Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5006841 times)

Tom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1150 on: 2015-04-30 12:54:44 »
Its the original version of the game, not steam so idk what the battle issue is.  Could it be something to do with my graphics drivers?  Barret's head appears white too in the field (unsure if this is a bug with the mod or game).  Without NT it appears normally.   However I don't get what graphics drivers have to do with switching in and out of battles

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1151 on: 2015-04-30 14:34:03 »
Its the original version of the game, not steam so idk what the battle issue is.  Could it be something to do with my graphics drivers?  Barret's head appears white too in the field (unsure if this is a bug with the mod or game).  Without NT it appears normally.   However I don't get what graphics drivers have to do with switching in and out of battles

It could very well be drivers if Barret's head is missing, and the random crashes could be a result of some kind of instability. What graphics card + version of Aali's driver are you using? FF7 tends to run much better from integrated on-board cards rather than dedicated cards if you can set that up (it's easy for certain cards to switch which is used to run the game, but maybe more awkward with others).


@Rufus

I forgot on some points that you were playing on 1.2, so some features I talked about aren't actually in your game yet. The multi-target status-healing items for instance weren't added until a little time after 1.3's release (I'd clean forgot that I'd added 100GP when Cait Sith joins, though). As for compatibility, I understand what you mean now; X-ATM Scorp uses about 5-6 battle models to show the progressive upgrades/damage it takes over the course of the game, so only the first one would be replaced if a HD model was applied.

I think the cleanest solution would be to decompile NT's LGP and then take the HD Scorp model's 'AA' file, this is sort of like a 'master' file that pulls the rest of the model together, and then copy-paste it to replace each of Scorp model's AA files in NT. If this file was copied several times, and they were renamed to each of Scorp's other iterations (UGAA, UJAA, UKAA, and TAAA) then the HD files would be pulled by these 'master' files to construct the Scorp model in every fight.

Tom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1152 on: 2015-04-30 19:15:37 »
Graphics card is RemoteFX vGPU running Direct3D hardware accelerated with the nvidia Riva 1.02 patch.
Not running Aali driver since it uses OpelGL and OpenGL isn't supported by RemoteFX

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1153 on: 2015-04-30 19:31:46 »
That's probably the source of the random crashes; I found the original 1998 game to be very unstable when running without Aali's driver. As for the white-head issue for Barret's field model, that's probably related to using an NVIDIA card; I remember there being a tonne of trouble for people following an NVIDIA driver update with white/missing textures about a year or two ago.

genesis063

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1154 on: 2015-04-30 19:35:52 »
Keep in mind you'll need to pull each one.  Then you'll have to replace the needed parts and add the textures in as some models misses parts.  Else they will all look the same no matter what you do.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1155 on: 2015-04-30 20:36:47 »
So replacing the master file isn't enough? I was hoping it was like field models; oh well.

Gatchaman

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1156 on: 2015-05-01 01:42:30 »
Hey, I reckon that 100GP was from one of the arm-grabber machines in Gold Saucer, at least I think I got a bunch of GP there first time I used it- if it turns out not to be from Cait Sith himself, that could be your answer!

I also don't think the 'all' materia should be removed- it's the most common blue materia and is a big part of what makes linked materia slots valuable. If all magic can be targeted 'all', things like four slots lose a disadvantage versus linked armours. That's all. Mega all loses a lot of its charm, too!

And as for Demon's Gates being too tough, I managed to beat them on my second try, around level 30-35. (playing 1.3, mind) I'm pretty sure I used sadness/barrier to reduce damage. Maybe a summon to get a burst of damage off? Though I guess it would be a bunch more difficult if you were lower level and using limited materia, as you said.

I also made frequent use of enemy skills in my playthrough- giving access to a variety of attacks for just one materia slot. (I think reducing the number of these materia to one was a great choice, as it remains useful, but you can't rely on it alone.) I'd recommend you try using it more next time, Rufus, as it's very versatile. and you don't have to level it/ it doesn't harm your stats at all!

Rufus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1157 on: 2015-05-01 02:29:53 »
never thought of giving myself sadness, that would be a great idea given that limit breaks are not even as powerful as magic attacks.

using 1.2 when trying that boss I was level 31, to get to level 32 i would have to do 15 encounters, i barely got 4 encounters worth of EXP from the boss when I defeated him (i had to cheat to do it)

for the 'all' materia, yeah it would be an option whether to play the game like that, It's just to bring FF7 more in line with Final fantasy dimensions, You wouldn't be able to all everything, certain things would be single target like life2 etc.

Murasame

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1158 on: 2015-05-02 10:04:01 »
Hey Sega Chief,

Installed this mod and from the little I've had the chance to play, I'm really enjoying it. I appreciate the amount of work you put into this.

I'm really not tech savvy with this stuff so could you confirm for me how to install the hotfix scene.bin and flevel patches? I know in your original post you say to put them over the top of the main installation but yeah, I don't want to end up doing something that screws the files. I'm not at home just now so I can't look at the files if it's something obvious. Explaining it to me like I'm an 8 year old is acceptable. And just to confirm, these patches contain the changes that remove level cap etc and won't interfere with a current NT save, right?
« Last Edit: 2015-05-02 10:09:06 by Murasame »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1159 on: 2015-05-02 15:22:04 »
Righto:

The main installer patches the following files:

-) Char.lgp (field models)
-) Flevel.lgp (field screens & script)
-) Battle.lgp (battle models)
-) Scene.bin (Enemy Data & Formations)
-) Kernel.bin & Kernel2.bin (Equipment, character stats, spells, etc.)

The files that see the most changes are the Scene.bin & Flevel.lgp, so to cut down on bandwidth for people playing NT these have their own Hotfix patch whenever something needs fixed quickly. That saves people from downloading the main installer over and over, and also preserves mods they might have applied to the Battle.lgp and Char.lgp (the installer is quite robust and overwrites everything).

Hotfix patches are applied in the exact same way as the Main Installer; select the data folder and patch. They have a high degree of compatibility and can be applied regardless of how old the NT installation is, and even if other changes have been made to it on the user's end. Save files should remain compatible, but if the NT installation is very old (say, 1.2 or earlier) then you might notice some oddities with the EXP bar; these tend to iron out on a level up.

The current patches contain the latest features; no level cap, etc. If you're worried about screwing up the files, then make a copy of the following folders and restore them if something goes wrong:

-) Field
-) Battle
-) Kernel
-) Lang-en (if Steam version; the 'en' may change if playing from a different language)

Tom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1160 on: 2015-05-02 17:00:46 »
But RemoteFX vGPU isn't an NVIDIA card.  I installed the 0.7 version of Aali custom graphics driver and the game locks up whenever a spell is cast in battle (Icicle Area turks Elena fight when she casts the initial attack).

EDIT: Also whats with the level 41 70.000 exp required to lvl up?  Its usually around 10-15 thousand to lvl up
« Last Edit: 2015-05-02 17:05:23 by Tom »

Murasame

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1161 on: 2015-05-02 21:51:52 »
Alright, got it. Thanks a lot. I noticed though that Cloud still says there's a level cap in the beginner's hall. I think the patches installed alright. Is that just an oversight?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1162 on: 2015-05-02 21:59:37 »
But RemoteFX vGPU isn't an NVIDIA card.  I installed the 0.7 version of Aali custom graphics driver and the game locks up whenever a spell is cast in battle (Icicle Area turks Elena fight when she casts the initial attack).

EDIT: Also whats with the level 41 70.000 exp required to lvl up?  Its usually around 10-15 thousand to lvl up

I'm afraid I've not got much experience with graphical set-ups. Not sure why Aali's driver would cause a crash either; I could make a special scene.bin patch to skip you past that battle if it's causing trouble? The animation she uses for the first attack is the Fascination one (used by Jemnezmy, etc). Are other battles working or is it just this specific fight which is causing the crash for you?

About the EXP, I use a custom EXP curve that has 'spikes' built into it every ten levels. 11, 21, 31, 41, etc. each require a lot more EXP to push through than before; the idea being that randoms give enough EXP to reach these spikes while bosses help cut past the spike itself; it helped me a lot with balancing enemies because I could better predict where player parties were going to be, level-wise. When you hit a spike, the best thing to do is push on to the next bosses; the Crater (on 1.3) has been set up to help blast through levels, so has the additional content.

Tom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1163 on: 2015-05-03 07:51:05 »
How did you set up the custom battles?  Like the battle with Vincent in the basement  ProudClod?  Then how do you call your custom battle from ingame?  Proud Clods battle numbers and Makou Reactors battle numbers don't match up

Also, its all battle spells that cause Aali driver to lock up, so I reverted to the original Direct3D Accelerated mode where crashes happen rarely.
« Last Edit: 2015-05-03 09:11:49 by Tom »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1164 on: 2015-05-03 14:04:03 »
Here's how battle numbers work; there's 255 scenes, but each scene contains four formations and they each have a hex ID. Problem is, Makou uses decimal. To find a battle in the scene as given by Makou, you need to divide it by four (so Battle 1000/4 identifies the battle as being in Scene 250). This'll give you the number of the Scene in which the battle appears.

For the actual formation itself: If it's a whole number, then it's the first formation in that scene. If it's #.25, then it's the 2nd battle, .50 for the third battle, and .75 for the fourth/last formation in that scene. For an example, if the battle is 1001 then it'll resolve as 250.25, which means Scene 250/Formation 2.

Tom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1165 on: 2015-05-03 18:40:11 »
There seems to be a text bug in Fort Condor, after you beat the Shinra at fort condor and talk to the old man that gives you the Huge Materia item Cid says "Lets check on the little fella" (he means Cloud) but when the other 2 team members reply one says
Sephiroth: You mean cloud?
when obviously Sephiroth isn't talking

Murasame

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1166 on: 2015-05-03 21:58:43 »
For the party leader swapping option on disc 3, is there any plans to make it possible for anyone to be the field leader? Just curious.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1167 on: 2015-05-04 06:21:51 »
There seems to be a text bug in Fort Condor, after you beat the Shinra at fort condor and talk to the old man that gives you the Huge Materia item Cid says "Lets check on the little fella" (he means Cloud) but when the other 2 team members reply one says
Sephiroth: You mean cloud?
when obviously Sephiroth isn't talking

That's odd, but it's probably I added a name for the text box and clicked the wrong one.

For the party leader swapping option on disc 3, is there any plans to make it possible for anyone to be the field leader? Just curious.

It's possible, but the problem is the world map as it's only designed to show one of three party members (Cloud, Tifa, and Cid). It could be added for 7H, and maybe even for the regular installer depending on how stable it is. It'd need a tonne of work to navigate around scripts, but it's on the cards. Maybe even possible for much earlier in the game so it's not just an end-game feature.

Murasame

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1168 on: 2015-05-05 23:10:37 »
I thought the world map models might have been a problem. Even if Cloud was always on the world map and the other characters could be used in dungeons/towns, that would be really cool.

Have just made it up to Nibelheim but here's some of my observations of some of the things that I've noticed (nothing game breaking at all) :

In the Air Buster fight, you might have done this as a punishment for improper healing, but when one character is left, the tranq gunning can be a bit long. I think either out right killing the party or reducing the sleep effect (I'm not sure if this is a set time in every fight, no other enemy thus far has left me alone long enough to see) would be preferable. This is just my opinion though; it's your mod off course.

In the Rufus fight, Light Nation used its Hydro move on Rufus himself halfway through the fight which essentially clinched my premature victory.

In Nibelheim, in both the flashback and present day, there's a model of Tifa stuck in her room. (Nice touch tweaking Cloud and Sephiroth's stats and making Sephiroth controllable btw)

The evening effect in towns disappears after the menu is visited.

This last one I don't know if it's just due to altering of how stats work but I've had summons miss my target relatively often, is that intentional to avoid spamming? Also related to battle, I'm pretty sure my Cloud has killed a large amount of enemies but he is still stuck at level 1 limit breaks. Did you change the requirements or am I just misremembering (which is possible; I haven't played the game for a few years)?

Also, is it possible to have the battle/field BGM some sort of option in the menu so it is interchangeable at will? Like I said, I know nothing about the details of this stuff so I don't know if this would require more trouble than it's worth.


So yeah, really nothing game breaking at all and I'm really enjoying the mod thus far. I hope I don't sound negative, if I listed all the things I like about this mod too, the post would be overly long and sycophantic.
« Last Edit: 2015-05-05 23:32:13 by Murasame »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1169 on: 2015-05-05 23:39:27 »
I'll maybe set the tranq gun to be physical damage again, that way it won't 'lock' the character if they're last man standing.

That's an oversight on my part, I think he's trying to use a spell like Poisona but several were re-purposed to add some end-game elemental attacks to the player's arsenal, like Hydro. I'll change/disable it for the next update.

That Tifa model in her house is like a ghost; every time I remove it, it comes back a little while later. Not sure why; I'll definitely get it this time. (definitely)

I can fix that I think, but it means setting something up that'll be running in the background which might interfere with certain scenes. I could use the current set-up for rain instead and code in a separate switch for time of day. Thanks for letting me know.

Seems that a number of summons have been set to have 75% accuracy instead of 255 (which is problematic, as level also affects magic accuracy). Might be I started changing that to experiment with it then forgot to restore it. I'll set it back to 255.

I'm not sure if it's possible to have it in the actual menu, but what I could maybe do is have Save Points display an option to change it (maybe a button prompt like Square) to switch the music option. Whenever a save point is touched by the player, it displays a message so I could have it display a second window with the prompt.

Cheers for the feedback + error reports, I'll have these corrected fairly soon.

\\Edit: Plan for Next Update//

Currently, I've been reviewing the difficulty settings and I think I've approached it wrong (saw a stream of AA; it wasn't pretty). What I'm going to do is condense it down into two 'difficulties' as originally planned, but instead of calling one 'harder' than the other I'm going to instead put both versions of the mod together: Original and Arrange (not released). This'll kill two birds with one stone, and I'll only have one set of game-files to manage rather than two. Arrange fits more with what I wanted to do with another difficulty setting anyway, which was more about re-shuffling the game about a bit rather than just upping stats (that and AA difficulty has proven to be very poorly optimised; there's likely bugs associated with both that need to be turfed out as well). Both modes will be compatible with the pending .exe patch in any case.

I'm not 100% convinced about the changing time of day either (it needs to be re-done anyway to get around the menu problem). I think I might disable that for now and instead go with the rain. I want to start with expanding the NPC scripts in any case, starting with the player party and then working on the actual NPCs themselves at a later date. There's a subtle script revision going on too, just fixing up certain things here and there. While I'm doing that, I'll be keeping an eye on how things are laid out for potentially making party leader swap available much earlier.
« Last Edit: 2015-05-06 00:26:08 by Sega Chief »

Rufus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1170 on: 2015-05-06 01:54:48 »
having original difficulty sounds interesting, so will that be identical to the original game, and if so how will you handle the added bosses and the new threats bosses.

have you had much time to look into my suggestions made before hand, especially about the Modern game over screen.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1171 on: 2015-05-06 02:07:22 »
What I mean with Original is it would be standard NT; not the actual default game. I'll maybe call it Standard instead.

I've got all the suggestions filed away, and ordered in priority. A retry option for certain bosses that are at the end of lengthy scenes is high on the list as it's an inherent problem in mods like this.

Rufus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1172 on: 2015-05-06 02:53:29 »
it's a problem in the entire final fantasy series.

so strange how low profile games like skies of Arcadia has this basic option, yet Final fantasy does not.

I would recommend the Return of the Dark Sorcerer, its basically the ff6 equivalent of the new threat mod, has new bosses, new moves etc. it also uses different music from other games (uses zelda 1's dungeon music dungeon music, secret of mana mountain music for a mountain locations etc.)

Anyway, in that mod when you die it shows a cool cutscene of what would happen in the game if you did die, kind of like Chrono trigger, then afterward it places you right at the last save location you were in, no load save game screen, it just places you right there at the save point.

Thought it was kind of neat.

so on the difficulty there will be standard NT, then 'arrange', so was the 1.2 one i played through closer to standard or was it closer to arrange.
« Last Edit: 2015-05-06 04:01:13 by Rufus »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1173 on: 2015-05-06 04:32:18 »
ROTDS is maybe going a bit too far as a comparison; it's very heavy on story modification and references (I'm aiming more for what FF6 BNW did with the game). Cool idea for certain fights causing a unique 'game over' scene, but I was thinking more along the lines of an option to re-try certain bosses instead of going through a lengthy cutscene again. The ones on the list just now are:

-) Motorball (might be tough/unstable)
-) Red Dragon, Mural Room
-) Jenova Life, Altar

Those tend to be 'problem' bosses that appear at the end of a long sequence. There's others that appear at the end of such scenes, but they don't seem to cause as many problems.

The current 1.3 version, 7H's 1.2, and all previous versions should be considered Original. Arrange will be a little different; not necessarily harder, just different.

Rufus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1174 on: 2015-05-06 05:14:37 »
hmm, not harder, but different, sounds interesting, could you clarify more, just need to know which one to choose on my next playthrough, I guess the arrange version is where you have the most leeway, but you felt it might be too much for people so standard is scaled back in some way.

and would it be 1.4 that will have this option, or a later revision.

I think it might be a good idea for barret at the start to say 'welcome to new threat mod V1.4',I think barret mentioned new threat mod at the start when choosing battle music preference, adding the version number at the end of text would give player a clear notice what version they are on.

but yeah I wouldn't add a cutscene, just a simple menu that says' retry?' at the game over screen, or even in replace of the game over screen.

is there any reason it can't be done for all bosses, Also I was thinking when you reloaded the boss fight you would have a hard time telling what status the party was when it went into the boss fight, and in that case just full HP/MP would be fine.

haven't tried BNW, but i Think that doens't add new bosses, ROTDS however does, but yeah its not a complete comparison, maybe new therat mod is a bit in between ROTDS  and BNW.