B
Bobby
Guest
Disregard, got the answer in another thread. It was my own fault.
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INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: ATI Technologies Inc. AMD Radeon HD 6300 series Graphics 4.1.10750 Compatibility Profile ContextINFO: OpenGL 2.0 support detectedINFO: Using PBOINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 8INFO: Original resolution 640x480, window size 1366x768, output resolution 1024x768, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384INFO: vertex shader compile log:Vertex shader was successfully compiled to run on hardware.INFO: fragment shader compile log:Fragment shader was successfully compiled to run on hardware.INFO: main program link log:Vertex shader(s) linked, fragment shader(s) linked.INFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: FF7Music helper plugin loadedINFO: Loading external library Kranmer.dllLOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedset music volume: 127set music volume: 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: c:\games\ffvii\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1INFO: c:\games\ffvii\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712INFO: vertex shader compile log:Vertex shader was successfully compiled to run on hardware.INFO: fragment shader compile log:Fragment shader was successfully compiled to run on hardware.INFO: yuv program link log:Vertex shader(s) linked, fragment shader(s) linked.set music volume trans: 127->0, step=60END OF CREDITS!!!Entering MAINset music volume: 127Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAIN-=-=[START OF WORLD MAP!!!]=-=-stop_soundcross play music: 0set music volume trans: 127->0, step=4set music volume: 127-=-=[END OF WORLD MAP!!!]=-=-START OF MENU SYSTEM!!!END OF MENU SYSTEM!!!-=-=[START OF WORLD MAP!!!]=-=--=-=[END OF WORLD MAP!!!]=-=-START OF MENU SYSTEM!!!END OF MENU SYSTEM!!!-=-=[START OF WORLD MAP!!!]=-=--=-=[END OF WORLD MAP!!!]=-=-START OF MENU SYSTEM!!!END OF MENU SYSTEM!!!-=-=[START OF WORLD MAP!!!]=-=-stop_sound-=-=[END OF WORLD MAP!!!]=-=-Entering MAINExiting MAINEntering FRAME_INITIALIZE SWIRLExitting FRAME_INITIALIZE SWIRLSwirl sound_effect1stop_soundEnd of Swirl sound_effect1Entering FRAME_QUIT SWIRLExitting FRAME_QUIT SWIRLEntering MAINExiting MAIN[BATTLE] Entering FRAME_INITIALIZE[BATTLE] Scene# 100[BATTLE] Exitting FRAME_INITIALIZEERROR: unhandled exception
My guess? Windows Millenium, 95, 98, or 2000. o.o -Derp-The **ba files could also be bad.
What ancient PC do you use that you can't run the game with 7H? ???
Thanks alot!Thanks for wanting to use that model chriserenity, but it is so old and outdated. I also never play tested it so it has a glitch. However it was corrected by Whiteraven and can be found here https://www.ff7catalog.com/posts/167302/ .
In principle, it's easy. It's just that you need to heavily edit the AB file of a player character to make the enemy skeleton fully functional. Most of the time it's figuring out which animations look good with what command that's the hard part. Obviously enemy animations were never designed for using Deathblow or Morph or stuff like that.Enemy models as playable characters D: how did you manage that?