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

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INFO: FF7/FF8 OpenGL driver version 0.7.8bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce GT 240M/PCI/SSE2 3.0.0INFO: OpenGL 2.0 support detectedINFO: Found swap_control extensionINFO: Max texture size: 8192x8192INFO: Original resolution 640x480, window size 1366x768, output resolution 1024x768, internal resolution 1280x960INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: FF7Music helper plugin loadedLOCK 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:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152set music volume trans: 127->0, step=60END OF CREDITS!!!Entering MAINset music volume: 127Exiting MAINSTART OF MENU SYSTEM!!!INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/buster_00.png); this is slow, please convert to 32-bitEND 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# 406INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/coloa_00.png); this is slow, please convert to 32-bitINFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/mods/avalanche/menu/colob_00.png); this is slow, please convert to 32-bit[BATTLE] Exitting FRAME_INITIALIZEINFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Limit/limit/jo_b03_00.png); this is slow, please convert to 32-bitINFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/eskill/jo_b04_00.png); this is slow, please convert to 32-bit[BATTLE] Begin main battle loopINFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/bolt1/thunde00_00.png); this is slow, please convert to 32-bitINFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/bolt1/sonic_1_00.png); this is slow, please convert to 32-bit[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# 412[BATTLE] Exitting FRAME_INITIALIZE[BATTLE] Begin main battle loopINFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Limit/bigshot/hvshot_00.png); this is slow, please convert to 32-bitWM_CLOSE [BATTLE] Entering FRAME_QUIT[BATTLE] endof battle.[BATTLE] Exitting FRAME_QUITField QuitUNINITIALIZE DD END UNINITIALIZE DD
Interesting that turning cache back on (even with the old cache folder deleted) the font gets screwed up again.

Also the Limit text problem is fixed with cache off.

EDIT:  I used restore in that first battle but it still used the original texture.  It doesn't say any textures failed to load either.

Also putting seffect folder in the modpath didn't fix the problem.

Started with a fresh battle.lgp.  Update in a few mins.

Okay so the fresh lgp fixed my problems.  Have you found a way to make caching work with the new GUI?  Also I can't seem to download .7.9b from aali's link :<
 
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Damn I feel stupid for posting this, I assume it's something that should be obvious, but I'm "desperate!" I've heard so many good reviews of the project and it's so unfortunate that it's the only mod I can't get to work...heheh

So, I went and downloaded the most recent version of Aali's Graphics Driver, and it works just fine (Vista sucks, but it does have openGL)

I installed it just like the forum described:

Extracted all of the files to my ffvii folder

Changed my OpenGL.cfg (just changed the window size)

and every time in the past like 40 attempts of downloading Team Avalanche's low res it kept telling me that I've failed to install it, or that I've installed it correctly...

It seems like it should be almost painfully simple, is there anything I'm missing?
 
Edit: total mistake, it looked like it would work but then it just did the same thing. Who knows, I think I may be able to get the spoiler texture pack working though, so that's a plus :)
 
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Did you set to use the custom driver in Aali's custom config file?
What exactly does it say when it says it's "Failed to install"?
 
I'm not too much of a nublet when it comes to this kind of thing, I read the instructions and followed them to the letter haha. I did set the config to custom driver, and all it says can be found ^ up there, "Aali's custom driver is not installed, or not installed correctly. Please re-install and try again. To download driver go to https://www.ff7catalog.com/threads/5456/"
 It's really a head scratcher :s
 
Okay
What OS are you running? (windows XP, Windows Vista, Windows 7, Linux, OS X, ect.)
Are you running the installer as admin? (only if Vista/7)
Is your FF7 directory located in C:? (not that i think it matters)
What language is your FF7 in?
Did you run Aali's custom config file? and set it to the custom driver?
Did you include EVERY file from Aali's driver in your FF7 directory? (overwriting when needed in the case of upgrades)

Please help us (well mostly them) help you by providing the information :D
 
heheh okay Hellbringer :)

Well, I'm running Windows Vista (32 bit home premium, dunno if that matters)

My game's located in C:program files/squaresoft/

I tried running it both normally and as an admin, and got the same result for both.

Language:English

Changed the config from software render -> custom

And I did use all of the files. I'm thinking of trying something new, however, since I was gonna reformat my pc anyway.

A: I'm gonna download the game normally, install the 1.02 patch, then take all of the files from Aali's latest driver and put it in the ffvii directory.

Before installing any mods, I'm either just going to download the Team Avalanche mod beofre anything else (OR) right after installing the Pheonix Rejuvenation Project. When I looked the process up originally it said to install the PRP before it, but I'm having some second thoughts.

Any input would be greatly appreciated :)

Edit: Originally didn't think the home premium part for my version of windows really mattered but...well, who knows.

Edit: Nevermind, don't need help any more :s turns out I never ran Aali's config as an admin. If anyone else has that problem, it could just be that simple mistake haha... /facepalm

Thanks a ton for the help HellBringer, I appreciate the thought :)
 
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Well. I encounter this thing several times now. When I use certain magic spells. This thing pops out. I think theres a problem with the textures of the magic spells and such. Anyone knows how to solve this problem?
OS: Vista 32-bit
Version: English
Patches & Mods Used: 1.02, Aalis Driver, FF7 Music, I used Wallmarket to change the spell names. I also used the Avalanche GUI V2.0.5.
There is a texture folder in my ff7 directory. And it contains the limit folder, spell folder, summon folder, and WMRP folder. I dont know why it happens though. But some of my other spells work like bolt2 and fire2.
 
If you checked your applog you would probably see some other errors that are actually causing this.
I'll bet you anything it says "missing external texture" before every one of those.
You still have .tex files installed from the old 2D overhaul.
 
All spells and battle effects still use the old format aali. None of it has been upgraded to modpath.
 
How can I use it properly then? I think the use of the GUI is that I'll just install it and its done.
 
Normally that is all it takes. You must have something wrong with your setup. Please post your ff7opengl.cfg and app.log
 
Here's the ff7_opengl.cgf
# ff7_opengl-0.7.9b config file


## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.

# set the window size (or fullscreen resolution) of FF7
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 0
window_size_y = 0
preserve_aspect = yes
fullscreen = no

# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = none

# check your driver settings if this option doesn't seem to work
enable_vsync = yes

# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode
# vsync must be enabled and working for this to have any effect
minigame_framelimiter = on

# same thing, but for the battle swirl
battleswirl_framelimiter = on

# allow FF7 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off

# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.
# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.
music_plugin = plugins/ff7music.fgp


## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.

# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patch
transparent_dialogs = on

# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugo
break_9999limit = no

# include armor in magic defense calculation
mdef_fix = yes

# expand battle viewport to cover entire screen and make the battle menu transparent
new_battle_interface = on

# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = no


## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.

# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = no

# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes

# enable alpha blending for textures without an existing blending effect
fancy_transparency = off

# display frames per second counter in upper right corner
show_fps = no

# display some real-time debug information
show_stats = no

# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = yes

# replace FF7's default framelimiter timer source
use_new_timer = yes

# use a more stable (but less accurate) timer to control FF7's framelimiter
# this option has no effect unless the use_new_timer option is on
use_stable_timer = no

# plugin used to play movies, FFMpeg is the only choice for now
movie_plugin = plugins/ffmpeg_movies.fgp

# vertex and fragment shaders
vert_source = shaders/main.vert
frag_source = shaders/main.frag

# YUV fast path shader
yuv_source = shaders/yuv.frag


## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.

# read files directly instead of using LGP archives
# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,
# if this file doesn't exist it will look for the original in the LGP archive
direct_mode = off

# show every failed attempt at loading a .png texture
show_missing_textures = no

Where can I find the app.log? Is it in the ff7 directory? The one with the APP file name that can be opened with notepad? If that is it, here it is.

INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce Go 6100/PCI/SSE2/3DNOW! 2.1.2
INFO: Found swap_control extension
INFO: Max texture size: 4096x4096
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.

By the way, I dont know how to do the one with the scroll thing if you want to post long messages. So if any moderator see this, kindly edit and put it that way if it bothers you. Or you can just tell me how to do it.  ;D
 
Change the line in ff7opengl.cfg that says this: ' mod_path = none' to 'mod_path = avalanche'
 
Still, no change. One question. Should I have an avalanche folder inside my mod folder in the ff7 directory or not?
 
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