Aali's driver [v 0.7.10b] Help/Bugs/Suggestions

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Hi there...
I'm having some artifacts / buggy text with this driver...
Tried switching some setting but no luck yet...
Any solution?

 
Hey Aali,

i set up a mirror if you want to post it in the official thread: NONE

EDIT:
Done. Sorry about that. I was just trying to help  ;)
 
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eXistenZe:
Do you have fancy_transparency turned off?

_Ombra_:
Please take it down. There's no need for mirrors, the download still works, only the domain doesn't. I've edited the release thread to reflect this aswell.
 
Hi there.

I had some issues to run this with my FRENCH version of ff8. Anyway, I'll try again later.

http://aladore3viii4.free.fr/temp/aalicrash.zip

I was just wondering if you could fix another issue I had with non-customed FF8... it seems my graphic driver (NVIDIA GeForce 8400M GS) isn't able to read these two animations :

- Eden's summoning animation
- Rinoa's Wishing Star

I hadn't this issue on my other computer (older graphic driver), and I never managed to fix it.
 
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What is the best shadder to use with aali and avalanche?
Median kindda kills the high res fonts and bloom sucks...
 
Personally, I think it looks best with NO shader.
Right, I always turn them off because my mind is in the same way as Covarr's. Also because I have issues with them on.
 
Open bloom.post in notepad, copy and paste this:

Code: [Select]
Code:
// very simple bloom shader, shamelessly stolen from http://myheroics.wordpress.com/uniform sampler2D tex;uniform float width;uniform float height;void main(){   vec4 sum = vec4(0);   vec2 texcoord = vec2(gl_TexCoord[0]);   int j;   int i;   for( i= -3 ;i < 3; i++)   {        for (j = -2; j < 2; j++)        {            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;        }   }       if (texture2D(tex, texcoord).r < 0.3)    {       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);    }    else    {        if (texture2D(tex, texcoord).r < 0.5)        {            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);        }        else        {            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);        }    }}
Then save. This will make the bloom effect less intense, and the game should look rather nice with it (I always leave it on).
 
I have an issue with the new plugin. Latest version 7.10b. I am currently using 7.8b just fine but 7.10 won't work, it won't even load the game up after the edios screen. Someone said it might have something to do with an altered battle.lpg file. I am assuming this is true because when I use my old original backup lpg the plugin works just fine (though certain aspects of team avalanches pack do not seem to work correctly). I would really like to upgrade to a newer version because my ff7 music is having random cutoffs for seemingly no reason. and I was hoping the newer version of the plugin could help. Tried to use it with 7.8b but got an error. Thanks for your time.
 
Custom textures along with some other things aren't showing/working in my game. I'm using the latest version of the driver. It's running normally  but all the mods that I've installed just aren't working for some reason. From Avalanche's Overhaul to the battle interface reconstruction mod.

I have version 1.02 and I've deleted the cache folder as well.
Mods installed (that I know of) :

Aeris Patch
Avalanche Overhaul
Chibi Reconstruction
Menu & Battle Interface Reconstruction
Reasonable Difficulty
Bike mini-game mod
Various YAMP and lessdebug

app.log if needed :

Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.10bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: ATI Technologies Inc. ATI Radeon HD 2400 3.3.10524 Compatibility Profile ContextINFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Number of texture units: 8INFO: Original resolution 640x480, window size 1440x900, output resolution 1440x900, internal resolution 1920x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384INFO: vertex shader compile log:Vertex shader was successfully compiled to run on hardware.INFO: fragment shader compile log:Fragment shader was successfully compiled to run on hardware.INFO: main program link log:Vertex shader(s) linked, fragment shader(s) linked.INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: FF7Music helper plugin loadedLOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedset music volume: 127set music volume: 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: C:\Users\Admin\My Games\Final Fantasy VII\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152set music volume trans: 127->0, step=60END OF CREDITS!!!Entering MAINset music volume: 127Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAIN-=-=[START OF WORLD MAP!!!]=-=-stop_soundcross play music: 0set music volume trans: 127->0, step=4set music volume: 127UNEXPECTED: zero countstop_sound-=-=[END OF WORLD MAP!!!]=-=-Entering MAINExiting MAINField StartField QuitEntering MAINExiting MAIN-=-=[START OF WORLD MAP!!!]=-=-stop_soundcross play music: 0set music volume trans: 127->0, step=4set music volume: 127stop_sound-=-=[END OF WORLD MAP!!!]=-=-Entering MAINExiting MAINEntering FRAME_INITIALIZE SWIRLExitting FRAME_INITIALIZE SWIRLSwirl sound_effect1stop_soundEnd of Swirl sound_effect1Entering FRAME_QUIT SWIRLExitting FRAME_QUIT SWIRLEntering MAINExiting MAIN[BATTLE] Entering FRAME_INITIALIZE[BATTLE] Scene# 469[BATTLE] Exitting FRAME_INITIALIZE[BATTLE] Begin main battle loop[BATTLE] End of current battle[BATTLE] Begin end battle stuffstop_sound[BATTLE] Entering FRAME_QUIT[BATTLE] endof battle.[BATTLE] Exitting FRAME_QUITEntering MAINExiting MAIN-=-=[START OF WORLD MAP!!!]=-=-stop_soundcross play music: 0set music volume trans: 127->0, step=4set music volume: 127WM_CLOSE -=-=[END OF WORLD MAP!!!]=-=-Field QuitUNINITIALIZE DD END UNINITIALIZE DD
 
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I have an issue with the new plugin. Latest version 7.10b. I am currently using 7.8b just fine but 7.10 won't work, it won't even load the game up after the edios screen. Someone said it might have something to do with an altered battle.lpg file. I am assuming this is true because when I use my old original backup lpg the plugin works just fine (though certain aspects of team avalanches pack do not seem to work correctly). I would really like to upgrade to a newer version because my ff7 music is having random cutoffs for seemingly no reason. and I was hoping the newer version of the plugin could help. Tried to use it with 7.8b but got an error. Thanks for your time.
I'm having this issue too. Turn off the, "store external textures in a compressed cache for increased performance [etc.]", option.
 
very weird and can't explain it but for some reason or another now the driver is working for me. 0.7.10b i mean. I didn't really change or do anything but I tried to use it again and it worked. Wish I could be more help to those with similar issues but I honestly have no clue why it is working now and not before.
 
I figured out that it has to do with the start menu picture and the cache. If I delete it out of textures/WMRP/menu OR turn off texture compression then the game loads just fine otherwise it goes to a black screen and errors out.

Update:
It isn't just the menu picture. The game also crashes during some attacks but again, only when texture compression is on.
 
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ah okay I started having issues with some limits but turning off texture compression solved the problem. thank you sir.
 
I tried to search to see if this was addressed, but couldn't find any.

It seems that if scene.bin may cause some troubles if it's too much altered or too big in size. After doing some heavy tweaking the game hangs before the opening eidos movie. The scene.bin on my comp is 303104 bytes/296kb (after the tweaking of course).

I'm dead sure that scene.bin is the culprit in my case. Running the game without the custom driver works fine. However, if I use a normal scene.bin everything works. All other files where originals in my "research". The only exception was when I tried with an updated lookup table in kernel.bin. The results were still the same.
 
And you're not going to provide this tweaked scene.bin for me to test with? :P

Anyway, I highly doubt thats the real problem, the driver doesn't touch anything related to scene.bin.
 
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