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

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I am on WinXP, changed 3 drivers already, it really seems not be the case...
But thanks for reply =)
 
Has no one found a way to fix the towns on the world map yet?

If people don't know what I'm talking about, a quick reminder: the towns that display on the FF8 world map on PC are the horrible low scale versions, yet the better ones do exist but for some reason are not displayed.

It's not something I care about too much, I'm just curious because I brought it up a few years ago. There's a thread about it somewhere.
 
I remember Aali saying something about this once... can't remember what though!  I'd like to see the better versions back too.
 
Hi DARKWORLD

Did you also install the chipset drivers?
If I remember correctly they also had to install a driver for the AGP interface.

greets Kompass63
 
Thanks! It turns out I am just a goob and had put some stuff in a wrong directory that also had some FF7 files somehow! Now if I can figure out this lgp stuff and get some cool models I'll be set. Thanks for the quick reply!
 
Hi DARKWORLD

Did you also install the chipset drivers?
If I remember correctly they also had to install a driver for the AGP interface.

greets Kompass63
Hi!
Yup, just did it, still wont work.

Read the first few pages...
TeridKane stated similar (or exactly the same) problem - slowdown/stuttering on movie playback, he solved it by turning pbo on. I tried the same, but no use : \
 
Hi DARKWORLD

Unfortunately I do not know what "PBO" means. I think this is only for newer video cards.
Also unfortunately I do not remember how I got my FX 5600 to work.

May help the "K-Lite Mega Codec Pack". This repairs some broken codecs and also provides new codecs.
I know Aali's driver has its own plug-in for videos, but maybe it will help anyway.

greets Kompass63
 
So I seemed to have encountered a fairly uncommon bug, and by that I mean one that from searching the forums/google pretty much lead to people reporting it, and the 'official' response always being "That can't/shouldn't really happen", but it does, and unfortunately while some of those people said they fixed it, they didn't specifically say how exactly.

While there's one workaround someone noted that should work (I haven't done it yet though), and that's playing the stock version without the mod until after Laguna's first 'Dream scene' on the way to Timber, I figured I'd post the log & crash data regardless, perhaps it could lead to a fix for something that's apparently been around since 0.7.6 at the very minimum that I saw.

App.log; (Also available here)
Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF8 1.2 US English (Nvidia)INFO: NVIDIA Corporation GeForce GTX 460 SE/PCI/SSE2 4.2.0INFO: OpenGL 2.0 support detectedINFO: Using PBOINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1360x768, output resolution 1024x768, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048MATRIX INITIALIZE INITIALIZING SOUND...  initializing direct sound  EAXDirectSoundCreate  creating primary buffer  creating 3D listener interface  EAX: creating bogus sound buffer  EAX: creating bogus 3D buffer  EAX: Establishing listener property set interface  EAX: Checking for EAX support  EAX support initialized  EAX: set global reverb  initializing audio data  OK  initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: USB PnP Sound DeviceGUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}PORT 1: Microsoft MIDI Mapper [Emulated]GUID={0xf05ab20,0x2775,0x434a,0x83,0x4c,0x98,0x7a,0x65,0xb0,0x6b,0xbc}PORT 2: Microsoft GS Wavetable SW Synth [Emulated]GUID={0x477d6e29,0xd4b2,0x4174,0x92,0x6f,0xa4,0xf9,0x76,0xc5,0xfc,0x74}PORT 3: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1...    USB PnP Sound Device  Port1 supports XG dataBinkCloseSdMusicPlay ()sd_music_play (number=0, song_id=79, volume=0)midi_play...Stopping PerformanceLoading DLS...Playing Segmentmidi_play successfulMIDI stopSdMusicPlay ()sd_music_play (number=0, song_id=74, volume=100)Can't open file: \ff8\data\eng\field\mapdata\te\testbl6\testbl6.sfx SdMusicPlay ()sd_music_play (number=0, song_id=4, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulCan't open file: \ff8\data\eng\field\mapdata\gw\gwenter1\gwenter1.sfx Can't open file: \ff8\data\eng\field\mapdata\gw\gwgrass1\gwgrass1.sfx ERROR: unhandled exception
Config; (Also available here)
Code: [Select]
Code:
# 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 FF8# 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 = 1360window_size_y = 768preserve_aspect = yesfullscreen = yes# 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# allow FF8 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## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# 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## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# show every failed attempt at loading a .png textureshow_missing_textures = no
(For some reason the 0.7.11b FF8 config file marks itself as the 'ff7_opengl-0.7.10b config file', guessing just a forgotten change at .11b release)

And the dump file is available here

Edit:
I forgot to note, I am not on the latest drivers for my nVidia card, however considering the 'file not found' problem in it's nature, as well as the fact this has been present for several past releases, I think it's a pretty certain assumption that the drivers likely are not related.

Edit Edit:
It's also worth noting that I did not crash walking through the big grassy field the first time, I actually crashed in the hotel at the save point, unfortunately thinking it was just random coincidence from playing awhile, I did not save the dump/log file at that time.

It wasn't until I tried playing through again (and then 2 more times) that it keeps crashing when running through the grassy field screen (roughly at the same spot, right before the area transitioning).
 
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Hi nate

I once had a crash. Luckily I had saved quite a short time before. In the second experiment, there were almost at the same point again a crash.
I thought it was because of Aalis driver, so I got him off, in which I have renamed eax.dll inside the game folder. But then I also had a crash in the same place.
So I think that it is not Aalis driver who caused the crash. After restarting the PC, the error was gone.

greeting Kompass63
 
Hi nate

I once had a crash. Luckily I had saved quite a short time before. In the second experiment, there were almost at the same point again a crash.
I thought it was because of Aalis driver, so I got him off, in which I have renamed eax.dll inside the game folder. But then I also had a crash in the same place.
So I think that it is not Aalis driver who caused the crash. After restarting the PC, the error was gone.

greeting Kompass63
Well I probably should have edited my post to note that I did the suggestion others did where playing the game 'standard' works, which it did, until we got into Timber, which after I saved and restored the mod, I encountered another crash, this time the .log not really detailing why, so I just disabled the mod for the time being to play normally.

I'll probably check out the crash dump later myself (as it's rough uploading 70~MB files on an 80KB/s upstream), see if I can't figure it out and post back, at least for now that 'grass' file-not-found was bypassed, but perhaps the dump above will help him figure out whats been causing it through various releases now.
 
I've played with Aalis driver to Deling City, 4 hours at a time before the crash occurred. If you want to examine my crash dump, here it is.

greeting Kompass63
 
Zip the crash dump.  It goes much smaller.
I thought about doing that (or more specifically 7z'ing it), but when I noticed most people post them raw, I figured perhaps I should as well in case anyone complained :P

From what I can tell of the second crash (after playing vanilla-game to get past the grassy field), it looks like it may be the binary itself, perhaps because I used the 'nVidia/GeForce' 1.2 patch.  Looks like it was more designed for the older GeForce's, perhaps I'll switch to a default 1.2 patch .exe, see if that helps too.
 
The difference between the nvidia patch and the regular one is insignificant, infact the driver disables the few changes the nvidia patch makes to the rendering process because they do not apply to OpenGL.

Seems like the server is broken again, hopefully it wont be for as long as it was last time but in the meantime I suggest you find some mirrors. I'm sure Ugerstl will be all over it.. ???
 
Hi Aali

I am sure that life here in the forum is a bit simpler if you could add a link in your last post to UGerstls folder. You can write to the fact that you make no warranty.
I am also sure that everyone here would help you, if at all possible and with whatever.

I have a request. Can it be you (or someone else) possible to develop a post-processing shader replace the linear_filter, but with the exception, not incorporate the transparent pixels in the calculation?
That might solve the problem that was described by tbogard.

greeting Kompass63
 
lol bug after bug.. u finally decided to use the multidll option
Haha yep :) i would've used multidll if i have heard about it before :/ dunno why but i always run into bugs even though i did a fresh install with Bootleg etc just recently
 
hi, i just recently got this crash popup after using the MultiDLL by Kranmer here:
https://www.ff7catalog.com/posts/135818/
here are the files the message said to provide:
http://www.mediafire.com/?qtvewesgjvnl6ot
other than that i am still able to play but it is very annoying as i keep on having to close that message each time i start the game and pausing the game in the background, thanks :)
If it happened after using the MultiDLL it could be a conflict with it, which DLL's do you have in the LOADR folder ? also if you disable MultiDLL does it still happen ?
 
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