I agree.If they were easy to fix, they would've been fixed.
All you have mentioned is the W-item bugaroony, which I imagine would require a lot of work seeing as how I doubt any of us have the proper tools to edit FF7's code.
I mean, editing .bin files and lgp files are easy, but only a select few know how to go above and beyond. I don't think anyone blames them for not taking on the responsibility of 'Squeenix patch development crew' because it's a big job that, as I said, isn't worth it.
I'm not sure but I think that the reason is that, in this particular occasion, the game calls for a standard ff7 animation instead of a specific Vincent animation. If I remember correctly, Vincent uses some more bones than standard models. If they used an animation that doesn't fit the number and settings of the bones, it would explain why it's screwed up.Yeah I think you'd have to alter his animations to fix that.
Does anyone actually know why that happens?
Already completed? Where the hell did you hear that. I don't think we even at 75% yet... Anyway, if you want a working link to the actual patch I have posted one at the second page of the FF7PRP topic. But be aware that I'm pretty sure that there are some bugs on this version though it's probably playable(didn't tried yet for I have no time...)Â.Woah, stormmedia is back. Any word on the already completed NPCRP being uploaded somewhere?![]()
That's one "bug" I wouldn't mind seeing fixed.I'm not sure but I think that the reason is that, in this particular occasion, the game calls for a standard ff7 animation instead of a specific Vincent animation. If I remember correctly, Vincent uses some more bones than standard models. If they used an animation that doesn't fit the number and settings of the bones, it would explain why it's screwed up.Yeah I think you'd have to alter his animations to fix that.
Does anyone actually know why that happens?
We did edit a lot of .p files, but it won't help here since it's probably the game itself that calls the wrong animation(so .a) so it would require to mess with the code because if we modify that particular animation files it will mess all the other characters that uses that animation (it probably uses Cloud's animations for a character that doesn't fit with them). Maybe someday it will be fixed but it's not at all in our priorities (well not in mine anyway you might ask to the others if you wish)Just trowing ideas out there but since the PRP messes with the required files (you did edit a few .p files if I'm not mistaken right ?) would it be possible to consider including a fix for that particular scene in the next release ?
Cool. Can you release these fixes in a package?I've fixed all AI bugs in the game, including those YT one from opening post. That elixir glitch can easily be fixed by field scripting. And those damage overflow glitches can be fixed too by altering the kernel.