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Beta files and Changes

Started by VincentCraven, November 04, 2007, 10:10:45 pm

VincentCraven

November 19, 2007, 08:10:55 pm #20 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
judo outfit fix: http://www.fileden.com/files/2007/10/29/1552821/SCUS_942.21

Yeah, I apparently allowed some higher end equips for the enemies and forgot to add that to the list of changes.


Did the Angel of Death cast any good spells? His skills might need a boost if he was too easy.
I changed jobs and that has made all the difference.

Argg0

November 20, 2007, 09:40:25 am #21 Last Edit: December 31, 1969, 07:00:00 pm by Argg0
How low was your Faith?

Gravi 2 has a considerably good chance to hit (K = 160, which is the same as Lich and Life Drain), so probably was Faith and Compat the reason of that.

Also, Zalera does not have Loss,  it has Confuse 2, which can be negated by low Fa.

And... How buffed were the Undead knights? Like the ones I buffed or just gave M Arts? I think the ones I buffed I over did it... >_>

Prinygod

November 20, 2007, 01:11:06 pm #22 Last Edit: December 31, 1969, 07:00:00 pm by Prinygod
maybe compat, but my lowest faith was 69. Your right, i meant Nightmare not Loss. He never used confuse 2. I didn't use your battle edit, and Zalera was dead be for the knights could even attack.
Check out www.mamehub.info an online emulator that combines MAME and MESS

My youtube channel http://www.youtube.com/user/Prinygod?feature=mhee

VincentCraven

November 20, 2007, 06:27:16 pm #23 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
I'm not sure if it changed this before or after the last download, but if Judo Outfit makes your unit Transparent, re-download the SCUS_942.21.
I changed jobs and that has made all the difference.

Argg0

November 20, 2007, 09:44:56 pm #24 Last Edit: December 31, 1969, 07:00:00 pm by Argg0
Wait, Zalera was dead before knights could get a turn?

I played phil patch and Zalera kicked my ass (I tried using ska's save just to see)... I had Beow, Agrias, Orlandu, Mustadio and Ramza... No one was overleveled or something (Orlandu only knew like 4 skills).

Vincent, did you make Zalera a joke?

Or... How overleveled were you Priny? I remember you saying that bard was owning early on and wanted to see how it would be later, that means that you had bard by chapter 1? So... you are REALLY overleveled, meaning that no matter how buff a monster is, it will still be owned by knowladge.

Prinygod

November 21, 2007, 12:26:51 am #25 Last Edit: December 31, 1969, 07:00:00 pm by Prinygod
I don't think I'm over leveled, around level 40. If you read again, i said they didn't get to attack, not that they didn't get a turn. I never said i got bard in chapter 1, i got it in chapter 2. Which isn't hard if you are specifically trying to level to it, no power leveling involved.

I never got to play zalera in phils patch, but besides meat bone slash, and i think more hp, it was the same zalera I've murdered in the past.
Check out www.mamehub.info an online emulator that combines MAME and MESS

My youtube channel http://www.youtube.com/user/Prinygod?feature=mhee

VincentCraven

November 21, 2007, 06:19:09 am #26 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
I probably did, but I didn't make Zalera any worse than he used to be. I think he needs a good skill to use to start the battle if you were able to beat him before he even got a chance to attack. Did he not also have Non-charge?
I changed jobs and that has made all the difference.

Prinygod

November 21, 2007, 01:47:26 pm #27 Last Edit: December 31, 1969, 07:00:00 pm by Prinygod
No only the undead knights didnt get a chance to attack, because Zalera was dead before they were able to move in range, Zalera did get to attack. Zalera has no-charge but unlike velius and goat head (name forgoten) the lack of summon makes him not as much of a threat
Check out www.mamehub.info an online emulator that combines MAME and MESS

My youtube channel http://www.youtube.com/user/Prinygod?feature=mhee

Austin

February 28, 2008, 06:37:14 pm #28 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Is this still downloadable? I get an error message when I click the link. I was kind of hoping to use this to get started on my own patch since it already has a lot of changes I liked. If it's too much trouble I can wait for the new patch, but I don't really know when it will be done since it sounded like it would take a long time with all the stuff that's being changed. Sorry if you already said it somewhere, I'm not trying to rush you or anything.
  • Modding version: PSX

VincentCraven

February 29, 2008, 09:17:13 am #29 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Ack! No its not.

I'll see if I can't find that file so that you can play around with my current changes. Btw, when you do change some stuff, make sure to make a backup of your game. Using my unfinished patch could cause some problems with your game.

Edit: New patch available, though its really just a replacement for my missing v1.1, and the 'current changes' and 'bugs' sections will be fixed accordingly when I have time.  See the first three posts for information on the patch.
http://www.fileden.com/files/2007/10/29/1552821/FFT%20Sigma%20Beta%201.2.rar
I changed jobs and that has made all the difference.

Austin

February 29, 2008, 04:28:58 pm #30 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Thanks for uploading but I'm having trouble getting your patch to open. When I try to open it I get an error message followed by this:

To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I found the system.windows.forms files but I don't know where to go from there, do you have any idea what to do?
  • Modding version: PSX

VincentCraven

February 29, 2008, 05:24:12 pm #31 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Are you using FFTpatcher-v0.200?
If so, are you opening the Sigma Patch.fftpatch? You aren't trying to open the thing without extracting the files from it, right? Ya know, Winrar?

If you are confused, just tell me what you are opening (including the extension, or just tell me the type of file it is by checking its 'Properties'), and what you are opening it with.
I changed jobs and that has made all the difference.

Austin

February 29, 2008, 05:26:52 pm #32 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Yeah I was trying to open it with the newer version of the patcher, works fine now though.
  • Modding version: PSX

Austin

March 01, 2008, 12:40:51 pm #33 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Okay, i've imported all the files and played up to Igros and it looks like everything is working as it's supposed to. The only problem I noticed was with the red mage sprite, whenever he goes to charge a spell part of his face detaches and wobbles up and down. Also whenever the sprite is in a normal walking position one of his arms is detached at the shoulder. And in the beginning scene in the church whenever he kneels the sprite looks weird. You may already be aware of this but I wanted to make sure. I'll try to get some pictures of it.
  • Modding version: PSX

Austin

March 01, 2008, 01:01:03 pm #34 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Okay hopefully you can see these
  • Modding version: PSX

Cheetah

March 01, 2008, 01:03:22 pm #35 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
There is a a patch with the Red Mage in it, when did that happen!? I don't know why the Red Mage is doing that, when I tested it there were a couple little artifact glitches that can be fixed by shifting the entire sprite sheet up one pixel. Though I wasn't able to test the spell casting animation. Hmm well obviously more testing is in order.
Current Projects:

VincentCraven

March 01, 2008, 06:34:12 pm #36 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
I figured I'd test out any new sprites that fit well with my patch. I assume the problem with the kneeling is due to a command that pulls up the unique Squire animation for kneeling during that event. Thanks for pointing that out.
I changed jobs and that has made all the difference.

Austin

March 02, 2008, 10:04:15 am #37 Last Edit: December 31, 1969, 07:00:00 pm by Austin
I noticed that in chapter 1 you made Ramza like a regular squire with innate equip change and the ability to equip everything, but on the other 2 versions he doesn't have equip change and is only able to equip what he normally can. Was this intended?
  • Modding version: PSX

VincentCraven

March 02, 2008, 11:04:07 am #38 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Yes, because for chapter 1 he is a squire (story-wise) and I don't see why he should be leagues ahead of generics at the beginning.
I changed jobs and that has made all the difference.

Austin

March 02, 2008, 11:27:23 am #39 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Could you consider changing the intro battle at Orbonne back to normal? I've gone through it a couple of times now after messing with the patch and out of the 7-8 times i've gone through it I think i've lost 3 times. It was amusing the first time Wezaleff sent a charge+20 arrow flying my way, but now its just annoying. If you could manage to give control of the other units to the player it would be fine, but the AI just sucks too much... seriously :?
  • Modding version: PSX