Aali's driver [v 0.7.11b] Help/Bugs/Suggestions

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What happened exactly?
EDIT: Ok sorry, my fault i have installed the eng 1.2patch and i have the italian edition. Like and idiot.
Now the game start i put into ff8_opengl my resolution :1280x1024 but nothing happen.  Don't know why.
 
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Hi there you wonderful people! Like the forum. I have a problem here. I got the retail patch, Aali's latest version, PRP and Team Avalacnhe's mods/patches installed. Everything works fine, except that when I enabled fullscreen for the opengl cfg, I get an error when it loads and it reverts to the original resolution, 680x480 or something similar. I don't have compatibility mode checked. And another thing, the battle swirl doesn't show in the game although I can hear the sound. Can someone assist me?

config file
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# 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 ratiowindow_size_x = 1600window_size_y = 900preserve_aspect = yesfullscreen = no# 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 workenable_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 effectminigame_framelimiter = on# same thing, but for the battle swirlbattleswirl_framelimiter = on# 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 detaillinear_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# YUV fast path shaderyuv_source = shaders/yuv.frag## 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 patchtransparent_dialogs = off# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugobreak_9999limit = no# include armor in magic defense calculationmdef_fix = yes# expand battle viewport to cover entire screen and make the battle menu transparentnew_battle_interface = on# post-processing shader, used to apply fullscreen effectspost_source = shaders/bloom2.postenable_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 backenduse_shaders = yes# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)# multiple of the original resolution and up/down-scalingprevent_rounding_errors = yes# enable alpha blending for textures without an existing blending effectfancy_transparency = on# display frames per second counter in upper right cornershow_fps = no# display some real-time debug informationshow_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 sourcecompress_textures = yes# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = yes# replace FF7's default framelimiter timer sourceuse_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 onuse_stable_timer = no# plugin used to play movies, FFMpeg is the only choice for nowmovie_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 archivedirect_mode = off# show every failed attempt at loading a .png textureshow_missing_textures = no
APP Log
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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce4 MX Integrated GPU/AGP/SSE/3DNOW! 1.5.1INFO: No OpenGL 2.0 support detected, shaders won't be availableINFO: PBO not supportedINFO: Found swap_control extensionINFO: NPOT textures not supportedINFO: Max texture size: 2048x2048INFO: Number of texture units: 2INFO: Original resolution 640x480, window size 1600x900, output resolution 1200x900, internal resolution 640x480INFO: No NPOT texture supportERROR: init_indirect failed, scaling and postprocessing will be disabledINFO: internal resolution clamped to 1200x900INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: No shaders, codecs with YUV output will be slow.LOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedINITIALIZING MIDI...selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,midi data type: GENERAL MIDIusing midi data file: c:\Final Fantasy 7 PC Version\Data\midi\midi.lgpmidiOutGetVolume returned: ffffffffMIDI INITIALIZEDset music volume: 127MIDI set volume: 127100% of 127 = 127set music volume: 127MIDI set master volume: 100MIDI set volume: 127100% of 127 = 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: D:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152set music volume trans: 127->0, step=60MIDI set volume trans: 127->0; step=60MIDI stop - OKMIDI stop - OKEND OF CREDITS!!!Entering MAINset music volume: 127MIDI set volume: 127100% of 127 = 127Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField StartMIDI play: 6reading midi file: MAKORO.midcurrent volume: 127MIDI is playing SUCCESSFULLY!!!Field QuitEntering MAINMIDI play: 7reading midi file: BAT.midcurrent volume: 127MIDI is playing SUCCESSFULLY!!!Exiting MAINEntering FRAME_INITIALIZE SWIRLExitting FRAME_INITIALIZE SWIRLERROR: NPOT textures not suppported, will not be able to load unknownERROR: NPOT textures not suppported, will not be able to load unknownERROR: NPOT textures not suppported, will not be able to load unknownERROR: NPOT textures not suppported, will not be able to load unknownERROR: GL_INVALID_VALUESwirl sound_effect1stop_soundEnd of Swirl sound_effect1Entering FRAME_QUIT SWIRLExitting FRAME_QUIT SWIRLEntering MAINExiting MAIN[BATTLE] Entering FRAME_INITIALIZE[BATTLE] Scene# 322[BATTLE] Exitting FRAME_INITIALIZEWM_CLOSE [BATTLE] Entering FRAME_QUIT[BATTLE] endof battle.[BATTLE] Exitting FRAME_QUITField QuitMIDI stop - OKresetting MIDI driver volume - OKUNINITIALIZE DD END UNINITIALIZE DD
 
Off the top of my head, you're having problems because your video card is old, and integrated. There may be nothing that can be done besides obtaining a better video card.
 
I doubt that's the case, this is an old game and everything else is fine. It could be just that my opengl is old.
 
Your card is a bit too old to do scaling properly. On that card you will only be able to use resolutions that are an even multiple of 640x480 (after aspect correction), such as 1280x960 or 1280x1024.
 
Well I used 1280x1024 and I get the swirl and fullscreen, all is well. However, on the overworld, there is a black bar on the bottom and disapears when I open the menu and go into battle....

Anyway, thanks again! No red errors have shown!
 
Think that black bar is supposed to be there, either for aspect ratio correction. Or it was in the original game.
 
I noticed a glitch: "texture conversion error" every time I summoned KOR, anyone know a solution to this?
 
I'm using the 0.7.10b, it may be harmless, but I rather not have my comp. stalls for a sec or two every time i summoned KOR.
 
My bad, I used phoenix rejuvenation, graphic overhaul, OST mastered and FMV restoration installer as well
 
After some uninstalling and reinstalling, changing settings etc. I have come to the conclusion that the current Aali's openGL driver is not compatible with my laptop GFX card or its drivers. I have managed to get the full bootlogger FF7 install working on my desktop and is running beautifully :mrgreen:  However on my laptop, there is a constant epileptic-warning flickering/flashing throughout the entire game (FMV's, Menus and main game) it is entirely unplayable. My GFX card on my laptop is the Radeon X1250 Mobility running current drivers, it's an old card I know, but should be able to handle the game, with the patches. I have done a raw install, with just the game (and 1.2) , and it works, however upon adding aali's driver the flickering occurs, I have also dug out FF8 and I also get the same problem.

My question is, has anyone else seen this problem of constant flickering/flashing, which a similar card or does anyone know of a workaround for this situation?

*EDIT* I have resolved this issue, it seems there was an issue with the graphics driver, the one that its provided from AMD currently has all sorts of issues with OpenGL, using the legacy Catalyst drivers (10.2 in my case) resolved this. P.S. For the hell of it, I'm using Windows 8 dev preview and the game is working fine.
 
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How do i do if i wanna use more than 1 mod.
Can i add more modpath lines to ff7opengl.cfg?

I want to use Felix Leonharts Battle Scene enhancements and the Facepalmer field enhacements, and both use the modpath function to work.
How to i get around that?
Thanks in advance. :>
 
You can put all mods in one mod folder no need to add more modpath lines, and make sure you keep the folders that came with the mod and place them all in one (the one you set your modpath
 
Just to see if i get it, so lets say i want to use the Facepalmer mod and the battle enhancement mod.

I set my modpath to "mods", and just put "fields" folder that comes with facepalmer, and the battle folder from felix inside the mods folder?
Its just that? Aalis driver loads automatically anything thats in the mods folder?
 
No. You would have to make another folder called mods inside of the mods folder (or whatever you named it in the cfg) and then put the files in that.
 
Thank you bro.

So if i leave it on the cfg file as "none", i can just put the "fields" and "battle" folders inside the default mods folder that comes with Aalis driver, not needing to create extra folders for the mods, right?
 
Nvm, m8. I tested with none and wasnt working. I guess you do need to create a subdirectory inside the main mods directory for them to work.
 
You have to have a folder specified in the .cfg file (in this case, Mods)

Inside the Mod's folder, you need to have sub directories "Battle" "Field" "Menu" Ect ect ect.

Basically, Say you install the Team Avalanche mods, and want to use the enhanced fields mod.

Copy all of the Facepalmer files into the Team Avalanche folder , and done. (if the mod path is set to the Team Avalanche folder)
 
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