STICKY: 2D Overhaul & WMRP *OFFICIAL PROBLEM THREAD*

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disabling texture compressions seems to have worked. id love to know what that exactly does though. i want the best out of these patches/mods.
 
Texture compression caches the textures for faster loading and prevents those little freezes. I believe the problem is related to Aali's newest driver and not the Team Avalanche mod.
 
disabling texture compressions seems to have worked. id love to know what that exactly does though. i want the best out of these patches/mods.
like the rage says its not much of a big deal at all. besides aali is a total genius and he will get around to fixing the problem sometime. Other than minor stuttering in the beginning of battles and longer loads from screen to screen you shouldn't notice much of a difference with compression off. Also I love the name, very humble ;]
 
haha thanks for the comments guys. this forums been very helpful. games running great. i just got out of midgar. i also have one more question, the background or environment of the game is very pixelated. not the world map but in a town or dungeon. ive seen vids of ppl with very clean environments and was just wondering how i can get mine like that. any thoughts are much appreciated
 
well you've probably seen pictures of people running the game on low resolutions. You see the backgrounds themselves are very clean images , but they are also very small images, mostly 512x512 so on most modern monitors there will be a substantial amount of stretching and therefore pixelation. However there are two projects running right now (I am actually in charge of one of them) to resize the background images (usually to around 4 times the original size) using advanced fractal algorithms, making them more suitable for hd resolutions. Its a very long and tedious process as there are literally thousands of backgrounds in the game, and its not just as simple as resize and success. You see they also have to be cut into layers to work correctly and this can be a very time consuming process. It depends on how much help I receive in the future but this project could take anywhere from the next 3 months to all year long if I have to work all by myself. I'll post some links so you can check it out, both me and sl1982 have demo releases that you can install and try in game.

here is a link to my project
https://www.ff7catalog.com/threads/7681/

and here is sl1982's project
https://www.ff7catalog.com/threads/7678/

we both have pretty much the exact same goal in mind and we are using the same software (Perfect resize 7) to resize the images using fractals. Only difference is we are using slightly different methods to clean up the images after resize, and for the sake of all the backgrounds being consistent with one another, we have decided to keep our projects separate for now. Check back soon once I release my next section of backgrounds I am going to be posting a tutorial and an online spreadsheet so that everyone can help us out and we can hopefully get this done in the next few months.

Also you might want to have a look at these two threads as well
https://www.ff7catalog.com/threads/6506/
https://www.ff7catalog.com/threads/6994/

this is an ongoing project to remake the backgrounds, models, and pretty much everything from scratch, at least for the very beginning of the game. It's one of the best projects going on here right now and look around the team Avalanche forum in general and you should find a lot of exciting stuff in the works!
 
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Why is this in the troubleshooting thread exactly?
I think a better question is why the problem thread and the battle scene reconstruction thread both have "OFFICIAL" misspelled.
 
well he asked a question so I gave him an answer. I apologize I didn't really think I probably should have PMed him. My apologies.
 
well thanks for the info yarLson that makes alot of sense about the stretching to fit monitors. and ur background images look great! too bad i plan on beating this game and never playing it again but for future gamers theyll be very happy!
 
Well i'm getting the "Opps! something bad happened" error after the first video when you start the game after installing this, so I restored the original "world_us.lpg" file and it fixed it it....but I shouldn't have to do that, and I would loose whatever changes were made in that file.

I have Aalis opengl installed and the Phoenix Rejuvenation Project installed. I've tried re-installing the game and the mods a few times but get the same outcome.

So i'm guessing there's a problem with the "world_us.lpg" file that comes with this installer?
 
I'd be willing to bet the problem is with PRP, not this. PRP's installer is known to be on the buggy side.
 
I'd be willing to bet the problem is with PRP, not this. PRP's installer is known to be on the buggy side.
Nahh, I installed this without PRP and it did the same thing.
 
he's right try turning off texture compression. For some reason the newer version of aali's driver has problems with modded .lgp files, and turning of texture compression solves the problem. You have to have world_us.lgp as that's where most all the files are so don't get rid of it. There's almost no point in installing the overhaul without it. WMPR stands for World Map Reconstruction Project and all the reconstructed world map files are in world_us.lgp. It's the bread and butter of beta 9. Although there are some really good extras as well.
 
Hey guys,
first of all iam sorry for my bad english, but i think you will handle this.

i cant run your mod, it doesnt want work :(

What if have done:

1) Install Game (Original FF7 German)
2) Patch to 1.2
3) Chocobo Patch
4) Install FF7_OpenGL_v0.7.10b
5) Configure (resolution and turn off texture compressing)
6) Install Avalanche High Res (Beta 9)

I Start the game and load a Worldmap Save
Nothing change (the world map, menu, skins, texture)
all looks like the original
if i entering battle i got a black screen.
somehow the game runs stable
but the avalanche mod didn´t change anything.
it looks like the original

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INFO: FF7/FF8 OpenGL driver version 0.7.10bINFO: Auto-detected version: FF7 1.02 GermanINFO: ATI Technologies Inc. ATI Radeon HD 4800 Series          3.3.10524 Compatibility Profile ContextINFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Number of texture units: 8INFO: Original resolution 640x480, window size 1680x1050, output resolution 1680x1050, internal resolution 1920x1440INFO: 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.LOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END ERROR: could not open file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfginitializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedINITIALIZING MIDI...selecting device 0:Microsoft GS Wavetable Synth, mid=1, pid=27,midi data type: GENERAL MIDIusing midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgpmidiOutGetVolume returned: ffffffffMIDI INITIALIZEDset music volume: 127MIDI set volume: 127100% of 127 = 127set music volume: 127MIDI set master volume: 100MIDI set volume: 127100% of 127 = 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: F:\FF7\Movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152set music volume trans: 127->0, step=60MIDI set volume trans: 127->0; step=60MIDI stop - OKMIDI stop - OKEND OF CREDITS!!!Entering MAINset music volume: 127MIDI set volume: 127100% of 127 = 127Exiting MAINSTART OF MENU SYSTEM!!!END OF MENU SYSTEM!!!Entering MAINExiting MAIN-=-=[START OF WORLD MAP!!!]=-=-stop_soundMIDI set volume: 127100% of 127 = 127cross play music: 0set music volume trans: 127->0, step=4MIDI cross fade: 13, time: 4MIDI set volume trans: 15->127; step=4MIDI set volume: 127100% of 127 = 127MIDI play: 13reading midi file: TA.midcurrent volume: 127MIDI is playing SUCCESSFULLY!!!set music volume: 127MIDI play: 7reading midi file: BAT.midcurrent volume: 127MIDI is playing SUCCESSFULLY!!!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# 32[BATTLE] Exitting FRAME_INITIALIZEERROR: unhandled exception
I tryed to rename world_us.lgp in world_gm.lgp but it does not work :p
does your mod dont support german version? :)

i try since 4 days to get this mod working, google does not help.
anyone can give me so advise?
 
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i got your GUIv2.0.5 working,
end every other mod who needs to be modify the .lgp

got NPC-Projekt, Avatars, High Res Cloud/Barret and High Res World map worked too.

only the avalange high res texture wont work.


it would be pity if u only suppoer us clients, you got a german fanbase too :)
 
I am sure I do, but i do not speak german, nor have the german version to test. So if someone wishes to modify and test the avalanche projects with the german versions I will be happy to post links to the files. But other then that I will not be supporting other languages.
 
I'm totally guessing here but:

Couldn't you just put the textures in modpath? Since it doesn't use the lgp?
 
i put the textures in modpath (avalanche)
the installer does.

but i think it wont work because the installer copy a world_us.lgp and menu_us.lgp
just rename the world_us in gm crash the game.
copy the content form _us to _gm make no change in the game.

there must give way to get this mod work.
there is no "much" different between us and other langues.

edit:
i try to juste rename world_us and menu_us in _gm.
i got smal progress...
he cant load/open buster.tex (no start screen)
then i try to load a save game, and now he got the new avatars great! :)
try to load a worlpmap savegame -> blackscreen

edit2: i compare the menu_gm with _us
in the _us there is missing the buster.tex and some "avatar_tex"

for example:
_us  got barre.tex
_gm got barre.tex and barre_I.tex

edit3:
tryed some tricky.
extract all content from word_us and paste it in world_gm.
game works now, but no changes there :)
 
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