Author Topic: [FF7PC][FF7_SYW_Unified] 1.14 (2025/01/05) - PC installer + Steam deck + iros  (Read 122496 times)

satsuki

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1-2 post screenshot of those without and without HD texture so i can compare them.
as spanish texture are only upscaled (not replaced) it's probably like this in the original game itself

3-4 i won't, my pack is not here to replace all 7th option.

Adaptive weapon option is present in my pack both for nino and chaos models

About the lag it's because you don't use an ssd, my texture pack use a LOT of file, an iro in one solid file, so if your computer is HDD bound, well 7th may be faster because of this.
I used a old corei3 2nd gen with 8go ram and a basic ssd to test my pack and don't issue lag as long as i don't use cpu intensive options (advanced animation, 60 fps ...)

Hyperthesis

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Any chance you can update the 7th Heaven catalog version of these mods, particularly the Unified UI (font + menu)? I understand your installer is faster/less laggy than IROs, but it's limiting to be forced between using your installer or 7th Heaven, but not both.

At the very least, would you be willing to provide links to the latest version of the 7z files, to download the latest IROs individually? I'm trying to get your Unified UI mod to work with the Shinra Archeology Cut, but the version in the catalog (1.04) is missing the second ♥ in the fontmap, showing ∆ instead. I went to your 7z archives to download that version, but it appears to be the same one from the catalog, so I'm still not getting the correct glyphs.

Edit: I was able to patch your 1.04 IRO with the correct font DDS files contained within the more recently updated standalone version. So my issue is resolved for now. Still, it would be very much appreciated if the catalog versions could be updated at some point, as that would be a much more elegant solution.
« Last Edit: 2024-12-17 17:50:24 by Hyperthesis »

guitarman_

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Some fixes need to be made to the SYW Unified Minigame Textures mod for the Spanish translation and I've found some bugs that don't look the same in the original game without mods, so it's not because of the original game, it's because the SYW mod needs some fixes, I've also tried it without mods and without HD textures playing it directly from the original FF7 bought from Steam and without mods the texts in minigames look fine without glitches but it's not HD.

Final Fantasy 7 Steam - No mods (Spanish Motorcycle minigame):


Final Fantasy 7 Steam - 7th Heaven with HD textures (Spanish Motorcycle minigame):


With mods and HD textures, the MAX PTOS titles on the top left and PUNTOS on the top right are displayed with a font size that is too large and overlaps with the number of points, also MAX PTOS should be orange and smaller since in the English version, HI-SCORE is in orange and smaller, PUNTOS is correct in white but the 2 titles should be in a smaller font size just like without mods and MAX PTOS in orange just like HI-SCORE in the English version, also RECORD would look much better than MAX PTOS but whatever, in smaller and in orange font.

Motorcycle Minigame in English and French versions look perfect and this is how they should look in Spanish version as well, and they are also running with the .iro SYW Minigame Unified mod with 7th Heaven:




Fuerte Condor Spanish Minigame - SYW Mods and HD Textures:

The Spanish text for the "Catapulta" character in Fuerte Condor has a very long name and also a misspelling in "TIROLARGOGOYMOV." when it should be "TIRO LARGO Y MOV.".


No Mods:


The Spanish text for the "Lanzador" character in Fuerte Condor has a misspelling in the word "MUEVE ROCCA" when it should be written "MUEVE ROCA" with only one C in Spanish:


No Mods:


Full names should also be finished if they still fit in the character stats box, such as the word "Dragon" instead of Drag. or the word "Barbaro" instead of Barb. if these can still fit in the text box of the Defensor and Tirador characters:




Chocobo Minigame - No Mods (but 7th Heaven english ff7.exe):

(FF7 Steam original looks fine with no glitches in the "CARRERAS DE CHOCOBOS" title, I think that is because the english ff7.exe that 7th Heaven wants it alters names and some things but it doesn't happen in other languages).

Chocobo Minigame - With SYW Spanish Minigame Mod (with SYW Unified 1.11):

(Looks fine and perfect, but glitches occur in the title if you want to run the .iro SYW Unified Minigame mod with 7th Heaven)

Chocobo Minigame - With SYW Spanish Minigame Mod iro (with 7th Heaven):


I think some errors may be due to the philosophy that 7th Heaven uses of wanting to always use the English ff7_en.exe and in SYW Unified 1.11 it is allowed to use the original ff7_en.exe, ff7_es.exe, ff7_fr.exe, ff7_it.exe, ff7_de.exe executables of each language making many spelling errors and glitches not occur, because the English ff7.exe based on the 7th Heaven alters the menus, fonts and grammar in other languages.

Thanks to SYW Unified for supporting the original .exe files of all languages ​​and for being able to base SYW mods on each .exe file, this is the best thing that has been done, but it is not compatible with the ff7_en.exe that 7th Heaven wants, and if 7th Heaven is used with the .iro versions with translations this problem exists and these translations would have to be corrected and reprogrammed starting from the English ff7_en.exe so that these mods can also work in 7th Heaven with other mods.

There are people who like to play FF7 with SYW mods with other field characters, other weapons or mods, like being able to have Cloud's Dynamic Weapons on his back and change the one on his back depending on the weapon being used, some other retranslation mod or most importantly being able to run SYW mods in 7th Heaven to have the new HD menu interfaces with thinner borders, or being able to configure each weapon and Cloud's Dynamic Weapons from the Field Models by Qhimm mod (the only mod that fixes Cloud's weapons correctly to the old Dynamic Weapons Mod), you can configure each weapon according to PRP, Mike or Millenia Weapons, there are up to 3 different Buster Swords in Cloud the original PRP (the one SYW Unified uses with the red handle), the Millenia (a little thicker) and the Mike (the very shiny one from Crisis Core with the golden handle), the others in Millenia, and in the Final Weapon I configure Mike instead of Millenia and the weapons look spectacular but I choose Millenia in the others.

In SYW Unified Cloud he only carries the first Buster Sword on his back even if he is equipped with another weapon that in the Field Models by Qhimm mod can be configured that is not in SYW Unified, as well as being able to have the HD menus with thin borders, so first the .iro mods should be fixed so that they can also be used with 7th Heaven without language errors, and later the configurable weapon mods, characters (the high Ninostyle ones could be included), some new avatars and at least the thin HD menu interface can be added to the SYW Unified assistant.

Hopefully, together with the entire community, we can improve FF7 more and more so that finally you can play FF7 comfortably and without errors or glitches.

Best regards,
Ivan
« Last Edit: 2024-12-19 11:39:38 by guitarman_ »

satsuki

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Motorcycle :
-The english's colors and font are the only one with this aspect on all 4 langes, other are white so i keep them the original's ones.
-The font being to big must be fixed.

Condor :
-texts error must be fixed.
-the shortened text are like this in OG.

With 7th :
-As 7th can only use the english's exe some minigames textures will be misplaced, i can't do anything about it.

Dynamic weapon :
-Again look at the option in the gameplay patch section, you'll see adaptive weapon both for nino and chaos models, i just tested with spanish game's option and it's working perfectly :


I won't add others weapon models.
I won't add more menu options.
It's mod the way i intend my pack to be.

But you can create mod for FF7 SYW (look the the help part "Installing a thrid pary mod").

Also i have virtualy no free time having a new born baby for 5 months now.
I'll try to fix at least the too large font for motorcycle dans the spelling error from conder's textures (probably not the shoten's one).

satsuki

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Will be added to next update :



satsuki

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Update version 1.12 (see 1° page):
-Updated FFNx to version 1.21.3.0.
-Updated Limit Break (Real 16/9 textures mod) to version 1.5.
-Fixed some spanish minigame texture.

guitarman_

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Congratulations on your work, now the minigame texts look much better than in the previous version.

It would be great if you could also upload the update 1.12 to .iro so that 7th Heaven players don't have any issues either.

The last error I have seen that needs to be fixed is in the Fort Condor minigame, on the left side of the character's "STATUS" where HP, ATTACK, RANGE are indicated, I have seen that the last letters of the word ATAQUE, and ALCANCE are displayed strangely or squashed and the Spanish text appears incorrectly, I have seen that this does not happen in French, English or in the other languages, only those letters appear incorrectly in Spanish.

In the Spanish FF7 fort condor minigame when you choose characters in the "STATUS" menu it should say in Spanish PG, ATAQUE, ALCANCE, but the last letters of the word are displayed strangely or squashed.

I think this bug and the black texture bug that appears on the title "CHOCOBO RACES" on the start screen in the chocobo minigame would be the only 2 bugs in the Spanish minigames mod that need to be fixed.

I understand that the shortened names of DRAGON or BARBARO of some characters want to be kept as the original but if they fit in the box I think that putting the full name would make it more understandable to the player what each character does and what they can beat or what they can lose and be vulnerable to.

I think this would be all to solve all the problems in the Spanish minigames, if the other languages ​​look good, all that remains is to solve this, what we are trying to do is to solve and improve FF7 more.

I still think that it is not a good idea to have to be running a million files with SYW Unified, I have formatted my PC with HDD and it is still going very slow, it is not feasible for people who have HDD and we should think about everyone, I am a huge fan of FF7 and I would like to be able to improve things if I had the knowledge, putting each mod in a few container files would make loading mods ultra fast, for some reason those who program video games close all the files in .lgp, .cab, .bin or a .iro container, so that everything is faster during the execution.
In reality many video games in the world contain compressed files or containers that are decompressed once inside the game and not before to load everything much faster, it is not worse, it is better, and in 7th Heaven it is also faster for that reason, otherwise, the 7th Heaven programmers wouldn't have thought of compressing everything into .iro containers.

I just want to improve and fix FF7 issues and give some good ideas that could be really big, there are a lot of people who use SYW mods in 7th Heaven because yours look better than the others, but they also want the new interface with thin menus, that's why I'd like to contribute this idea of ​​working with container files.

Congratulations once again for your work and keep it up.
« Last Edit: 2024-12-29 06:52:22 by guitarman_ »

satsuki

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@guitarman
i won't change my choise for using lots of files instead of archives, any decent computer use an ssd for years, and even on my old corei3 (with ssd) my pack is faster ingame than 7th version (about 4% faster) because direct files remove the need decompression layer, so less cpu/ram needed, only your HDD configuration is problematic here.

you want to do it another way ? no problem my pack is opensource, feel free to get the source code a mod it your own way, as long as you respect the gpl3 licence, not 'having the knowledge' isn't an argument, no-one have the knowledge before starting learning.

for missing 'bugs' i already told you that chocobo part can't be fixed in iro's version (i can't reproduice it in my aio pack).

i won't change the shortened texts in fort condor.

the remaining condor 'fix' about ATAQUE, and ALCANCE i just checked and i did a simple upscaling, so it's related to source texture, appart to do them from scratch i can't solve that and i don't have any time to do it this way.

satsuki

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version 1.13 page one:
-Updated FFNx to version 1.21.3.19.
-Updated Limit Break (Real 16:9 textures mod) to version 1.6.
-Added option for uncropped 4:3 AR.

guitarman_

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I just tested the new 1.13 update and I've seen that now the Spanish description texts of the Fort Condor minigame have been satisfactorily fixed, except for "ATAQUE and ALCANCE", which are still wrong due to the textures but shouldn't be a problem due to the English .exe, since the original Spanish ff7_es.exe is being used here, although it should be fixed because it's something that's not well understood.

And I've tested the motorcycle minigame which should be fixed as you mentioned, but I've tested it in Spanish and the "MAX PUNTOS" and "PUNTOS" titles of the motorcycle minigame are still too big, overlapping the numbers, I thought that had already been fixed in version 1.12, I've tested it and the motorcycle texts are still big, curiously in your screenshot they came out fine, it should be like that, but something isn't working right.
I have everything on default but with graphic filters disabled and automatic, I only have VSYNC active, and I must say that I play in 16:9 Steched (Distorted), I hope this is not due to the 16:9 resolution, maybe it is because of that but the titles still appear too big.

Have you tried making the text font a little smaller in PG, ATAQUE and ALCANCE in Spanish?
That way it could be that it happens due to the character limit and smaller could fit the entire text without being crushed.


Thanks for everything.
« Last Edit: 2025-01-02 03:56:06 by guitarman_ »

thorlinvhoo

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hello everyone.
Yesterday I was installing MOD 1.13 on Steam Deck, following all the steps and at the final moment to start the MOD, when I exited from desktop mode to Steam mode it did not start.
Has this happened to anyone?
I would appreciate help.
thank you

satsuki

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I just tested the new 1.13 update and I've seen that now the Spanish description texts of the Fort Condor minigame have been satisfactorily fixed, except for "ATAQUE and ALCANCE", which are still wrong due to the textures but shouldn't be a problem due to the English .exe, since the original Spanish ff7_es.exe is being used here, although it should be fixed because it's something that's not well understood.

And I've tested the motorcycle minigame which should be fixed as you mentioned, but I've tested it in Spanish and the "MAX PUNTOS" and "PUNTOS" titles of the motorcycle minigame are still too big, overlapping the numbers, I thought that had already been fixed in version 1.12, I've tested it and the motorcycle texts are still big, curiously in your screenshot they came out fine, it should be like that, but something isn't working right.
I have everything on default but with graphic filters disabled and automatic, I only have VSYNC active, and I must say that I play in 16:9 Steched (Distorted), I hope this is not due to the 16:9 resolution, maybe it is because of that but the titles still appear too big.

Have you tried making the text font a little smaller in PG, ATAQUE and ALCANCE in Spanish?
That way it could be that it happens due to the character limit and smaller could fit the entire text without being crushed.


Thanks for everything.
As i said in my post : "the remaining condor 'fix' about ATAQUE, and ALCANCE i just checked and i did a simple upscaling, so it's related to source texture, appart to do them from scratch i can't solve that and i don't have any time to do it this way."

About the bug not using the newer texture for bike game, i spoted the bug, it'll be solved in next update

satsuki

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version 1.14:
-Updated FFNx to version 1.21.3.24 (fixes FMVs cropped on the right in 16:9).
-Fixed some spanish minigame texture.
-Reverted to .NET 6.0 instead of 8.0 to avoid compatibility issues with Lutris and Steam Deck.

M4k0

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Having this thing appearing around text while SYW Unified UI is enabled.
Is there any way to fix it? Tried already turning on and off AA, Anysotropic and even swapping between Vulkan/DX/OpenGL.

satsuki

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this picture got deleted ....

Vatek

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Any idea why this would be happening? It's the only glitch I've had with the field textures mod enabled.

satsuki

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Any idea why this would be happening? It's the only glitch I've had with the field textures mod enabled.
do you use 16/9 or 16/10 ?
witch version of the pack ?
witch lang ?
witch gameplay options ?