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7h's Issues

Few More UI Changes (Kaldarasha Requests)

Refer to the image below for the number references:

  1. Take this side bar out for the Public release, and only keep it for the Debug release.

  2. Move these buttons to the right-side when Compact List is unchecked (disabled). Keep them in the same place when Compact List is checked (enabled). Not sure if this can be done. Can they be dragged somehow instead of having to click an up/down button for each move? If you have any suggestions, let me know.

  3. In the Active Mods tab, get rid of the Installed box next to the mods. It's obviously redundant.

  4. Get rid of the Custom GL Config button. It doesn't really serve a purpose for anyone, therefore it is never used.

promisechains

Incorporate lightweight GameCoverter

It would be nice if 7H included a lightweight version of GameCoverter.

And by "lightweight", I mean it should just do 2 things: (1) convert the ff7.exe to Eng 1.02, (2) install Aali's patch.

Moreover, the Aali patch step should be optional, and it should be possible to do it as a separate step later.

I'll add a separate issue/ticket regarding managing mutiple versions of Aali's patch.

New builds of 7h/gl dont process scene.bin

Confirmed working on public build 1.54.

I will provide files to make this easier to test and debug, in the provided save file load up the first slot in train graveyard, and run around to generate a random fight, you want to spawn two ghosts and a deenglow (I get this first time every time in all my tests so far), its a common spawn. The deenglow if the scene.bin is processed will be level 99 and have a turbo ether as the steal item. If it attacks it will do a "lot" of damage over 300 or over 700 on a crit. On stock scene.bin if the file fails to process, it will only do around 24 damage, and have an ether for steal.

Files attached are a iro (in folder format) for testing, and save file.

I tested on my trueodin custom build, fork made by unabomb and the canary build, all 3 builds have the same problem, tested with 0.96 opengl driver, but works on 1.54 with aali driver.

I am also supplying the debug log, this log only has the iro loaded so is clean of other mods, I observed in the log it searches for kernel.bin and kernel2.bin, but doesnt search for scene.bin.

The debug log is from my older trueodin build as the 2 newer builds both crash when generating the log. (seperate issue)

save00.zip
ChrisBalance.zip
log.txt

v1.56 - DebugView Not Working

I can no longer get debug reports from DebugView with v1.56. Not a major issue, so for now I will use v1.55 for my debugging.

crash on mod activation

setup a fresh install of ff7, converted, setup 7h settings based on the usual guide, installed reunion and menu overhaul, when i click activate it crashed with

System.NullReferenceException: Object reference not set to an instance of an object.
at Iros._7th.Workshop.fLibrary.CheckAllowedActivate(Guid modID) in C:\Users\TurBoss\Projetcs\7h\7thWorkshop\fLibrary.cs:line 564
at Iros._7th.Workshop.fLibrary.DoActivate(Guid modID) in C:\Users\TurBoss\Projetcs\7h\7thWorkshop\fLibrary.cs:line 624
at Iros._7th.Workshop.fLibrary.ToggleActivateMod(Guid modID) in C:\Users\TurBoss\Projetcs\7h\7thWorkshop\fLibrary.cs:line 864
at Iros._7th.Workshop.fLibrary.DoModBarAction(pMod pm, ModBarAction a) in C:\Users\TurBoss\Projetcs\7h\7thWorkshop\fLibrary.cs:line 920
at Iros._7th.Workshop.pMod.bActivate_Click(Object sender, EventArgs e) in C:\Users\TurBoss\Projetcs\7h\7thWorkshop\pMod.cs:line 200
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Add support for Plugin load order to XML

Having built Ultrasound to support plugins loaded via 7th Heaven, the Plugins for Ultrasound must be loaded before Ultrasound Plugin is loaded.

So this is a feature request to support a LoadPriority for plugins. and if no priority is specified it defaults to 1 so plugins that need to load before others can use 0.

E.G

  <LoadLibrary>VoiceHook.dll</LoadLibrary>
  <LoadPlugin Priotiy=1>Ultrasound7H.dll</LoadPlugin>
  <LoadPlugin Priority=0>UltrasoundInputHooker.dll</LoadPlugin> 

Instead of

  <LoadLibrary>VoiceHook.dll</LoadLibrary>
  <LoadPlugin>UltrasoundInputHooker.dll</LoadPlugin> 
  <LoadPlugin>Ultrasound7H.dll</LoadPlugin>

Feature request: Exe Volume equalizer

With some mods needing to use different exe's to work properly, it would be nice to have something in the general settings that would equalize the volume of all the exe's so whenever you switch to a different one it wouldn't start at full blast.

External iro packer/unpacker

It would be great to have an external tool to pack or unpack iro files, so I can pack mods through the command line. Ultimately I want use a batch file to automatically create iro files.

Another Easy Fix...

Movies Path: C:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\movies\

Remove the last \ after movies in the automatic detection.

Dependency management system

Idea: Allow a mod to "depend on" another mod.

Example: The Reunion "New Translation" / "Beacause" IRO could "declare" that it "depends on" the Reunion "Menu Overhaul" mod. If a user activates the first, 7H checks whether the second is also activated.

Implementation detail: In order for any "dependency management system" to work, it needs to be able to uniquely identify a mod/chunk, including it's specific version.

So, every mod's IRO should probably provide a GUID (if not done already) and a version.

If the style of the version string follows Semantic Versioning, it could support even a "range if versions", like "v6.0 or later".

1.5.7 menu display issues

If I play my ff7 game thru the 1.5.6 rc6 I have no issues, text boxes etc. appear as they should, if I play it thru 1.5.7 they are too small, doesn't matter if I use one of the modded .exe's or if I use the enhanced stock ui and or the beta version of menu mod that uses hext to change the dialog boxes for the game. They don't change, don't know if it's a hext problem which i'm making an assumption that it is or something else.

Refresh Button

Can we get a Refresh button added onto the Library and Catalog tabs? The Search button acts as the current refresh, but I get enough reports that say "Nothing shows up..." because they're unaware of the Search button acting as a refresh as well.

UI Text Changes (Last update request...I think...)

Can we make some changes to the text in the UI? I want to clean it up just a bit. Here are my suggestions:

Workshop

  • General Settings
  • Aali Driver Settings

  • Update Catalog

  • IRO Creation Tool
  • Chunk Tool
  • Catalog Creation Tool

  • Toggle Downloads Window

Here are what they correspond to:

General Settings = Settings
Aali Driver Settings = OpenGL driver configuration
Update Catalog = Check subscriptions now
IRO Creation Tool = Pack/Unpack .iro archives
Chunk Tool = Chunk tool
Catalog Creation Tool = Mod Generator Assistant
Toggle Downloads Window = Show Downloads Window

Just a side note, Show Downloads Window is not working right now. It no longer toggles it open or closed.

Config Files Location

Is it possible to move the config files from the %APPDATA%\7thWorkshop to a subfolder of 7thHeaven.exe?

It would make issues with Windows file protection a bit easier to handle, I think.

Improve scripting

Implement what mod.xml does to dynamicaly load content but in lua

Need a better way to dump vars

7H can actually dump vars but as far as I do remember it, 7h needs another tool to monitor them. It would be good if 7H would dump a log file with info of the field id and the vars of that field.

.iro unpacker not unpacking whole archive

The rc6 version does not unpack the whole .iro archive on large size iro files. For example: Field main character models. 7th heaven iro packer/unpacker stops unpacking folders at Red XIII - WolfMan - Red Werewolf + Reasonable Difficulty folder which means all the tifa/sephiroth/vincent and yuffie folders are not unpacked at all not to mention the rest of the red xiii folders. The stand alone iro packer/unpacker by Kaldarasha unpacks all of them. so I'm fairly certain it isn't the iro itself since I just copied the original file and pasted it into the folder for the iro creator tool and used it to unpack it.

Workshop -> Settings -> Extra Folders

Can we get the direct and music folders from the FF7 root folder read by default, rather than having to add them into the Extra Folders window?

I want them read by default the same way that 7H reads other folders, e.g. flevel, flevel.lgp, battle, battle.lgp, etc.

Issue: Auto Detect settings completely wrong.

Not sure why this is happening, but on a fresh install of 7th Heaven, using the auto detect settings puts the absolute wrong path for FF7 Exe, Textures Path, and Library Path.

My Exe Path: C:\Games\Final Fantasy VII\FF7.exe
Auto Detect Path: C:\Games\Final\ Fantasy\ VII\FF7.exe

Movies Path is correct.

My Textures Path: C:\Games\Final Fantasy VII\mods\Textures
Auto Detect Path: C:\Games\Final \Fantasy \VII\mods\Textures\

My Library Path: C:\Games\Final Fantasy VII\mods\7H
Auto Detect Path: C:\Games\Final\ Fantasy\ VII\mods\7H\

I then redid the Game Converter on the main installation area of FF7 from steam, and the Auto Detect put them in generally the same area except for in the steam folder.

It looks like 7th doesn't like folder names with spaces and adds \ to each one, it also adds an extra \ to the beginning and end of the main folders for some reason. This seems to be only an issue for 1.56 as it works perfectly fine in 1.55

Downloads Queue

Can we create a queue for the downloads, so that only one mod category can be downloaded at a time?

I think this will help many users who experience download freezing due to bandwidth issues.

Can We Edit Crash Messages?

The crash messages give coding jargon to explain what caused the crash, so the average user doesn't understand what the message is telling them. Is it possible to edit those messages to give instructions on how to fix the issue?

Canary build: Mods don't affect game. "direct" folder has no files (all empty folders)

Wondering if the direct folder is supposed to have no files. All the folders inside are empty. None of my mods are loading even though I have followed guides, set "music" and "direct" in the extra folders, and made sure direct mode is on. I have the mods I want activated and have triple checked the load order. The only change in-game I see is that it's loading the vgmstream PS1 OST.

Load order:

Satsuki's Battle Textures
NiNoStyle'sModels
Satsuki's Field Textures
New Threat
cmh175 HQ FMV Pack
cmh175 Avatars
Enhanced Stock UI
Kela51 Spell Textures
Satsuki's World Textures

I have to use Canary build because 1.56 fails to load the game with an error on the latest Windows 10, and Canary included the fix to address this issue.

EDIT: I should mention that the mods/Textures folder is also empty.

I have just tried a full uninstall (deletion of all files and registry) and reinstall, and models and textures still don't replace anything. It seems it is trying to replace things but fails to properly.

Readme Button

I would like to remove the Readme Button in the Library tab. It's not a very good feature because the text format in the new window is too difficult to write a proper Readme.

I would suggest we change the mod Link: to Readme: to have it look like this...

Author:
Version:
Readme:
Description

Now, the Readme: can be linked to a Google Docs Page, which has much better formatting tools to write a proper Readme.

What do you think?

Default Entry - Subscriptions Link

Can we get the Official Catalog's subscription link added as the default entry whenever users open 7H for the first time? I've seen enough reports of users just opening 7H and going straight to the Catalog tab, then reporting that they can't get anything to show lol

iros://Url/http$pastebin.com/raw.php?i=dDBkYkDu

Feature request: controller config

would it be possible to have control mapping through 7h? and have it saved in 7h as a way to fix the occasional controls reset bug in ff7?

Title Bar - Add Version #

I'd like the Title Bar to also display what version is running.

Example:
7th Heaven - Version 1.56

update check (for latest version) broken on 1.5.6.10

I wish I could copy and paste the error but the text isnt selectable.

but in short it fails to connect to 92.186.159.60 port 80

1.5.4 on every launch prompts there is a new version available suggesting the update server isnt actually down.

Aali patch version management

Note: This issue is "part 2" that would be an enhancement if 7H is ever enhanced to include Aali's patch ("part 1"), for example see the other issue about including a lightweight game converter.

Since Aali's patch is constantly under development, long-term, it might best to grab the Aali patch from an external location, with versioning. Perhaps a separate GitHub that stores snapshots of different releases.

There should also be a mechanism for 7H to determine whether the driver is already installed, and if so, which version, ideally. (Perhaps by a checksum stored alongside each version snapshot in GitHub.)

Small Error - First Launch Automatic Settings Detection

When you launch 7H for the first time (or whenever the settings.xml is deleted), the automatic detection is making a small error with the Library Path...

Library Path: C:\Games\Steam\steamapps\common\FINAL FANTASY VII\mods/7th Heaven

The final slash is the wrong direction. Simple manual fix, but new users will probably glance right over it without knowing.

Configure Window Requests

I'm working on Catalog 3.0 now, and the Configure window could use some work imo.

  1. Can we enable it to resize and/or maximize?

  2. If we can do 1. above, could the preview image resize and/or maximize proportionately with the Configure window size? Currently, 400x225 is the best fit for preview images, but I'd like larger ones if possible.

  3. Can we create separated option windows (left side pane) based upon how we assign it in the mod.xml? I'm wanting a better way to organize subcategories. For example, download the Field Models category from the Catalog, and the Configure window have separated panes labeled "Objects", "Main Characters", "Support Characters" and "Enemies". Within those panes will be assigned listings just like we do it now.

Workshop -> OpenGL -> Graphics -> Postprocess Drop-Down Menu

Can we get this box to instead read the shader options (.post files) from the shader folder and have it display a drop-down menu to choose from? There are a couple new shaders being worked on right now, and I have some older ones from Bootleg I can add as well.

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