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

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It's a large undertaking, there's bound to be a few bugs, but the translation's already so much easier to understand. You've taking bug reports, responsive to community feedback, and taken adjustments as needed while still adhering to your overall vision.

I think it's gonna be fine.
 
Been playing through the game with Reunion R05c + Remako HD and wanted to note a few things and give some feedback. Firstly, and I admit, this could very well have already been taken care of in whatever build R06 is at now, the model overhaul seems to have missed a character: the Materia shop owner in Midhir before it's destruction. Otherwise, I am pleased to say, not a single character model has been forgotten. Well, except technically the Chocobo Sage, but he's fine as is, imo. How would you even add more detail to that design? Haha

While we're talking about the model overhaul though, I have to say, I'm not a fan of Cait Sith's field model. More lavender than white, and has a lot of details that don't really make sense? Cait Sith's whole thing is that he's a big motorized toy, he has the big oven mitt hands and clown shoe feet for a reason. That plus it having a nose for some reason, despite Cait Sith's Moogle never being depicted with one anywhere ever, has me voting for a different model to be used and/or made. Doesn't help that one or two of his animations have a few buggy frames in them with it. Hope I don't sound demanding it's just...all the other party members' field models are just right to my eye, so Cait sticks out like a sore thumb.

The other complaint I have, though this doesn't bother me quite as much, is with the WEAPON rebalance of the speed coaster. I think you made it too hard. I was able to get around 1500 points at best on it. Considering you've set the top prize at 4050 points? This seems problematic. The cursor isn't fast or accurate enough to hit most of the higher-point targets. The most notable example I'd say being the fireball guys that come out of the lava spouts. There's just not any angle at which I felt I could even hope to accurately gauge where they were long enough to shoot them down. It's not a matter of my own reflexes not being up to snuff, trust me; I managed to get around 23100 points in the bike game with a little practice. True, I've only bothered going through the coaster once or twice in comparison, but that's mostly because the difficulty it's at now makes it seem not worth the effort, or potentially not even something I could do.  If there's any one of the mini-games WEAPON's covered so far that need a re-visit, it's this one. Haven't played sub or snowboarding (the GS version at least) yet, so I can't comment on those at the moment.

However, lest this post be nothing but nagging the devs, I would like to say that Beacause has been fantastic! Some really great translation work with some real stand-out lines. My favorite so far probably being Dyne's "All we've ever gotten in life is bullets and bullshit" Kinda makes me think of the original MGS1 translation (And I mean that as a compliment, believe me).

Will post more later once I've gotten a little farther and can give feedback on things like the other mini-games.
 
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The coaster game is actually easier now than it was - it was almost impossible to get the top score before (and the boat rotor was a bug that would allow ~300 points 50% of the time).  I tried hundreds of games and was always short by ~100 or less.  I've managed to get maximum points on my game - so I know it's easier and it's possible.  It's not meant to be "easy" to get the top scores.  I've made ALL top scores possible but difficult and set to my level of skill.

The prize is also very high, so the skill needed is equally so.

The fire guys are unaltered, except I removed two of them.  I  rarely fail to hit them all - even in the original game.

The model issues are best directed at Kaldarasha.  I'm pretty sure he's been working on all models since R05, but I never really had a problem with Cait myself.
 
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It's mostly just because it doesn't match up to his battle model either. That DOES keep all the qualities I mentioned. Startled to hear the coaster used to be even harder though. That classic difficulty at work.
 
Log example

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Code:
Mod ID: x12345Activated: New translationActivated: Menu EnhancementActivated: Weapon - Mode 3Activated: Model OverhaulActivated: Soldier QuestActivated: Audio ReplacementLoaded: 60fps BattlesLoaded: 60fps Battles - InterpolationActivated: New frame limiterActivated: Centred field screensActivated: Playable character will run by defaultActivated: New gauge coloursActivated: Closed Mouth Models [original character models will not have open mouths]Activated: High precision timer (QPC)Activated: Game time is realtimeActivated: Transparent dialogue boxesActivated: Show more status - mode 1Disabled: Screen flashes for critical hitsDisabled: Screen flashes at boss deathDisabled: Screen flashes during Summon attacksDisabled: Screen transition effectsLoaded: Submarine text file G:\Games\PC\FF7\The_Reunion\CUSTOM\x12345\text\Submarine.txtLoaded: Chars text file G:\Games\PC\FF7\The_Reunion\CUSTOM\x12345\text\Chars.txtLoaded: Exe text file G:\Games\PC\FF7\The_Reunion\CUSTOM\x12345\text\Exe.txtActivated: Mandatory fixesNote: Core fixes cannot be disabled when using Weapon mode 3. Core fixes have been implemented.Activated: Battle menus require a key press (no auto press)Loaded: Real ddraw.dllLoaded: Any global DLLs - See hext.logLoaded: Any custom DLLs - See hext.logLoaded: Any global hext files - See hext.logLoaded: Any custom hext files - See hext.logLoaded LGP:G:\Games\PC\FF7\data\menu\menu_us.lgpLoaded LGP:G:\Games\PC\FF7\data\battle\battle.lgpLoaded LGP:G:\Games\PC\FF7\data\battle\magic.lgpLoaded LGP:G:\Games\PC\FF7\data\field\char.lgpLoaded LGP:G:\Games\PC\FF7\The_Reunion\BASE\New_Translation\flevel.lgpLoaded LGP:G:\Games\PC\FF7\The_Reunion\BASE\New_Translation\chocobo.lgpLoaded LGP:G:\Games\PC\FF7\The_Reunion\BASE\New_Translation\condor.lgpLoaded LGP:G:\Games\PC\FF7\The_Reunion\BASE\New_Translation\world.lgpLoaded LGP:G:\Games\PC\FF7\data\cd\moviecam.lgpLoaded LGP:G:\Games\PC\FF7\data\cd\cr_us.lgp
I'm working on The Reunion logging.  Looks good.  Shame I'm relying on opengl driver for some of the options, but it's all integrated anyway.  Downside is having 2 main logs.  App.log and Reunion.log
 
Noticed a bug with one of Cloud's animations. Strangely, it either isn't used until a ways into Disc 2, or glitches out after you get Cloud's head straight. Basically, it's meant to have Cloud poised and ready with his sword...but he doesn't actually hold the sword. It stays on his back. Note that there is a similar but different animation that does still work, so be wary of that if you look into it. First time I noticed this was on the way to the elevator to the underground reactor in Junon, and it gets used a few times not long afterwards as well.
 
It's not an animation bug. the script use only one cloud model. When Cloud wield his sword in his hand it's in fact another model. BTW. I changed the script for that junon scene and in the elevator it's quite strange because his sword goes through the soldiers.
 
Ahhh, heh. Well, that'll happen when your sword is that dang huge.

I should note another glitch down here, though, as this one is kind of hard on the eyes. I'm not sure if this is Reunion or the PC port, or something about the cocktail of Remako HD and Reunion I'm using (though I doubt that, given this involves a summon, which Remako doesn't touch), but Neo Bahamut's summon animation is all messed up. It functions, but it's...strange. Basically, it starts with the Earth already present, then when the camera moves, instead of it disappearing or being left behind, it stays in the center of the screen and flickers rapidly until the camera moves all the way to showing Earth again. From there it more or less works as intended, but it's very odd. One clue to what's going on may be that it looks like there's two copies of the cylinder of stars in scene at one point? Definitely weird. I think one or two of the planets in Supernova don't show up? Like the side-shot of Saturn. Again, could be my set-up, but I have my doubts.
 
A little more certain it's something to do with Reunion now after a little research and testing. Tried both removing the 'battle' folder with Remako's textures I placed in a 'Reunion' subfolder in mods, and deactivating the iro proper in 7th Heaven, and neither resulted in anything but slightly more pixelated planets. Doing both at the same time didn't produce results either, and having looked up video footage, this isn't something native to the PC version. Not likely to be something to do with my particular PC either, as googling for anything similar turned up nothing. All that's left to be causing it is Reunion. Perhaps it's something being caused by scripting or the unlocked battle framerate?
 
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You'd have to test it with no mods at all.  If it's the 60fps mod doing it... that would make sense as it has bugs.  But other than that there isn't anything that would cause it.  Perhaps send a video.
 
DLPB - Able to replicate on my bare metal R05c install with 60fps enabled, but it's not Neo Bahamut with the issue, it's Bahamut ZERO.  Some flickering at the start of the summon, some of the mid-summon visuals missing, but nothing game-breaking.  Remako is NOT installed on my system.
 
Ah, yeah, I misspoke. I did, however, take some quick and dirty video footage. Honestly? Mild seizure warning for the flickering. It hurts my eyes even without being epileptic.

 
It's a known bug. I keep saying this but....  Reunion Database.

Before reporting a bug, please check that it isn't already noted in The Reunion Database, found HERE.

25-Nov-2016   DLPB   60fps Battles   Bahamut Zero flickers violently.
 
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I'm at Cosmo Canyon for the first time, and after going up into the laboratory with Bugenhagen, he does his spiel. Right after he sucks the Lifestream from the Planet, it turns dark and falls into pieces. There's a split second where the camera pans outward to show the original wide view of Cloud, Bugenhagen, and your two other characters, and then the screen goes black. The music continues to play in the background, but I have no video. Uninstalling The Reunion fixed the problem.
This isn't a bug with Reunion.  Check The Reunion database. I've listed the issues with this map there. It's a coincidence that uninstalling R05 fixed it.
https://www.ff7catalog.com/posts/185548/ is this bug being reported in March 2018. (I reported it in July 2017).

In https://www.ff7catalog.com/posts/185553/ you have "heard of this issue before".

In https://www.ff7catalog.com/posts/185561/ you acknowledge it's a bug added by tonysonico.

And in https://www.ff7catalog.com/posts/185564/ you provided a fix; subsequent posts iterate towards a working fix (which unfortunately is no longer available on Google Drive).

Since it was added by tonysonico, you provided a fix but you don't fix other modders' stuff, and when I got it it could be made to happen every time if Reunion was installed and never happened if it wasn't, with no other mods (not even Anxious Heart, looking back at my notes from when I reported it), it seems like it might in fact be a bug in Reunion.

ETA: in fact, it's listed in the Reunion Database - 4th in "Reunion Bugs".
 
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It may have been added by Tony's fix - but an original game bug exists there.  Can't be sure now. In any case, it's irrelevant.  It's listed as a bug and it's resolved.
 
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It may have been added by Tony's fix - but an original game bug exists there.  Can't be sure now. In any case, it's irrelevant.  It's listed as a bug and it's resolved.
I think it is unfortunate to have told someone who asked about it that it's not a Reunion bug; it also seems unfortunate that the fix from 2018 is now lost.

I'm also concerned that the post linked to in the Reunion database is the first version of the fix which didn't work. Obviously I don't know what actually made it into R06.
 
https://www.ff7catalog.com/posts/186201/

I provided a fix here.

Oversights like this can happen - It's impossible for mistakes not to happen.

Anything in the Reunion Database marked resolved will be part of R06. The error is listed in Reunion Database already but the quick fix was also broken and removed.  A newer fix was made recently.  I've updated the database.
 
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Hey guys, im new here and not sure if i'm posting in the correct section but i was under the impression that reunion had a speed up option or a frame multiplier or something to give the game sort a fast forward type of thing. i am having trouble finding how to do it, if its a key combination or something. can anyone help me out?


Edit: after some searching, i did find a post that said to speed up/down you can use select + up/down however i tried this and it doesn't seem to work. vsync is off and the skip movie holding select + start does work. i am sorry i'm such a newb at this.

Also, if the key combo is select + up/down wouldn't that also cause some other things to happen? I believe the select button is also the "assist" button and it makes all the arrows above the exits, and up is usually walk forward in most cases, so wouldn't that combo cause that stuff to happen while you were using it? i'm sorry that i don't know anything. this is a fantastic mod though even without the fast forward option.
 
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