D
d33eniz
Guest
Ok, and we is ff7 shuting down itself?
Its starting
*start*
take a second
*back to destop*
Any ideas?
Its starting
*start*
take a second
*back to destop*
Any ideas?
Works fine here, with the exact same config. Check your sound drivers (if "initializing sound..." really is the last line of output in APP.LOG)Ok, and we is ff7 shuting down itself?
Its starting
*start*
take a second
*back to destop*
Any ideas?
To me, it happens when I run the game with Win9x compatibility mode.(1.02 can run without compatibility mode in XP, and it doesn't produce such problem)After it throws you back to the desktop, is the ff7.exe process still running? You can check that in the task manager. If it's still running, the problem is that it refuses to run in the foreground. One temporary solution that you can use, if that's the case, may be to run it windowed instead of full screen.
Nice find, but as you've stated animations would be troublesome... maybe it could be used for static objects that don't require animations.I figured out where model data is converted from raw .p data to a "renderable" format, so I could easily implement a system for injecting custom models in some other format than .p. Animation will be troublesome though.
Oh, that's interesting. Would save time of getting model from .3ds into .p I thought you ment the custom format models wouldn't work with skeletons.Well, original animations would still be applied, assuming your model is compatible with the original skeleton. I was talking about the problem of applying new, improved animations(which is difficult but not in any way limited by the original engine)
That is definately needed....not so much for battle screens but in the towns, it has always been a little jerky.Aali, seriously, your driver is getting ridiculous. I suppose next you'll find out that you can bypass the 15 and 30fps limiters, so the whole game runs smoothly at 60fps.
Keep up the amazing work!
Having the same problem on my stationary PC. I've tried changing all of the options in the cfg without success.It's working without your "mod"- but when I activate it, It just starts and turns then to the destop^^
Sound-Initialasing IS the last line in the log...
Debugged application message: INITIALIZE DD/D3D END .Debugger: Library loaded: C:\Windows\SysWOW64\hid.dllDebugger: Library loaded: C:\Windows\SysWOW64\wintrust.dllDebugger: Library loaded: C:\Windows\SysWOW64\crypt32.dllDebugger: Library loaded: C:\Windows\SysWOW64\msasn1.dllDebugger: Library loaded: C:\Windows\syswow64\imagehlp.dllDebugger: Thread started: id=00000648, entry=77008770.Debugger: Thread started: id=00000FE0, entry=77008770.Debugged application message: initializing sound....Debugger: Library loaded: C:\Windows\syswow64\clbcatq.dllDebugger: Library loaded: C:\Windows\SysWOW64\MMDevAPI.dllDebugged application message: DIRECT SOUND ERROR.Debugged application message: ERROR: No sound driver is available for use. in FILE C:\lib\src\sound\dx_snd.cpp LINE 68 .Debugger: Thread terminated: id=00000648 (exit code = 0x0).Debugger: Thread terminated: id=000001D4 (exit code = 0x0).Debugger: Thread terminated: id=000012F0 (exit code = 0x0).Debugger: Thread terminated: id=00000FE0 (exit code = 0x0).Debugger: Process terminated (exit code = 0h).
window_size_x = 1280window_size_y = 800preserve_aspect = falsefullscreen = trueinternal_size_x = 1280internal_size_y = 800
I'm aware of this problem, its those textures that have both low and high quality versions that mess it up (low quality versions are meant to be used with 320x240, high quality versions need a multiple of 640x480 to look good).Apart from the above mentioned problems pertaining to my laptop I still get a few graphical glitches in the menus and on effects like the damage numbers in combat on my stationary PC. This only happens in resolutions that a not evenly dividable by the original resolution and I prefer to run it in 1940x1440 with no scaling in the monitor (Nvidia apparently finally got around to fixing this - I'm impressed) so it's not a big deal.
If you have the low-res textures, fonts will look like they do on the PSX.FF7 doesn't even have a system for 2D graphics, everything is done with polygons and textures.