Author Topic: Problems with Remix  (Read 5367 times)

Mirenheart

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Problems with Remix
« on: 2010-07-01 02:45:13 »
Okay, so I redownloaded the remix patch, and everything works perfectly, except, I can't seem to make the battle menu:


Go back to how I had it before:


I checked the FF7_opengl, but it didn't say anything about it.

Code: [Select]
# ff7_opengl config file

# 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

# post-processing shader, used to apply fullscreen effects
# options are smartbloom.post and bloom2.post
# note that shaders/smartbloom.post must be configured to proper resolution, open with notepad
post_source = shaders/smartbloom.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 = 1366
window_size_y = 800
preserve_aspect = no
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

# 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 = on

# 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 = yes

# 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

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

# read files directly instead of using LGP archives
# this option requires you to have all your LGP archives unpacked in direct/, with one folder for each archive
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd instead
# this option should be used for testing only, performance will take a hit
direct_mode = off

Did I possible miss something?

Or is the Opengl missing some text?

Mirenheart

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Re: Problems with Remix
« Reply #1 on: 2010-07-01 02:48:10 »
Yet another problem I found, but it doesn't directly affect me.



There's a hole in the cliffside. Any idea what might cause that? (I didn't post this in Tech Support because I'm not asking for help, I'm just bringing to view a glitch with a patch)

jeffdamann

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Re: Problems with Remix
« Reply #2 on: 2010-07-01 02:55:04 »
That is a very old aalis, get this one....

http://forums.qhimm.com/index.php?topic=8306.msg142017#msg142017

Get the 0.78b it will have the battle transparancy option.

jeffdamann

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Re: Problems with Remix
« Reply #3 on: 2010-07-01 02:56:08 »
Those are unfinished/missing files from the WMRP, they will be finished one day and thankfuly thats like the only area missing textures.

Mirenheart

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Re: Problems with Remix
« Reply #4 on: 2010-07-01 02:57:03 »
Now I see, I forgot to reinstall Aali's custom driver... again. sry bout that.

pyrozen

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Re: Problems with Remix
« Reply #5 on: 2010-07-01 03:04:41 »
yup, i know about it and it will be fixed in the future

lee