Aali's driver [v 0.7.8b] Help/Bugs/Suggestions

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No, the game has always been made to say "Could not sense" when HP of an enemy (any enemy) goes over around 40000.  Try it with Master Tonberry (44444) or Sephiroth or Emerald Weapon.
 
Exactly 40000? Can you sense an enemy with 39999 HP? It would make a lot more sense if the limit was at or under 2^15
 
IIRC, it was impossible to sense enemies with more than 30 000 HP, so it might have been an issue of not being able to sense more than 32767. However, my memory might be deceiving me here...
 
I also thought about that, but I can't remember if I was able to sense that red dragon that drops the carob nut.  That has 33333.  So yeah it is possibly 32767. That would make sense.....[pun not intended]
 
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Another modpath bug; the file extension is always stripped from filenames before loading anything from the modpath. In battle.lgp textures have names like cloud.t01, cloud.t02 etc which means they all end up loading the same texture from the modpath. I guess noone is using it for battle textures yet, but just in case you were planning on doing it, it probably wont work right.
 
Another modpath bug; the file extension is always stripped from filenames before loading anything from the modpath. In battle.lgp textures have names like cloud.t01, cloud.t02 etc which means they all end up loading the same texture from the modpath. I guess noone is using it for battle textures yet, but just in case you were planning on doing it, it probably wont work right.
just a question about the modpath, can you nest directories and it will still find files? For example:
worldmap texture is "grass01"
i place the grass01.PNG in "ff7/modpath/WMRP/grass"

would that work? sorry i don't have anything to test it on right now otherwise i simply would.

lee
 
Not at the moment, no, whichever filename it prints with show_missing_textures is the one and only filename it will try. And although I wish it was somewhat better organized, I do not plan on going in that direction. (No, I don't have a better idea yet :P)
 
Hi Aali,

Is there a way to load several .dll's using load_library?
I can only seem to load one at a time.

Thanks.
 
Yay, no more annoying crashes related to wind.wav (direct mode)!!!
Thank you.

Also, what do you think about this feature, Aali?

===========================

And again, I've got the same crash I've already described here:

<APP log>
<FF7music log>
<dump>

In this time it happens ALWAYS on the same place, right when I start the fight with Giant Icicle in "Gaea's Cliff inside" or after few battles in that area. Any idea how can eliminate this bug? ;< I've already tried to change some GPU setting for ff7.exe, like, vsync, triple buffering, multithread mode, etc - nothing helps ;< And I can't update my drivers too (there is a reason., too much to explain).
 
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Timber: Since there is to my knowledge only one mod floating around using this feature i can only assume you made the other .dll yourself. In this case, it should be a simple matter for you to add code loading the second dll from your own.

Kein: Doesn't really fit the scope of this driver, perhaps you should get a better window manager?
 
Ok, but whats' about that crash? I barely doubt it is nvidia's ogl drivers fault, since it is a first crash for me of some game/application based on OpenGL API. Old good 182.50 proved himself as a stable ones for a long period of  time.
 
This is a great new version. Just a suggestion for the next one, though : is it possible to add an option, in ff7_opengl.cfg, to remove the yellow and red notifications, at the bottom of the screen ? Like the "ERROR : could not open file AAAF2.RSD" and stuff ?

Otherwise, I noticed that you improved the GUI's transparency :) Even the submenus are transparent now. Very cool.
 
No I did not "improve the GUIs transparency", most likely you just didn't update the vertex shader.

Those messages are there for a reason, you will not see any of them with original data or wellbehaving mods. (Unless something really goes wrong)
There is a way to turn them off since 0.7.8b because after all it was not in the original game and so should be optional. The option is called disable_popup, turn it on and you will never see them again. I beg all of you modders out there to leave it off however so these issues will not continue to go unnoticed and end up in even more released mods.
 
No I did not "improve the GUIs transparency", most likely you just didn't update the vertex shader.

Those messages are there for a reason, you will not see any of them with original data or wellbehaving mods. (Unless something really goes wrong)
There is a way to turn them off since 0.7.8b because after all it was not in the original game and so should be optional. The option is called disable_popup, turn it on and you will never see them again. I beg all of you modders out there to leave it off however so these issues will not continue to go unnoticed and end up in even more released mods.
Thank you very much for the info, it's great to be able to disable those messages. I'm no model-creator, and it got tiring to see those messages appear when battles / field files were loaded.
 
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No I did not "improve the GUIs transparency", most likely you just didn't update the vertex shader.

Those messages are there for a reason, you will not see any of them with original data or wellbehaving mods. (Unless something really goes wrong)
There is a way to turn them off since 0.7.8b because after all it was not in the original game and so should be optional. The option is called disable_popup, turn it on and you will never see them again. I beg all of you modders out there to leave it off however so these issues will not continue to go unnoticed and end up in even more released mods.
Thank you very much for the info, it's great to be able to disable those messages. I'm no model-creator, and it got tiring to see those messages appear when battles / field files were loaded.
Before you disable them, have you bothered the creators of any models you use about them? Those errors aren't there just to irritate you, they're there to make the mod-makers not publish incomplete or broken mods. I personally think that we'd all be happier in the long run if you couldn't turn them off.
Kill the messages if you must, but bother the mod-makers of any mods you have installed about the errors first.
 
Not sure if it's a but, but now, attack lines of FortCondor's units are non-transparent anymore: click
 
Not sure if it's a but, but now, attack lines of FortCondor's units are non-transparent anymore: click
I can't even begin to imagine why that happened but I will look into it.
 
Aali
Also, as I said, those crashes is not a driver's fault. Just for such sake I've installed bloated 257.xx and here it is:

<APP.log>
<FF7music.log>
<dump>

Something in your driver incorrectly uses some OGL API instructions. I wonder if we can debug it somehow...
 
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