[FF7PC] Nightmare 7 - Total Game Conversion (1.02)

  • Thread starter Thread starter Tenko Kuugen
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So it's pretty fast. Impressive :)
Can't wait to test it.. I wait, like others here I think, on the coming of Bootleg040.
So, it's very much harder than the hardcore modd.. ?
 
Its hard and probably harder than Hardcore in a different way.
Conventional FF7 thinking won't really get you all that far with the later bosses.
One big tip: keep multiple save files.
 
And you had time to overhaul all the entire game difficulty since February ??
 
Ok so i tried Bootleg 0400 RC2 and selected Nightmare Overhaul and it blanks out Retranslation project? Soo does that mean this mod is incompatiable with Retranslation :O
 
And you had time to overhaul all the entire game difficulty since February ??
Its not the entire game. it's CD1 only for now. I haven't even touched CD2 yet because I'm gonna need to stomp out bugs and improve on the CD1 stuff for now.

@e1sunz
Of course its not compatible with retranslation. It has a completely new story.
 
do you have the 1.01 update couganr? Because the freeze in cornero sewer and the first reactor megalixir should be fixed in that.

@mystery

I'm looking into other uploaders
the files are still available on mediafire for me but apparently MF has now gotten anal about downloading
currently uploading to Google docs but my connection is ass so it will take a while
Yeah I'm using the 1.01 version from the first page.
 
thats really really odd then. If the megalixir issue persists, then a bit isn't getting set properly.
I'll take a look at it.
the monster issues should have been fixed...  you said its a monster like a turtle? so its the sahagin?

fix 1: wow, for some reason I was using a derpy variable with the megalixirs. It should be fixed now ( I'll upload a identical named file for the fat flevel so that bootleg can just use that. )

fix 2: weird things are going on with this NPC. I fixed it now. had to shift some script to make it not retarded.

fix 3: looking into it

can you tell me if the encounter is in the first screen or the second?
also, did you install any scene altering mods after Nightmare?
did you also update the core files?
because only 2 types of enemies should show up. Sahagins and Slaps ( turtles with spears and swarms of flies ) Neither of those seem to break the game for me.


edit: Oooops, seems like I had a mishap in the kernel with Clouds limits D:
gonna fix that too
 
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Fixed a few problems in scene.bin scene 97, fixed 2 broken limits ( ooops lol ) and fixed 2 field script problems.
the uploaded files are named the same so bootleg can use them just fine.

edit: uploading now, ETA: 60 minutes
 
Nah only installed this nightmare mod and the required mods. There was definitely a 3rd monster in the sewer, it was on the 2nd screen. If i have a save near there I'll go check

Its a red crab called Yptilos that freezes the game
 
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The Yptilos is edited out of battles in the 1.01 scene battle
so you still have the 1.00 battle scene
 
Hey, something has just been sitting with me that I haven't bother saying.
You said a while back... quite a while there's no Gilgamesh model.
Well I've been thinking maybe there is a recolour.. ish.
Godo fighting form is actually pretty close to it.
Well in truth it closer to Asura but let's not pick on that as Gilgamesh appearance slightly change in every incarnation... (or whatever you call him when his appearance change when he exits the riff)
Bottom line, Gilgamesh does have a possible model  ;D
 
I have no intention as of right now to do anything Gilgamesh related though
 
OK, I've gotten a re-producible crash in the first reactor. Happens when the game attempts to enter a battle against enemy SPAA on the pipe above the save point. I've installed Nightmare using the .040RC version of Bootleg, so this may in actual fact be a Bootleg issue.

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Code:
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce GTX 570/PCIe/SSE2 4.2.0INFO: OpenGL 2.0 support detectedINFO: Using PBOINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1920x1080, output resolution 1440x1080, internal resolution 3840x2160INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048INFO: fragment shader compile log:0(20) : warning C7508: extension ARB_framebuffer_object not supportedINFO: postprocessing program link log:Fragment info-------------0(20) : warning C7508: extension ARB_framebuffer_object not supported0(264) : warning C7050: "ao" might be used before being initializedINFO: 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 Multi.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!!!ERROR: couldn't open movie file: Z:\Games\FF7\movies\eidoslogo.aviINFO: Z:\Games\FF7\movies\sqlogo.avi; h264/aac 1280x896, 15.000000 FPS, duration: 14.533333, frames: 218set music volume trans: 127->0, step=60END OF CREDITS!!!Entering MAINset music volume: 127Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField StartEntering MAINExiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField StartField QuitEntering 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# 318[BATTLE] Exitting FRAME_INITIALIZE[BATTLE] Begin main battle loop[BATTLE] End of current battle[BATTLE] Begin end battle stuffstop_sound[BATTLE] Entering FRAME_QUIT[BATTLE] endof battle.[BATTLE] Exitting FRAME_QUITEntering MAINExiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAINField Startcross play music: 0set music volume trans: 127->0, step=4set music volume: 127Field QuitEntering 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# 321[BATTLE] Exitting FRAME_INITIALIZEERROR: failed to find file battle/SPAA (LGP) (path: FF7/DATA/BATTLE/EFFECT/HITMARK)ERROR: offset error: ENEMY483.D SPAAERROR: could not open file ENEMY483.DERROR: unhandled exception
Thoughts?
 
The issue lays in battle scene 321, which is animation scene 141 which is sweeper + 2 robots
thats indeed an encounter in the save point room
If you crash at that battle, you're missing the robot model which is introduced by Gjoerulvs Hardcore mod
you need to install Gjoerulvs mod before Nightmare ( and specifically, only the battle.lgp part of his mod )
If bootleg doesn't do this during the installation of Nightmare, thats a bootleg error and needs to be reported to PitBrat

without fixing this you won't be able to get out of Midgar since a mandatory bossfight uses new models and without installing them, you can't fight and thus can't proceed.
 
The bug was in Bootleg.
It was failing to properly install the hardcore mod and the new soundtrack.
I think I've worked all the kinks out now.
I just need to make the Nightmare Conversion visually pop so that the user knows they're in for something unique.
 
You could make selecting it automatically open the first post in a new tab in the browser
At least that way there is some hope people will read it
 
Tenko: Is there a track listing of which music tracks you've substituted for which in the game, or is it too many changes and additions to easily list?

In the install of Nightmare I'm (attempting) to play (I can't even get past Scorpion Guard =_=), some of the loops are a bit funny, and I'd like to have a go and making them loop a little better if I could.
 
I could make a list of which music ID the original game plays and which Nightmare plays but if you want to make them loop better you will need to edit the actual music files itself to loop ( like, convert to .ogg, set looping points. not hard just extremely tedious ) properly
I couldn't find the time to do this though

Most of the OST is replaced.
I replaced ALL music EXCEPT these: ( And I might replace some of these when I get to CD2 and CD3 )
boo.mp3
cintrio.mp3
crlost.mp3
crwin.mp3
date.mp3
fan2.mp3
( I'm getting lazy of typing .mp3 so just assume that everything beneath here has .mp3 at the end )
fin
guitar2
jyro
ketc
lb2
lb2_awe
makoro
mogu
nointro
oa
parade
red
rhythm
riku
ro
rocket
roll
sadsid
seto
si
sid2
utai
vincent
waltz
weapon
yado
yufi
yufi2

that is 34 intact of 94 total
so I replaced 60 tracks of the original OST with the Nightmare OST
 
OK, awesome - I'll take a look and see if I can't make these loops a little more seamless.
 
If you upload the tracks you looped, I will use them instead of the mp3s I use right now
 
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