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

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Yeah, even something like 16 directions would be satisfactory.  The hope is to eliminate the locked controls in certain fields where pressing up on the D-Pad actually moves you northwest.  If up always moved you North, and you had more then 8 directions available to you, the fields would feel much more natural
 
Yeah, even something like 16 directions would be satisfactory.  The hope is to eliminate the locked controls in certain fields where pressing up on the D-Pad actually moves you northwest.  If up always moved you North, and you had more then 8 directions available to you, the fields would feel much more natural
In fact, I think it gets worse with this. I'm pretty sure a lot of fields needs to be edited to let it feel intuitive with an analog stick. But that it is not a big deal, since Makoureactor allows for the fields such kind of control directions edit.
 
It's pretty easy for me to add in analog control for almost full 360 (0-255 instead of 0-360 - but indistinguishable) control of direction.  But as Kal said, the harder work would be making the fields work with those angles.  It's not really worth the effort.
 
I checked out how the fields handle movement, and it seems easy enough to change if analog movement is implemented.  Might take hours, but it's easy work.

Anywho, I should be finishing up some odds and ends soon and will be moving on to verifying my 60fps models.  I used reunion the other day, and the menu and whatnot look great clearly running at 60, but how do we add in 60fps animation files and 60fps camera movement?
 
Doesn't get the next update the 60fps animations anyway?
For the movement fix, I'll will definitely helping you out with that. Though, know where I think about it I guess you would be faster alone. Actually every field get the same orientation. If you leave the window open and jump from field to field, this would take roughly an hour.
 
Yeah, the 60fps mod has had an update and now includes interpolation as an option.  The entire way of modding this game has been updated.
 
Don't suppose you have any updated hex lists do you?
I still have those ones from around a year ago but was wondering if you made any adjustments
 
Does the interpolation method work correctly?  When I was doing mine, there were hundreds upon hundreds of animations that needed fixing due to the animations using 0-360 rotation.  If one frame was 0 but the next was 360, you wouldn't notice, but if you interpolate them, the new frame becomes 180 and when you're using x,y,z axes for 20 bones suddenly you have tons of body parts jumping all around.   

Is this going to be an R06 option?

@Kaldarasha it's really whoever wants to fix it.  It's not a big enough project to worry too much about
 
Oh yeah this dll stuff you use. I'm gonna have to learn how that works. Didn't you say a while back it would make my voice mod easier to do?
 
The new dll comes with a a complete replacement for the audio module. Up to 65535 effects are supported.  So you can make each one (free effect - any past ID 750) a separate voice file. Field opcode AKAO2 allows for full ID range.

@Obesebear...  I have no idea.  Any issues with models that you noticed will likely be there with Reunion, since it uses your files.
 
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That's my bad, I haven't played on 15fps in so long that I didn't realize the animations were currently at 60.   I did notice the camera stutters in places though, but that was all NFITC1s work, no idea how to correct any of that
 
Camera is now fixed, apart from one of the victory celebrations that he needs to fix :P
 
Sounds good, will that be out with Ro6 then?
Using Ultrasound is easy enough but i think it does have a cap s that's an issue i'd like to avoid down the line
 
See The Reunion Database.  All queries about what is to come are there.  Always. Also:
The new dll comes with a a complete replacement for the audio module.
So, yeah, R06 has the new mod.

In other matters... I am correcting that character in Rocket Village who is in 2 places at once.  I've worked out how.  On village entry I can assign him based on flag.  I need to check which triangle main char is on so I know theyve arrived at the village rather than out of a house.
 
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Hi.  I am trying to fix the Hyper Jump bug (game crashes) but I can't, because I cannot replicate it.

Does anyone here have a save to a place where it always happens for them?  Something is v weird here.  I've been trying with Sega Chief to make it occur.
 
Because Aali's latest driver has fixed that issue by adding a limit to the texture memory. However, the rerelease hasn't that fix, so it's only a problem for the steam version. I guess if you use many texture mods the crash will happen more likely. Some do report that it has something to do with the immunity to death status effects of some enemies, but I got this crash (0.7 driver) on normal MP enemies in the elevator in Junon. I got also this crash when I had changed Full Cure to add regen and effect all party members. But I never tested it with Aali's latest driver.
 
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