NT Content & Features: Requests, Suggestions, & Bug Reports
#41
09 July 2015 - 01:35 PM
#42
09 July 2015 - 10:28 PM
hobojobos, on 09 July 2015 - 01:35 PM, said:
The quickest way to check is to board the Highwind and then head for the ship interior. If there isn't an NPC in a black-cloak hanging around selling equipment then the flevel isn't correct.
#43
10 July 2015 - 08:19 AM
I realize my mistake in hindsight. I downloaded your mod in February thinking I would install it using my actually ff7 cd copy. When I found out it only works on the pc/steam version I set it aside. When the steamsale hit I bought ff7 and installed the old version thinking it was still up-to-date.
I have the right version now (updated save spots as well as the merchant in the highwind), but now I wonder how much stuff I missed up till diamond because I had the old version.
Felt like I've led you on a goose chase fml...
#44
10 July 2015 - 12:56 PM
hobojobos, on 10 July 2015 - 08:19 AM, said:
I realize my mistake in hindsight. I downloaded your mod in February thinking I would install it using my actually ff7 cd copy. When I found out it only works on the pc/steam version I set it aside. When the steamsale hit I bought ff7 and installed the old version thinking it was still up-to-date.
I have the right version now (updated save spots as well as the merchant in the highwind), but now I wonder how much stuff I missed up till diamond because I had the old version.
Felt like I've led you on a goose chase fml...
No worries, this has happened before a few times when installations/other mods get mixed up, etc. For the update, I'm going to add in a 'special' encounter or two that'll warn the player that they don't have NT's flevel installed.
#45
25 July 2015 - 12:19 AM
#46
25 July 2015 - 06:14 AM
Robo Jesus, on 25 July 2015 - 12:19 AM, said:
Yeah, just checked them; that seems to be the only one out of place. Good thing you spotted it though, that mistake could have been floating around for a while. I didn't actually realise it was the wrong source even when I was using that option during my test run.
#47
25 July 2015 - 06:30 AM
Sega Chief, on 25 July 2015 - 06:14 AM, said:
Heh. Speaking of odd stuff I noticed and am not sure anyone has commented on yet, but why is the Chocobo Summon materia when you claim it 'Mastered' (labeled as Mastered at top, with 0 down below it) while all the other summon materias I've found so far are set at 0/0?
#48
25 July 2015 - 11:46 AM
Robo Jesus, on 25 July 2015 - 06:30 AM, said:
Ah, I forgot to change that. I was going to set all the Summon Materia to drop as Mastered. Fortunately it's not mechanically important, and it doesn't affect Missing Score even if you gather AP on it, just a cosmetic thing I forgot to do.
#49
27 July 2015 - 04:01 PM
#51
28 July 2015 - 02:58 AM
I took a few minutes to make sure it wasn't randomly selecting the party (as the first five mugs all hit my party members before the RNG finally selected an enemy at random).
So yeah, the effect does not match what is selected with the "Mug" command. It will allow you to target, but who it actually attempts to steal from is completely at random.
#52
28 July 2015 - 06:23 AM
Robo Jesus, on 28 July 2015 - 02:58 AM, said:
I took a few minutes to make sure it wasn't randomly selecting the party (as the first five mugs all hit my party members before the RNG finally selected an enemy at random).
So yeah, the effect does not match what is selected with the "Mug" command. It will allow you to target, but who it actually attempts to steal from is completely at random.
Another target flag problem ,_, I'll restore the original flags.
#53
28 July 2015 - 04:07 PM
EDIT; Also, Quake 3 sometimes gives a splotchy block (literally a square, near the top of the animation) of garbled pixels near the end of when it's being used.
#54
28 July 2015 - 04:22 PM
Robo Jesus, on 28 July 2015 - 04:07 PM, said:
EDIT; Also, Quake 3 sometimes gives a splotchy block (literally a square, near the top of the animation) of garbled pixels near the end of when it's being used.
That's bad news, I'll bet the third Limit is what's done it. Hopefully I can correct it by removing it (though the third limit will appear as a blank ability in your Limit menu, using it should result in a not enough MP message and that's it). I'd better get that patched tomorrow.
The texture glitch on Quake 3 is a problem with the default game too; not sure if it's Aali's driver or what, but sometimes it'll load menu textures instead of the actual Quake ones. Harmless as far as I know, but a tad distracting.
#55
28 July 2015 - 05:58 PM
Sega Chief, on 28 July 2015 - 04:22 PM, said:
The texture glitch on Quake 3 is a problem with the default game too; not sure if it's Aali's driver or what, but sometimes it'll load menu textures instead of the actual Quake ones. Harmless as far as I know, but a tad distracting.
Ahh, ok. Thankfully I was able to reset the limit back to 1 with that issue there. And it's a pity too, as I kind of liked Toy Soldier.
Anyways, another text note issue thingy. In Wutai, there's a guy who talks about Yuffie and how she "Hides in the shadows", well, the text box breaks there too due to the line being too long. I'm pretty sure all that's needed to fix that particular issue there is removing the word "The" from that portion of the line.
#60
29 July 2015 - 01:46 AM
Robo Jesus, on 28 July 2015 - 05:58 PM, said:
Anyways, another text note issue thingy. In Wutai, there's a guy who talks about Yuffie and how she "Hides in the shadows", well, the text box breaks there too due to the line being too long. I'm pretty sure all that's needed to fix that particular issue there is removing the word "The" from that portion of the line.
The text boxes can be re-sized, which is kind of the cause of the problem as well; the old version of the tool I had didn't re-size properly so a lot of lines got 'squashed' as a result (I'd usually re-size the boxes in passing, thinking I was cleaning up all the empty dead space in them). The new version fixes this, but there's still a few lurking about. I'm going through it all field by field, but I'll jump up there and take care of that one.
#61
29 July 2015 - 02:47 AM
Anyways, I spent some time thinking about Throw, and I think I know why it sees so little use.
Mainly, the best items to throw tend to have a large gil cost to them, and early in the game, especially with NT, you have to seriously watch your spending. This in turn means that players won't tend to have a lot of extra weapons lying about that they can experiment with throwing and seeing how useful that would be. I think this might be fixable by having a few items specifically for throwing (price and power-wise), but I'm already cringing because I know you're using all those unused item slots from the vanilla game. But yeah, that's my initial thoughts regarding why Throw sees so little use early-in the game, and by the time you can afford to play around with it, you'll tend to have better, more cost-effective attacks to use anyways.
#62
29 July 2015 - 08:10 AM
Robo Jesus, on 29 July 2015 - 02:47 AM, said:
Anyways, I spent some time thinking about Throw, and I think I know why it sees so little use.
Mainly, the best items to throw tend to have a large gil cost to them, and early in the game, especially with NT, you have to seriously watch your spending. This in turn means that players won't tend to have a lot of extra weapons lying about that they can experiment with throwing and seeing how useful that would be. I think this might be fixable by having a few items specifically for throwing (price and power-wise), but I'm already cringing because I know you're using all those unused item slots from the vanilla game. But yeah, that's my initial thoughts regarding why Throw sees so little use early-in the game, and by the time you can afford to play around with it, you'll tend to have better, more cost-effective attacks to use anyways.
There is a dude on Qhimm, Bowser, who swears by throw as a great boss-buster. I'd looked at the idea of making some Throw-only weapons early on, but a problem is that I can't edit shop prices without editing the .exe which I want to avoid the mod being dependent on due to compatibility clashes with popular mods like Menu Overhaul, etc. That being said, there is a Battle Square prize which dishes out 30 Rising Sun weapons to be used (it's suggested) as Throwing fodder but this doesn't become available until Disc 2/3 and is a random outcome of the Mystery Prize.
You can fund Throw if you steal a few weapons from certain enemies, but I don't think it'd be cost/time effective to use them on anything except tough solo enemies + bosses.
#63
02 August 2015 - 09:23 AM
From what I've lurked and read on qhimm and here, It seems that no one else has reproduced this freeze. The screen just goes black and the music still plays after finishing the mini-game with Heidegger and going inside the cargo ship. It turns black instantly right at the first screen and I can't progress the story anymore
If anything, I'm playing the steam version of this and have applied the hotfixes that was released on the 30th.
#64
02 August 2015 - 12:45 PM
ShiyaNuu, on 02 August 2015 - 09:23 AM, said:
From what I've lurked and read on qhimm and here, It seems that no one else has reproduced this freeze. The screen just goes black and the music still plays after finishing the mini-game with Heidegger and going inside the cargo ship. It turns black instantly right at the first screen and I can't progress the story anymore
If anything, I'm playing the steam version of this and have applied the hotfixes that was released on the 30th.
Do you get to see the Junon Cargo ship on the world map, or does it freeze before Cloud says 'We'll sneak across the ocean in this ship, even if we are wearing shinra uniforms' or something to that effect?