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

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Okay, use_shaders = no fixed it. I KNEW it was something with my brain XD
There was something about the shaders for nvidia cards in the release notes and I totally forgot about it. What a waste of time  :x
Thanks for the tip.
 
Hey guys, just a question about bloom. I basically get some light lines behind my text with bloom on. I really like the shader, but is there a way to edit the bloom2.post to get rid of the lines behind the text? Here's a screenie to show you what I mean.

ff72011111903112411.jpg
 
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Nope. The bloom shader is a post-processing effect, meaning it's applied after the frame is completely rendered. There's no way to exclude menu items from being affected.
 
Hi guys :) Been a while since I been here, the other computer I had finally crapped out on me and I now have a brand new one! :D I'm now able to use Aali's driver with no problem, although I do have a question about using multiple mods with it. Where I put the modpath at, how do I make it use multiple mods? I'm wanting to use DLP's Menu Mod with Felix's field enhancement mod, but I don't know how to make it use both. Do I separate it with comma's; Such as modpath= DK, Felix's Mod Here, Random mod etc etc? What do I do?
 
When you install the Menu Overhaul project it will create the mod path for you. Be sure to read the readme for the Menu Overhaul. For Felix's enhancements the png's go in the respected folders in the mods/dk path. battle or field. Also check out Omzy's field enhancement mod for really nice looking field scenes. Have fun!
 
I'm sorry, there is no such file path in the DK file. Should I make it myself? Also, the "Felix's enhanced graphics" option for the menu overhaul, is that the same mod as I was speaking about?
 
if there isn't a battle or field folder in the dk folder just create one and put em in there. In the menu overhaul i'm not sure exactly what is included from Felix. Check the overhaul thread.
 
As a suggestion... i'm asking if you can add a "Scanline" option, like ePSXe emulator video plugin. I'm pretty sure i'm the only one who wanted this but if it possible, it'll be great (for me at least) ...

111120123820638653.jpg
 
I would imagine something like that could be done with a pixel shader if someone was willing to write it.
 
It absolutely could be done.

Although personally I'd be more interested to see a full-on CRT shader, but converting it to plain GLSL from whatever the hell bsnes uses might be difficult. I nagged someone (I think it was Aali) into giving it a shot with an older version of that CRT shader, but it flat out didn't work right and looked ugly as sin.
 
@Kyu: How would I go about making the game use those files? I don't want to have to download PS just to use it.
 
I read the guy who had the same problem as I did and need to know how I can get it to stop displaying these textures.


ff7 distorted textures by McLarenFan90, on Flickr

APP.LOG
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INFO: FF7/FF8 OpenGL driver version 0.7.10bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: ATI Technologies Inc. ATI Radeon HD 5450 4.1.11161 Compatibility Profile ContextINFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 8INFO: Original resolution 1280x960, window size 1280x720, output resolution 960x720, internal resolution 1280x960INFO: 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.LOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END ERROR: could not open file C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\ff7input.cfginitializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedINITIALIZING MIDI...selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,midi data type: GENERAL MIDIusing midi data file: C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\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: F:\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 stop - OKINFO: F:\FF7\Movies\opening.avi; truemotion2/pcm_u8 320x224, 15.000000 FPS, duration: 119.400000, frames: 1791MIDI play: 2reading midi file: OB.midcurrent volume: 127MIDI is playing SUCCESSFULLY!!!WM_CLOSE Field QuitMIDI stop - OKresetting MIDI driver volume - OKUNINITIALIZE DD END UNINITIALIZE DD
ff7_opengl.cfg
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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 = 1280window_size_y = 720preserve_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 = 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 effectminigame_framelimiter = on# same thing, but for the battle swirlbattleswirl_framelimiter = off# 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## 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 = yes# include armor in magic defense calculationmdef_fix = yes# expand battle viewport to cover entire screen and make the battle menu transparentnew_battle_interface = yes# 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 = yes# 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# 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
 
hi
when i use post-processing shader i get too much light on my screen
i read some post that seems have the same problem with geforce cards but i have ati 4300 should i use advise of xion999? (replace nolight folder with usual one? in page 1 of this thread)

sorry i couldnt read all this pages to find my answer
thanks

edlit: i used that advise but it didnt change anything screan is just too bright
 
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Hey Aali, any word on if the shaders issue with nVidia cards will ever be fixed? It's a driver issue for them, but it looks like they aren't ever going to fix it :(
 
Its already fixed. Instead you should be asking when the next release will be out. If we're lucky it might be done in january.
 
Oh, awesome. Any other awesome features coming this version?
 
I got something interesting coming up but I can't promise anything yet.
 
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