Aali's driver [v 0.7.9b] Help/Bugs/Suggestions

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AFAIK, direct mode does not load .p files for custom models. It is strictly for the loading of custom textures, and has largely been superceded by the "mod" folder, though i suppose it does still have some uses. Custom models must be loaded into the original LGP files.

lee
 
Actually, direct mode loads anything that would have been in an LGP from the direct/ folder. Its not even remotely related to the modpath feature (or textures, for that matter).

Rigel:
1. You can use direct mode whenever you want, just be aware that it will slow your load times somewhat.
2. You're not doing it right.
3. Besides seeing the new file in action, no.
4. See #2
 
Thanks,
   therefore apz Cloud should work in direct mode and this "ERROR: COULD NOT CHANGE TO DIRECTORY .\Data\BATTLE" is my fault. I tried "Final Fantasy VII ITA Reloaded 1.0.3 - an italian compilation mod" to start this time,  maybe it makes some mistakes, now I try to reinstall from zero.

Regarding point 3rd: I know I can see the action but I hope a thing like this in app.log:
Reading Cloud battle model from file...  aa1
............................................................. aa2
............................................................. aa3
Reading ok

An other little question, I try using Aerith HQ mod, in direct mode no success, and in lgp file I had file missing error on RVAE that not exist in original battle.lgp. In this case direct mode not works, right? I must check if all the mod file is in lgp before use it, I understand now?
Thanks

p.s. In future, can the driver host the mod without modify the original file?
 
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Hi im new to the forum and i downloaded your patch from ff7pc.com. I did everything as instructed on a youtube video on how to install it and so on, but im getting this error when I run the game. "No useful indirect patch found, check APP.LOG for more information" ive been trying to fix it for over an hour and i cant figure it out. Even though i get this error it still lets me run the game and so on, but when I do im getting red rails/pipes and black doors on my screen I dont know if that has to do with the error I mention above, shaders, or something completely different. Ive downloaded http://backup.ninjaloot.se/share/ff7_opengl-0.7.9b-nolight_shaders.zip and replaced it with the other shaders as you said in your other post, but im still getting the same problem. Sorry if I didnt post this in the right place.
 
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this the error on my APP.LOG, sorry i dont know how to make it into the little box like i see everyone else do on the forum.

INFO: FF7/FF8 OpenGL driver version 0.7.8b
INFO: Auto-detected version: FF7 1.02 US English
INFO: Intel Intel 945GM 1.4.0 - Build 7.14.10.4860
INFO: No OpenGL 2.0 support detected, shaders won't be available
INFO: Found swap_control extension
INFO: NPOT textures not supported
INFO: Max texture size: 2048x2048
INFO: Original resolution 640x480, window size 1280x800, output resolution 1066x800, internal resolution 640x480
INFO: No NPOT texture support
ERROR: init_indirect failed, scaling and postprocessing will be disabled
INFO: internal resolution clamped to 1066x800
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, 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 buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: F:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 6
reading midi file: MAKORO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
WM_CLOSE
END OF MENU SYSTEM!!!
Field Quit
MIDI stop - OK
resetting MIDI driver volume - OK
UNINITIALIZE DD
 
Try updating your video card drivers. If this does not work you will need to get a different video card.
 
Cool thanks. I got rid of the red and black problem, but im still getting the "ERROR: init_indirect failed, scaling and postprocessing will be disabled". The game runs fine without it but will it affect Phoenix Rejuvenation Project when I install it/ run it?
 
Nice Driver here. ;-) but i have found some bugs in this. more likely the screen transitions. while the
fps display constantly at 32 when the transition is not made. it began to really drop to 19 or something
when i go to next screen.. although this can be solved by entering the menu and exiting out again.
is there a fix for this already or i have to change some configuration..

thanks.. btw. good job with this got it working with Launcher 1.4 and some good add-ons. this is the only bug that i found.

updated. i found that the texture reload resets to 0 when i enter the menu and exit. but when
im entering a new screen it goes up again to some value. and il have to re-enter the menu again to reset it to 0 just to increase fps again/.
its still there the problem is present still here in v0.7.9b
I'm having the same problem. With v0.7.9b, the game is barely functional, consistently running 6 or less fps. I have gotten the game to work with v0.7.8b, but the fps/texture reload issue still remains. Here are some screenshots as well as my ff8_opengl.cfg and app.log

Screenshots
1.jpg

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2.jpg

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3.jpg

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4.jpg

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ff8_opengl.cfg
Code: [Select]
Code:
# ff7_opengl-0.7.9b 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 = 1100window_size_y = 825preserve_aspect = yesfullscreen = no# 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 = yes# 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 = no# vertex and fragment shadersvert_source = shaders/main.vertfrag_source = shaders/main.frag
app.log
Code: [Select]
Code:
INFO: FF7/FF8 OpenGL driver version 0.7.8bINFO: Auto-detected version: FF8 1.2 US EnglishINFO: Intel Mobile Intel(R) 4 Series Express Chipset Family 2.1.0 - Build 8.15.10.1808INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 4096x4096INFO: Original resolution 640x480, window size 1100x825, output resolution 1100x825, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: No errors.MATRIX INITIALIZE INITIALIZING SOUND...  initializing direct sound  EAXDirectSoundCreate  creating primary buffer  initializing audio data  OK  initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: Microsoft MIDI Mapper [Emulated]GUID={0x36210086,0x8f64,0x4d7a,0x9d,0x1,0x92,0x88,0x3b,0x26,0xbd,0xb8}PORT 1: Microsoft GS Wavetable Synth [Emulated]GUID={0x8d2171ca,0xe016,0x4109,0xb6,0x51,0xea,0xa,0x74,0xfb,0xd1,0x80}PORT 2: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1...    Microsoft Synthesizer  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=26, volume=127)midi_play...Stopping PerformancePlaying Segmentmidi_play successfulWM_CLOSE Releasing Performance...Releasing Loader...Releasing Port1...Releasing DirectMusic interface...Releasing COM...
Btw I am only using the ff8_opengl.cfg from v0.7.9b because it is more organized. All the options are the same as v0.7.8b and neither cfg file has any effect on the problem. Does anyone have any idea what to do about this fps/texture reload issue?
 
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I was wondering if there's a way to turn off the battle swirl? Reason I ask is I'm using my step dads old laptop to play with it's radeon xpress 200m so it's pretty weak, anyway it goes to about 1FPS during the battle swirl then runs at full speed on everything else including battles but it takes minutes just to get into a battle. Is there a way I can get round the battle swirl?

EDIT: At the start of battles it also says "NPOT Textures not supported. Unable to load unknown" at the start of the battle swirl.
 
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That should only happen if you're running in something that is not a multiple of 640x480 and you've turned off prevent_rounding_errors. Changing either of those should solve the problem.
 
That should only happen if you're running in something that is not a multiple of 640x480 and you've turned off prevent_rounding_errors. Changing either of those should solve the problem.
That indeed fixed my problem, thank you very very much :D
 
Hi, I have a couple questions. I'm playing FF8 with a geforce260 and the latest drivers.
How can I enhance the graphics of the game a bit?
Is there anyway I can run FF8 with AA/AF with these custom drivers?
Do I enable them in the nvidia control panel or is there some feature within this driver that allows it?
Would enabling post-processing shader effects in the config file help?

If someone could send me a private message with their settings/how to smooth out the graphics in FF8 a bit, it would be appreciated. I understand the game is old and is going to look that way even with AA/AF, I'm just wondering if anyone can make the graphics just a little more bearable.

Thank you for making these drivers, without them my game would be filled with black boxes and incompletely unplayable.
 
Hi again everyone.

This is my 2nd playthru using aali's driver, my first playthru (on weaker system) using his older version was fine 0.7.1 version.  Using 0.7.9b  I have occasionaly seem framerate slowdowns and just now after casting kotr for the first time it severely slowed down as well as getting a 'glitch deffered draw overflow queue' message, the game hasnt crashed and still running.  gfx card is 8800GT not a weak laptop :)

I guess I need to try out the older shaders? the ones I found were the no light ones and about to test them as soon as I wonder my way to a save point.

old system with 0.7.1 fine on kotr

8800gt (same card)
core2duo 6420

new system with 0.7.9b slowdowns and severe on kotr.
8800gt
core i5 750

another difference is tho when I last played this on my desktop I think I was using XP as the OS and now am using windows 7 64bit.

ok some additional info.

the no light shaders make no difference and I am about to copy the new ones back.
I played with various settings and the one that fixed the issue was this one.
'fancy_transparency'. I dont see any noticeble drop in image quality tho with it off so maybe my card is already applying alpha blending?
also when it slows down my cpu isnt saturated its not even 5% utilised.
 
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just a quick suggestion:

include the relevant modpath folders in the ZIP for the next release (world,battle,menu,ect..) just to make it easier to diagnose future problems with mods that need to be manually installed. I also think in set in stone modpath name would be a good idea, or at least a default value to make it more n00b friendly. We've seen more than a few issues pop up from mistyped or blank modpaths already.

keep up the good work!

lee
 
just a quick suggestion:

include the relevant modpath folders in the ZIP for the next release (world,battle,menu,ect..) just to make it easier to diagnose future problems with mods that need to be manually installed. I also think in set in stone modpath name would be a good idea, or at least a default value to make it more n00b friendly. We've seen more than a few issues pop up from mistyped or blank modpaths already.

keep up the good work!

lee
I'm gonna go ahead and second this motion.
 
64022682.jpg


I get this error when i enter battle, is there no new textures for Tifa? Is it ok for me to disable popups? Or should i look into this problem? I've used the remix pack to save time..(Edit: but i did update to the newest Custom Graphics drivers.) would Tifa's texture work with just Aali's Custom drivers? Thanks.
 
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