[FF7PC-98/Steam] Multiple mods and Modding Framework-The Reunion [R06f]

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Funny that this has escaped for so long - but I guess they're so tiny that people just don't see it.  I never have until I spotted the script error.  I believe they could also have hidden the model after the coords setting.  I don't think coords return to 0 once they have been shown.  But I am not sure the "turn to" works on a hidden model.  It probably does!
 
Is there a way to install the mod without the changes to dialogue? I tried installing with everything unchecked (except new models) and it didn't work, tried with everything checked, same thing. I just want to use the mod for the models, nothing else particularly. Thanks in advance for any help.
 
I would like to say awesome job on this massive mod for FF VII, and I'm looking forward to future updates. I have some questions about mod and if the team plans to add them to the Reunion mod.

1. Is the team planning to add a border fix for FFVII (Steam), so the borders would be on the top and bottom instead of just the bottom.
2. Any plans to rework the controller support, as it seems to be sorta broken without any mods.
 
I can't fix the controller support.

As for borders - I am going to attempt to make the screen centred, but it may be too difficult.
 
I can't fix the controller support.
I understand, I wonder why SE didn't update FFVII with the PS4 release.

As for borders - I am going to attempt to make the screen centred, but it may be too difficult.
It's awesome that you are looking into that, and hopefully it isn't too difficult. Again thanks for the response.
 
Hey DLPB! I'm happy to report I've figured out how to use Makou Reactor well enough to change the button layout to suit my XBox One controller and everything is nearly perfect! :D I'm enjoying your Reunion mod so much more now.

One pointer I was hoping someone could help me with is I can't seem to figure out how to edit things that appear in the game's menu. How can I access edit text that appears there with Makou Reactor? Buttons for the Menu don't seem to show up in flevel.lgp when I ctrl+f in Makou Reactor, only stuff in the game's script. Any advice?
 
At the moment, I am trying to fix a long existing problem with the game.  Save points at the Great Crater messing the game up.  I've sorted the Save Point code there so one bug is fixed, but that still leaves us with a remaining issue.  Sadly, this one is engine related.

See, when you run through a Save point you've created at the crater, the code initiates to bring the window up and disable the mobility etc. This works fine. Sadly, because you're running, Cloud's model travels a little bit before stopping. This extra running time may place him past the line which activates his script. In one example at the Crater, the script moves him from one side of the water to the other. If the dialogue window with the SP is closed during this time, it reactivates mobility and menu DURING the other script (which has animations and move operations). This appears to break the game, and a lot of weird stuff can happen as a result. Basically, I don't think the game's engine allows mobility or menu (and probably other operations) during certain other operations. It simply breaks the game.

I've tried quite a few workarounds - none of them worked. What I am left with is this:

1. Allow menu and mobility from created Save Points. This will stop the bug in the engine, but will be rather shoddy.

2. Change Save Point detection to the talk script (so you'd press Action if you wanted to Save.)  This still might not fix the issue since you may be able to run while pressing action and still make the bug happen.

It's a bit shit.

My current fix at least stops the instant breaking of games. As long as the player doesn't close the window until the script has finished, there is no issue. I will look at this some more.

It won't matter for Weapon - because there won't be any custom Save Points.  Just my own preset.
 
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I was to say that, scrap the damn crystal, but yeah that wouldn't be vanilla anymore
 
OK, think I've solved it.  Seems that the move script ends up getting executed before the contact of Save Crystal.... so....

1. Clean up crap SP code
2. Add one more check (I've used [5][255]).  If Var = 1 then that means the line has been passed = IGNORE save point.  If 0, then it's ok.
The var is set to zero only on map load or after the move's script has finished.  Of course the [5][255] = 1 / [5][255] = 0 will have surround ALL places where this is the case. Below is one of them (slip2).

http://i.imgur.com/P2mQnYV.png

http://i.imgur.com/AkDb1Dd.png
 
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I apologize if you answered this earlier, but when do you expect R05 to be done?
 
But the wait will definitely pay off.
How to say.... The game is getting fixed, no less.
 
Ah, a spreadsheet of bugs; I might surreptitiously have a little peek through this...

Edit: One thing about the Observatory glitch, in the PS1 game you could (briefly) have the character interact with one of the passing planets by pressing some of the buttons so what's likely happened there for the guy reporting it is that the FMV failed to load which might be due to a bad game disc or something. There is a PC problem with this scene though; neither Tifa or Aeris can be seen on-screen while the FMV plays. Camera thing maybe.

PS1:

PC:

Barret seems to be unaffected, so his scripts might be worth looking at (you can see some of the interact animations being triggered by the player in this one too; I forget which buttons are used)
PC:
 
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@Sega Chief: I didn't know you could animate them there.
Yeah obviously the FMV failed to load, I think you're right about a probable disc failure. I delete that entry.

The other bug about characters disappearing in the PC version is already there and has been corrected by Dan, but thanks for mentioning.
(the heck with the upside down giant feet lol)

@DynamixDJ: Hey thanks, I've added some others yes, but recently it was mainly Dan.
 
DLPB I just put a video of the intro and some gameplay hopefully it is not a utter disappointment. I just want to say thank you very much for making this available for us steam users.

 
 
Cool :)

Also - I am still reprogramming the crater.  I'm fixing up ALL save points there - AND all other niggles that exist with the code. For example, certain places will allow you to deploy the save point but then not be able to use it.  There are a lot of issues regarding lines and simultaneous code being activated that cripples the game too.  I have removed the silly "press O to climb" dialogue from 2 areas as well. It's annoying and childish - and I think they also used it as a crap method to help stop the said errors above (although it doesn't fix everything).
 
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