
« on: 2010-11-21 23:37:00 »
I don't know why but when I am walking about in a frame, the game is quite slow until I hit the party screen button or enter a battle. Afterward, while in that particular frame, I works at normal speed. The moment it changes frames again, I starts playing slowly again. What seem most confusing is that it doesn't always run slowly but just most of the time. Any information that may be useful, I'll post it.

7
Troubleshooting / Re: Full screen error
« on: 2010-11-12 20:16:00 »
Thank you for that, seems to be fine now!

8
Troubleshooting / Re: Full screen error
« on: 2010-11-12 05:17:39 »
I have tried to set the resolution to many different settings including 1366 by 768, and it has failed over and over again. I have re-installed is about 3-4 time now and haven't installed Avalanche since the first time figuring that it may be the problem but to no avail. I installed FF7music and can post whatever needs to be posted but I am not completely sure what you are talking about...but...

Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
ERROR: failed to set fullscreen mode
INFO: Intel Mobile Intel(R) 4 Series Express Chipset Family 2.1.0 - Build 8.15.10.2141
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 640x480, output resolution 640x480, internal resolution 640x480
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-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Final Fantasy 7\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: G:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
END UNINITIALIZE DD
Pretty sure that was what you are talking about though.

9
Troubleshooting / Re: Full screen error
« on: 2010-11-11 14:07:12 »
1366 x 768. I tried setting it to that already though... didn't work

10
Troubleshooting / Full screen error
« on: 2010-11-11 02:19:53 »
I have done all I can think to do about this. It was working just fine before a week hiatus and the full screen just doesn't want to cooperate. I tried re-installing it twice. I just recently tried to play in full screen with just the basic package. Had yet to install Aali's Open_GL or Team Avalanche's install and the full screen came up just fine, but the moment I installed Aali's, I get an error saying that it couldn't set the requested full screen resolution.

Code: [Select]
# ff7_opengl-0.7.9b 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 = 0
window_size_y = 0
preserve_aspect = yes
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 = none

# check your driver settings if this option doesn't seem to work
enable_vsync = no

# 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 = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = yes

# 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

# 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

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

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



## 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 = off

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

This is the CFG file settings I just recently tried with. Please help me out.

11
I have a problem with the in game screen. When I start, after the intro, the top 2-3 inches seems a bit screwy and the top of Barret's text box stays after it is closed. I try to open the menu but I cant read anything... any help? I am sorry if this has been addressed but I can't spend hours searching through this forum to fix this problem too.

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