Possibly, but out of scope, I'm afraid.
Possibly, but out of scope, I'm afraid.
So far, I haven't done any work to port Rebirth to the PC version. It's something I might look at later, but I'd want to release the PSX build first.
In the mean while, if you're looking for a 'hard mode' mod on PC, you might enjoy something like Armorvil's AV mod, or gjoerulv's Nightmare Edition
I haven't had a lot of time this last six months or so, but I have fixed a lot of the bugs on Disc One. I'm nearly ready to start working on Disc Two.
Bit late to reply, but - IIRC, you push a metal barrel onto the wire so it completes the circuit.
Yeah, I'm aware of that issue. It will be fixed in the next release. In the meanwhile, you don't have to do anything with the item - it won't do any harm or cause any bugs.
Glad to hear you enjoyed the demo otherwise!
Even if it's more realistic - that doesn't make it more fun.
The mod is gold otherwise, though.
Fun mod, but the soldiers' reactions need to be nerfed. It's no longer possible to outflank them, and they'll always react faster than a human player, so it's no longer possible to polish off an encounter without losing HP the way you could in HL1.
Still enjoyable to play, though. Hopefully with a few tweaks and the Xen chapter this will be MotY 2013!
Yes, I'm aware of this thanks.
Only disc one in the current demo - though work is underway on discs two and three.
'Blunt' isn't an effect; it's just a description. Maybe I'll get rid of it to avoid confusion.
I'm glad you're enjoying it so far.
The new enemies and AI, along with the 'squad leader' system are absent. Creating new enemy encounters was far too labour intensive, and had a lot of potential for bugs, as you probably saw. Maybe in a later release I'll reintroduce them, but not for some time. I just don't have the resources.
I haven't implemented any Null-Element spells; they wouldn't be trivial to develop (lots of extraneous AI in a KERNEL file that has size limitations to begin with), and there's not many spells besides. As for the accessories, I haven't removed the element-absorbing equipment, but I have made sure Jenova-BIRTH doesn't rely purely on water attacks, if that's your concern.
That's right - it's a PPF patch file that you can apply to an NTSC PSX ISO.
Just a note - the mod's not dead, in fact, I'm planning a Disc One demo for April-ish. Stay tuned.
Ah, random Death Knights. Should be interesting.
You should download the latest version of the demo. That will solve your battle woes.
Thanks for your responses - this is always genuinely helpful.
* Sector 5: At the time, I thought duplicating enemies would give the player chance to 'master' an encounter, and be rewarded for it. But perhaps I need to add more variation...
* Sector 6: You're right. The thief is a pretty interesting enemy, not least when items are already scarce...
* Aps: Now you mention it, it's too easy to just tank until Aps kills himself. That's something to modify.
* Reno: Perhaps he should carry some sort of equipment? Maybe something relevant to the Shinra HQ?
* Tifa's supposed to be something of a glass cannon, but I appreciate that phoenix downs are quite rare in those early chapters, so I might boost her initial HP or vitality a little.
As I said, these insights are really helpful.
Aha. Another FF mod called 'Rebirth', doing, well, the same as mine does for Final Fantasy VII.
At any rate, I'm very much interested in this mod, and I hope you'll feel likewise towards FF7: Rebirth, too.
You can download the demo using the following link: Mediafire.com
The demo download had a few bugs, and has been taken down briefly.
In the meanwhile, download the latest patch from Mediafire.com
Another bugfix posted. Again, download the patch and repatch the ISO - whether fresh or already patched. Previous saved games will be compatible.
The original file had a bug - the second random battle would crash if Cloud had less than 50% HP.
Redownload the file and repatch the ISO.
I'm really sorry about this.
There's a News post about it, awaiting moderation.
Basically, a Midgar demo before the end of the year.
Yes. This would actually be quite doable. Battle scripts can change global variables. There's one floating around that determines if Pandora's Box has been used or not - Dragon Zombie's AI no longer respects that variable, so there's some data we could use.
Destroying a weapon would simply add to that variable. Ultima adding 1, Ruby / Emerald adding 2 each, to a maximum of five. These variables could alter stats, but also AI (the chances of using particularly nasty attacks in a row, for instance).
It sounds to me like an excellent idea.
It's still on my mind. I've got a lot on my plate at the moment, but I can guarantee that once this is sorted out, I'll be able to up my pace. I've recently been polishing off AI scripts and thinking up potential enemy encounters, although I'm prepared to make a beta release and add new battles afterwards.
You have to use tools like CDMage to edit the files on the disc, as you can't exceed the original filesizes (without rewriting the filetable, which is very difficult). Other than that, lots of reverse engineering and hex editing.
Yes. I've taken a quick break from REBIRTH...
... to create a program that will let me rebalance limit breaks!
It's called 'Libre' (LImit BReak Editor) and works much like NFITC1's Wallmarket, except that you can now modify and edit limit breaks in the FF7 LIMITMENU.MNU. With this, I'll be able to do a lot more than beforehand.
I'll be altering info in the beginner's hall, yes, to reflect changes in the elemental and status vulnerability systems.
Surely, you mean PC version? I did hear of a PSX version, but I'm not sure if it really exists. The executable its code are radically different on PSOne, so I'm not sure if anyone's been able to modify it yet. If you can find it, though, there'd be no point to me incorporating it. Just apply one patch, and then the other...
You need a PSOne ISO to make a PSP eboot, so yes, it matters. The ISO that the eboot application needs to refer to must 'make sense', so the size of the file still matters.
The issue with KERNEL.BIN size is nothing to do with the size limitations of the physical disks, but to do with the fact we're altering files without changing the filetable at the root of the disk. If we make the files on disk no longer match this table, the disk can't be read. And as we don't have the tools to produce PSOne compatible disks from scratch, we can't build a filetable that runs on the hardware either.
Yojimbo_Beta
Jimmy joined
This member has provided no bio about themself...