Closed tangtang95 closed 5 months ago
Hi. I'm not sure it's the right place to post it. I noticed my game crashes at the start of a battle on the Junon Airport. It crashes even disabling all other mods. I'm using the mod version 1.01 with FFNx-FF7_1998-v1.10.1.105. I attach the logfile. FFNx.log
Hi. I'm not sure it's the right place to post it. I noticed my game crashes at the start of a battle on the Junon Airport. It crashes even disabling all other mods. I'm using the mod version 1.01 with FFNx-FF7_1998-v1.10.1.105. I attach the logfile. FFNx.log
Thanks for reporting. The crash is due to a corrupted interpolated animation file for the Roulette Cannon enemy. The next IRO (probably version 1.02) will contains the correct interpolated animation file.
the game does not start even with Directx 12, 9, OpenGL, it has graphic problems with Directx 11 and crash with vulkan, which completely hangs the PC, so I cannot record the screen to show the crash with Vulkan
FFNx (glitch DirectX 12).log FFNx (Glitch OpenGL).log FFNx (Glitch Vulkan).log FFNx (Glitch Directx 11).log
the game does not start even with Directx 12, 9, OpenGL, it has graphic problems with Directx 11 and crash with vulkan, which completely hangs the PC, so I cannot record the screen to show the crash with Vulkan
FFNx (glitch DirectX 12).log FFNx (Glitch OpenGL).log FFNx (Glitch Vulkan).log FFNx (Glitch Directx 11).log
You are using an outdated version of FFNx (it says 1.9.0.208). If you are using 7th heaven you should download the zip that has this prefix "FFNx-FF7_1998".
Also do not post here if it is unrelated to 60 FPS.
the game does not start even with Directx 12, 9, OpenGL, it has graphic problems with Directx 11 and crash with vulkan, which completely hangs the PC, so I cannot record the screen to show the crash with Vulkan FFNx (glitch DirectX 12).log FFNx (Glitch OpenGL).log FFNx (Glitch Vulkan).log FFNx (Glitch Directx 11).log https://youtu.be/S4X_OOUQfY0
You are using an outdated version of FFNx (it says 1.9.0.208). If you are using 7th heaven you should download the zip that has this prefix "FFNx-FF7_1998".
Also do not post here if it is unrelated to 60 FPS.
sorry, I saw several posts in discussions or in "issues" and everyone is told to use the official 7th support channel, but I can't find which one it is, I see that there are several of us who can't find that channel. The last thing I ask for is the link where I am allowed to generate a post about this, because I downloaded the FFNx-FF7_1998, I executed the .reg and the exact same thing keeps happening. I'd appreciate it a lot.
sorry for my english, i'm using google translate
When I turn on the 60FPS mod the game is running in high speed. I think at least 2-3x the normal speed (I guess x4 the speed: 60 fps = 4 x 15 fps). It happens on my Macbook Pro Max (2021) with Windows 11 on Parallels, so I tried it on my Windows 10 machine (i7-10750H, 32GB, RTX 2070 super). Tried switching between Vulkan, DirectX etc, but.. no change.
Running 7th Heaven v2.3.3.0.
I feel kinda stupid it happens to me, since it happens on both my systems, so it could very well be me. I couldn't find any post on youtube or here mentioning the same issue.
Have you downloaded the correct version of FFNx? It has to be the FFNx-FF7_1998 version 1.10.1.120+ You can check your version by enabling show Driver Version in 7th Heaven -> Game Driver -> Advanced. Then run the game and check on the top left the FFNx driver version
Yes, that was it! Somehow I previously installed 1.10.1.0. Now with 1.10.1.121 it's running as intended.
This is awesome. Thank you guys soooo much!
I noticed that when you enter Wall Market, it slows down (camera movement) and when you leave and re-enter, the animation is slowed down
Hello. It just happened to me that, in the temple of the elders, after fighting against the wall, Cait Sith enters, speaks a bit and the game crashes. I started to test what mod it could be and I realized that it is for the 60FPS one. I understand that it is a pre-release, I just wanted to let you know in case you hadn't found that glitch.
Another thing that is in sight, but just in case I mention it, is that with the 60fps mod, cloud has his arms further apart than without the mod
@MaxVicioOk Thanks for reporting the crash. I already knew about it. You can see that I had already it in the list
For the model that has a different arm position is because the mod isn't fully compatible with 60 FPS mod. The mod needs to add their own interpolated animations for 60 FPS
Crash in every battle of airport zone of Junon area. I tried without 60 fps mod and work.
@YozoraLeonstrife That's probably the crash related to the corrupted animation file of the enemy Roulette Cannon (it will be fixed in next 60 FPS IRO)
hi for me the 2D effect animation of weapons (e.g. barret or enemy weapon attack) is not always working properly the 2D effect animation still not working ?
@Neffina Oh sorry, it's just for my testing build that works because I still haven't published that fix. I'm not keeping a private list, so this reflects more my situation than the public situation. Maybe I should point it out. Let me fix it
Then I still have the problem after the fight with APS that Aerith wants to run to Cloud to rejoin the group but gets stuck and doesn't go any further
@Neffina Are you running a higher version of 1.10.1.120 of FFNx? If you are in discord qhimm, better to start a conversation there
have the current one on it FFNx-v1.10.1.128
Hi. I noticed an animation speed issue with the 60fps mod. When escaping from the Shinra building, the elevator movement (up and down) during the fight against the two bosses (Hundred Gunner and Heli Gunner) is too fast.
Same with the Midgar Expressway chase. Everything goes twice as fast as it should and the motorbike is too hard to control.
how can i download the latest version or update my FFNx because all I can find is the 1.10.1.0 and i dont want to risk the canary version
@wonx I know about the elevator and I did already wrote that on the list of bugs. While for bike chase, the latest canary FFNx runs the bike chase at 30 fps. So the game is still playable.
@TheRockstar14 if you want to test 60 fps you can only do it by downloading the canary version , as said it's in beta so use it at your own risk
In the Shinra building on the 66th floor, the movements have a slowdown?
when you walk past the elevator
@Neffina If it's a lag spike in which your FPS drops down then it's usually either because you activated lighting and you are still using the unoptimized version (then try first downloading the latest canary version of FFNx) or you have animated textures on.
animated textures off Gesendet von Yahoo Mail für iPhone
Am Montag, Januar 31, 2022, 4:45 PM schrieb Tang-Tang Zhou @.***>:
@Neffina If it's a lag spike in which your FPS drops down then it's usually either because you activated lighting and you are still using the unoptimized version or you have animated textures on.
— Reply to this email directly, view it on GitHub, or unsubscribe. Triage notifications on the go with GitHub Mobile for iOS or Android. You are receiving this because you were mentioned.Message ID: @.***>
@Neffina , I have noticed slowdowns in some floors the Shinra building, but in my ae they were caused by animated textures, not by lightning. So that's another thing to check.
what is now different in all the videos e.g. Junion airport if you press the switch and shut down you are awake if you move more slowly now what yes to the original yes fixed
I seem to be having fairly consistent unhandled exception issues with the FFNx driver, but am uncertain whether it is the 60FPS mod, FFNx, or something else. It's worth mentioning that, prior to using both FFNx and the 60FPS mod, I did not have these issues, so I am fairly confident one or both of these mods are the cause.
The current build I am using is: FFNx driver version 1.10.1.170 (I will likely grab the latest version later today)
My most recent crash happened during the scene that takes place very shortly after Rufus' "death" in Disc 2. I seem to recall that the scene faded to black in preparation to change scene locations from the inside of the Shinra meeting room, back to the party on the Highwind, when the unhandled exception occurred.
I should mention that these exceptions seem to get thrown either when a scene transition occurs (usually after it fades to black and attempt to load the next area) or when it attempts to load an FMV (one example being a crash that happened when I tried to use the lift in Junon that goes up to the upper area. These crashes are not consistent and often occur after about an hour of play and I can usually boot the game back up and continue without the crash happening again.
While reviewing the crash log, I noticed this line: [00329246] TRACE: Exception 0xc0000005, address 0xf3641d7
Below this line, near the bottom of the trace stack, it says this: [00329246] TRACE: 0F3641D7 (FFNx): (filename not available): common_load_texture
Below this it repeatedly says: [00329246] TRACE: 006711F0 (FF7): (filename not available): (function-name not available)
Sandwiched between these lines are these two lines, after which, it repeats the above lines a few more times before the stack ends:
[00329246] TRACE: 0F3B287E (FFNx): (filename not available): field_load_textures_helper [00329246] TRACE: 0F3B26EA (FFNx): (filename not available): field_load_textures
@DNewton45 Please post the log file instead of guessing what should be posted. This will help to further investigate your own issue. Thanks.
@julianxhokaxhiu
No problem, I've attached it here.
I started getting random crashes at version 154 (if I remember correctly) and over, fairly easy to replicate for me, just load a save and go to Kalm and enter the houses, pub, etc. The game will crash within a minute or so and, if I enable lightning in ffnx.toml, it's even more unstable and most of the time will crash as I enter Kalm. So I ended up using version 150 and lightning disabled seems to be the most stable way to play with 60fps (as of now at least).
Edit: Only play in DX11, as it is the most stable renderer to use.
@DNewton45 The issue seems to be unrelated to FFNx and is most probably related to 7th as you're using to load your mods. Please approach the support channels on Discord.
@duke912 Please refrain from such suggestions here. This ticket is about testing 60FPS issues and bugs and in order to provide feedback you MUST be always on the latest FFNx canary version. Anything else is considered off-topic.
@julianxhokaxhiu Ah, ok. Apologies for the mistake.
Hi there, I've been playing with the latest ffNX (252) and 7th Heaven manager 2.3.3.20, the latest up to date. I have a problem regarding the 60 FPS mod, in battles, Cid's attacks' sounds are the same as Cloud's. For some reason if I disable the mod, Cid will have his sounds back. If I enable the mod again, Cid will inherit Cloud's sounds again. I don't know how it is related; I've tried a complete reinstallation but it stills occurs, even with previous FFNX and 7th Heaven versions. I'm surely missing something because it doesn't seem a known bug at all.
More details :
@tangtang95 can you please check the issue #429 ? Thank you in advance
@tangtang95 can you please check the issue #429 ? Thank you in advance
Seems that its FFNx version is not up to date. He put FFNx: 1.10.1.197+
Hello, people. I tell you about this bug that I found. In the northern crater, before Cloud delivers the Black Matter to Sephiroth, you have to go through some air currents, which if the 60FPS mod is activated, the animation of the wind and lightning are accelerated, which makes it difficult to pass . I would pass a video showing it, but it is too heavy for this page. If you need I can pass it on one of the discord channels Sorry for how I write, I'm using the google translator.
@MaxVicioOk this issue cannot be solved unless the flevel maps (script of field maps) are retouched. This is already done in 60 fps mod but it has to be activated by double click the mod to go into options and then enable "flevel map fix". However this conflicts with other mods that modify the same map (probably your spanish retranslation mod touches that map)
I apologize if this isn't the right place to ask, but does the hybrid 60fps feature under FFNx function like the PSX original now? (i.e 60fps Battle Menu but 15fps Battles etc) If not, is it being worked on or is the focus complete 60fps right now?
@ArhumMK Hybrid 60fps is not being worked on, this is only for complete 60 fps
Are there plans to do so in the near future? Thanks.
No, there are no plans for that. It's already too complex as it is
I'm getting a graphical glitch that goes away when I turn off the 60FPS Gameplay mod in 7th Heaven.
The backgrounds are drawn with lines/squares on them, which blink in and out of existence. By changing various options, I can slightly modify how the background boxes come and go. By setting to "stretched" instead of 4:3 ratio, I can get them to disappear when I'm not moving, but everything looks really weird when it's stretched, and the lines flash in and out of existence when I walk around.
My monitor is 1440p, which I thought might be related to this. CPU: AMD Ryzen 5950X GPU: GeForce RTX 3080 (can't remember which brand) OS: Windows 11 Running on DX11 Running a variety of other mods that change the graphics.
Turning off anisotropic filtering and antialiasing seems to have fixed the issue. Still a strange interaction that only occurs with this mod on.
@SquarelyCircle Those lines are a consequence of the implementation of smooth scrolling background. By going from integer values to float values, it introduced bad pixels from the texture when using antialiasing. I don't know if it's possible to fix, but right now the best is to play with no antialiasing and an internal resolution scale that is a power of 2.
Thank you for replying. It's refreshing to get a quick reply on an issue like this. I'll follow your instructions.
I'm not sure if Reno attack "Pyramid", the purple light is among the battle features of 60FPS, but I think that it should be improved if possible, should it be? https://user-images.githubusercontent.com/46090031/178126108-102f0042-7ccf-4ea9-a970-b72c14cb034d.mp4
@LaZar00 The remaining battle effects require too much work, there are some that has too many particles and cannot be easily interpolated. I don't know if this purple light is one of them, but from the video, it seems fine to me
I understand that 60FPS is not an easy thing and a lot of RE needs to be done to achieve that.
But in this case, the purple circle seems not enough smooth when talking about 60FPS. Of course it is shown correctly, there are not problems at all, I only was suggesting an improvement if possible.
This is the collection of bugs and glitches related to full 60FPS gameplay feature:
BATTLE mode
FIELD mode
WORLDMAP mode
Do not report these following original unmodded FF7 bug:
Before reporting new bugs/glitches, make sure you are running the latest canary version of FFNx and also the latest 60 FPS IRO mod (force update on catalog and check if there is a new version). Also double check if the bug or glitch is not already in this list