[FF7PC-98/Steam] FFNx - Next generation modding platform for FF7/FF8

  • Thread starter Thread starter TrueOdin
  • Start date Start date
Status
Not open for further replies.
Lets try this tell me about your system so im not just guessing on what might be.

Please post the output of these commands
lshw -C VIDEO
uname -a
wine --version
glxinfo | grep "OpenGL version"
 
So what is the actuel necessary OpenGL version for the FFNx pack to work actually?

I use this option for force OpenGL 2.1 version that's the maximum version my card can doing natively normaly but maybe there is a wrapper inside Wine that can downgrad the OpenGL version or in Mesa, I don't know about it. Also there is already something like DirectX wrapper to openGL I think in Wine. But the open-sources 'Nouveau' driver are not good for D3D softwares throught Wine here...I think I cannot use this one for it must go to Nvidia proprietary drivers...But what is the OpenGL version FFNx needed in brief?

I was be able to play with the Aali original driver and not FFNx for now but when I played with Aali drivers I have some text box trouble in  battle of the game and in same times the characters became transparents...I thinked FFNx was based on Aali drivers...
Sorry to disappoint you but Aali driver was borned with OpenGL 2.1 in mind, while NX is targeting modern Hardware. Because of this at least OpenGL 3.1 is required.

Regarding wrappers and such, I'd suggest to do some re-search in case and MAYBE there's a chance to get it running. I do remember about some layers being developed in the FOSS drivers like the one you use, to allow modern OpenGL versions to run on top of HW which was not officially supporting it. If you manage to reach at least a 3.x version you'll be good to go :)

Unfortunately on our side is not a "flag" away this feature and requires 2x the efforts to be maintained. Be it in code, in dependencies, in tests and in release artifacts. And most of all, if I downgrade to OpenGL 2.1 for everyone there's a good chance we loose Shader features and RenderDoc debugging too, which is even useful for myself sometimes to debug things not working properly. This is a high cost to pay for a FOSS project being maintained in our free time.

Although IF an easy way arises in order to allow ALSO OpenGL 2.1 support, I'm all for it. The links above unfortunately requires some Defined to be done forehead bgfx is built.
 
Thank for your replys,

I will try find something to make FFVII PC/Steam version work well here, maybe retry with the Aaly that seem more easily compatible (OpenGL2.1 support)
But normaly there is a way about Dx9 with my configuration I thinks and your Canary version propose it, But I don't think I have made it work one time with the Dx9 mode here throught Wine.


For answering to  sithlord48:

I have downgraded my Debian system to 9 Stretch now because the last proprietary drivers from Nvidia for my card can't be installed on the 10 Buster version...These drivers depends of the Kernel version of Linux:

This is a GeForce Go 7400 (serie 7) Last drivers compatible is 304.137.

Code: [Select]
Code:
 sudo lshw -C VIDEO  *-display                        description: VGA compatible controller       produit (product): G72M [GeForce Go 7400]       fabriquant (manufacturer): NVIDIA Corporation       identifiant matériel (hardware ID): 0       information bus: pci@0000:01:00.0       version: a1       bits: 64 bits       horloge (clock): 33MHz       fonctionnalités (functions): pm msi pciexpress vga_controller bus_master cap_list rom       configuration: driver=nvidia latency=0       ressources: irq:16 mémoire:d1000000-d1ffffff mémoire:c0000000-cfffffff mémoire:d0000000-d0ffffff mémoire:c0000-dffffuname -a 4.9.0-12-686-pae #1 SMP Debian 4.9.210-1+deb9u1 (2020-06-07) i686 GNU/Linux[b]wine --version [/b](last stable)wine-5.0.1glx OpenGL information:OpenGL version string: 2.1.2 NVIDIA 304.137Details:glxinfo | grep "version"server glx version string: 1.4client glx version string: 1.4GLX version: 1.4OpenGL version string: 2.1.2 NVIDIA 304.137OpenGL shading language version string: 1.20 NVIDIA via Cg compilerOpenGL ES profile version string: OpenGL ES 2.0 NVIDIA 304.137 304.137OpenGL ES profile shading language version string: OpenGL ES GLSL ES 1.00
Very limited comparing to recent GPU yes...


---Reedit 21:40---

Just information:
I have installed again the Steam version of the game with the proprietary Linux drivers. It run into original form by Wine -->DirectX but lag sometimes into combats, I have previously had the same lag on another Linux OS installation.
But with "Nouveau" Driver, DirectX don't run at all here. I will try now the FFNx version and maybe some tweaks in Wine for accurate speed with this material. Normally my graphic card is Dx9 compatible.
 
Last edited:
Just information:
I have installed again the Steam version of the game with the proprietary Linux drivers. It run into original form by Wine -->DirectX but lag sometimes into combats, I have previously had the same lag on another Linux OS installation.
But with "Nouveau" Driver, DirectX don't run at all here. I will try now the FFNx version and maybe some tweaks in Wine for accurate speed with this material. Normally my graphic card is Dx9 compatible.
You could either try to use the DirectX 9 configuration in the canary ( see https://fedoraproject.org/wiki/Changes/Wine_to_use_mesa_Direct3D ) or you can also use this trick which I found just now :) Maybe it works fine for you too: https://bbs.archlinux.org/viewtopic.php?pid=1854649#p1854649

Let me know!


//EDIT: You may also fake the reported OpenGL version to something newer and see how it goes: ( MESA_GL_VERSION_OVERRIDE -> https://docs.mesa3d.org/envvars.html )
 
Last edited:
Hi True Odin,

Thanks for the tricks I will get an eye on it and try..
I have tryied the DirectX mode and have a black screen with a message box troubles for now...Also there where a resolution trouble but I don't know if this is "from Wine" or if this is the Canary version of FFNX about windowed mode and resolution troubles with DirectX9 mode...Here it always put the game in fullscreen mode in Wine or in my native context -->Linux screen. I have tweaks the config file and the parameters in the steam launcher but same trouble...I have also overwrite with the original config file from the FFNx pack but the trouble is always here. Also the game launch with I thing 640x480 also when I specified in the config file my native resolution...Don't know why...I have try also deleted the config file from Sque Enix folder and put the default resolution but the error message of the game persist for now in Dx9 mode. If you can test it in you home with the Canary version if you have trouble about Dx9 endering mode and resolutions/windowed mode. Thanks.

About Gallium I have installed it before in my Debian 10 with the "Nouveau" drivers and it make some troubles on Wine...but maybe retrying it with more well documented about it. I will put on eye on your tricks about opengl and Mesa.

They talking about NV50 support for Nvidia and mine is just NV40 also talking about GL ARB_compatibility in GL 3.1 mode. But don't see it in the proprietary driver I have. They talking about LLVmPipe it's a software driver "GPU"-->CPU from Mesa apparently, Maybe that will work but no GPU use here the CPU will suffer certainly ^_^ go continue learning...Maybe try this way for testing.

Here a table with NV40 (serie 6 and 7 Nvidia) Mesa compatibility with the GPU driver:
https://people.freedesktop.org/~imirkin/glxinfo/#b=version&g=NVIDIA NV4x (GeForce 6, 7)&p=compat
The 2.1 is effectively the last OpenGL version Fully implemented. The way is a CPU drivers or something between.

Thanks
 
Last edited:
FYI I did a quick check on the OpenGL topic as I'm working on the renderer part again and this came straight out of the driver log using "renderer_debug = yes" in the cfg file:
Code: [Select]
Code:
[00000000] TRACE: BGFX Capabilities (renderer OpenGL 2.1, vendor 0x10de, device 0x0000):
This means the driver is fully capable of using any OpenGL 2.1+ version, when using the OpenGL renderer. If you are being detected as something else, this may be a Wine issue.

Cheers :)
 
I'm using it along 7th heaven 2.0. It works fine but it seems any changes I make in 7H_GameDriver.cfg don't take effect in the game. For example, playing in windowed mode or hiding the fps counter. Any suggestions? I'm new to this mod stuff but I understand 7th and your driver are two separate things and it's not your obligation to make it work, so if you can't help I understand
 
I'm using it along 7th heaven 2.0. It works fine but it seems any changes I make in 7H_GameDriver.cfg don't take effect in the game. For example, playing in windowed mode or hiding the fps counter. Any suggestions? I'm new to this mod stuff but I understand 7th and your driver are two separate things and it's not your obligation to make it work, so if you can't help I understand
That's because FFNx doesn't read 7H_GameDriver.cfg, it reads FFNx.cfg.  Alternatively, upgrade to 7Hv2.2beta and get the best of both worlds ;)
 
That's because FFNx doesn't read 7H_GameDriver.cfg, it reads FFNx.cfg.  Alternatively, upgrade to 7Hv2.2beta and get the best of both worlds ;)
thanks, when I installed it I renamed FFNx.cfg to 7H_GameDriver.cfg as I learned here

when I finish new threat I'll do that then, uninstall 2.0 and install 2.2, because I'm afraid of messing up :D (took me some time to configure it, specially the controls)
 
Despite being only two months old, that video's already out of date... Tsuna made it with 7H v2.0, and unab0mb has since put v2.2 into public beta, which incorporates FFNx natively :)
 
Does it mean it will look like the PS1 original game? 'cause that would be cool

What sucks is, if you use mods on Steam. Then that wont unlock the steam achievements : (
 
Does it mean it will look like the PS1 original game? 'cause that would be cool

What sucks is, if you use mods on Steam. Then that wont unlock the steam achievements : (
Load any savegame that is near the last cave using the original driver, and you'll get all of them instantly :)
 
*bangs head against keyboard* I have been at this since last night and things still aren't working for me. Here's a link to my log file and I have already repaired both Windows 10 and .net Framework that is built into Windows 10. Game is unable to launch for me as can been seen. Launches but crashes as soon as it becomes responsive. Anyone have any idea what else I can try to do to fix this short of a complete reinstall of Windows 10 from scratch?

https://www.dropbox.com/s/xdp7q8touv62oce/FFNx.log?dl=0
 
Are you trying to run FF7 directly, or via a loader/manager like 7H?  If the latter, we need to see the mod config options you have set.

But it might not go that far... see if you have the Animations mod's 60fps option enabled. If so, turn that off. It's incompatible with FFNx (not that it was really all that great to begin with)
 
I am loading via 7H and yeah I am aware of the 60FPS issue with FFNX and that is set to 15FPS personally. I have the same setup on a different computer and everything is working fine over there so there is an issue with this PC it would seem.

screenshot%202020-10-11%2015.54.24.png


Here are the mods I have enabled which aren't out of the norm. Animations is already set to 0:15FPS so that isn't the cause of my headache with this setup.
 
Last edited:
Here are the mods I have enabled which aren't out of the norm. Animations is already set to 0:15FPS so that isn't the cause of my headache with this setup.
regardless, you can confirm you have completely turned the animations mod off and the same thing happened?

if it does, the next step is to turn ALL the mods off and try to see if it works


if it launches but crashes when the game becomes responsive, its almost certainly a mod compatibility issue
 
Last edited:
That screenshot is just which mods you have active, not the options within them.
 
It is with great pleasure that I would like to announce the newest FFNx 1.8.0 release :)

Improved rendering performance, super-smooth Vulkan and DirectX 12 support, astonishing Audio Engine and much much more are waiting for you to be explored in this new release.

Feel free to know more about it in the official changelog: https://github.com/julianxhokaxhiu/FFNx/wiki/Changelog_v1.8.0

A special thank you to all the people who have worked together with me in this new milestone.

Looking forward for great new achievements in the future.

Until then, enjoy!
 
It is with great pleasure that I would like to announce the newest FFNx 1.8.0 release :)

Improved rendering performance, super-smooth Vulkan and DirectX 12 support, astonishing Audio Engine and much much more are waiting for you to be explored in this new release.

Feel free to know more about it in the official changelog: https://github.com/julianxhokaxhiu/FFNx/wiki/Changelog_v1.8.0

A special thank you to all the people who have worked together with me in this new milestone.

Looking forward for great new achievements in the future.

Until then, enjoy!
Congratulations! Looking at the changelog, this is a very sweet release indeed!

I have a question. Would FFNx 1.8 allow a mod that tries to implement a menu layout similar to FF7 Remake?

beata1utchm31.jpg


By that I mean having the menu entries on the left, full character portraits in the middle, and even having the menu transparent so that the player can see the gameplay screen behind it.

I believe that I have read, in the past, that the menu screen layout in FF7 is pretty hardcoded into the game, which makes it difficult to be modified. That's why I'm asking; I'm curious if advances have been made on that front.

Thank you
 
Last edited:
It is possible, but as always with UI layout changes it requires knowing the memory/executable addresses to modify, and in some cases custom code may need to be injected into the game.  On my mod ESUI, I did document the address modifications I did so you can extract the mod to find some of these addresses, I do not know all the addresses required to achieve this though so some effort is required to pull it off.  The bit I am unsure off is if the game background can be visible behind the menu, the game very likely does not keep the field rendered, when the menu is on screen, the frame rate is changed as an example when the menu is drawn.
 
Status
Not open for further replies.
Back
Top