øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.510e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7f57-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7f57-2.html.zxÁ$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0Pdº.OKtext/htmlISO-8859-1gzip8:Öº.ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:54:01 GMT0ó°° ®0®P®€§²ð®À$h^ÿÿÿÿÿÿÿÿ#*º. FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

koala_knight

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Re: FF6 Improvement Project
« Reply #510 on: December 30, 2011, 09:33:40 PM »
Hey, Leno. Is that Lofty Experience patch you made compatible with this one?

Lenophis

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Re: FF6 Improvement Project
« Reply #511 on: December 30, 2011, 09:45:43 PM »
I had a hard time finding free space, until I saw that giant blob after Imzog's Seperation of Powers and Not Scary enough, so unless you guys put something there, yeah it'll work.

119 bugs fixed and counting.

koala_knight

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Re: FF6 Improvement Project
« Reply #512 on: January 02, 2012, 03:36:22 PM »
Cool beans. That'll make things easier for me as a player cause I don't have the time to grind everyone separately.

darkmage

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Re: FF6 Improvement Project
« Reply #513 on: January 19, 2012, 11:11:50 AM »
I just noticed today that blank spell slots cost 1 MP, as opposed to the normal 0 MP...
I'm fairly confident that this hasn't been brought to anyone's attention yet...? I really can't believe I just noticed it myself, as I've been rollin' with this patch now going on a year - one of the earlier builds, mind you. But I did test to see that it's indeed still present in the newer build.



It is for sure something in this improvement patch that's causing it, I made real sure to test that it wasn't just something that I did in my hack.

I'm very sorry if this is already a known bug, I'm afraid I just don't have the patience to scroll through all the pages of this thread.  :bored:

So...any ideas??

For the record

Darkmage does link to his personal site in the original post which hosts each version of his patches including the latest.

Well, I do apologize for the confusion and annoyance - that bug was not something I noticed after I included the 1.0a Economizer patch, and it's good there's a fix! This is the exact reason why I've been careful to include the versions of the patches I use for FF6 Improvement. Unfortunately, I have not had any time to devote to this project lately; before, I was checking fairly regularly to see if any patches had been updated, but that hasn't been happening due to me having to study for a certification test coming up.  So that's on me. :blush:

It's looking like I won't be done with the translation for a while, but there are some issues with the current version of the patch that need to be addressed - the Gogo/Cursed Shield patch removed and now the Economizer patch updated - so once the test is done I'll clean it up and release a new version. I'll also look for any other patches that have been updated and include those as well.

Wheelbarrow

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Re: FF6 Improvement Project
« Reply #514 on: April 09, 2012, 06:59:00 PM »
Any news for Spring 2012? I've been following this amazing project as well as PB. I plan on playing FF6 with this mod first to get the original experience, and then playing with PB for all the fun new stuff. I hope the January test went well!

DrROBschiz

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Re: FF6 Improvement Project
« Reply #515 on: April 10, 2012, 09:57:22 AM »
Scene has been mostly dead for the most part.

Been hoping for an update but when it comes to fan-made patches, mods, remakes this is just part of it.

Its a lot of work taken on by very few. I pretty much consider it lucky that we got what we have now.

Tzepish

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Re: FF6 Improvement Project
« Reply #516 on: April 26, 2012, 07:05:04 PM »
So I'm curious if there have been any other issues found with v1.03 besides these two, which have fixes:
* Paladin shields magically appear equipped on characters (fixed by DMNight)
* Blank magic spell slots show an MP cost of 1 instead of 0 (fixed by Lenophis)

Because if not, perhaps we can consider this puppy done, even if darkmage isn't around for it?

Also, re: the economizer patch update that fixes the null MP cost issue - can the newest patch be applied on top of FF6 Improvement and function properly, or does FF6 Improvement have to be rebuilt with all patches again?

EDIT: Actually, I'm still seeing this issue, too, which was supposed to be fixed in 1.02:
* Bushido technique names appear incorrectly indented in the menu
« Last Edit: April 26, 2012, 07:15:49 PM by Tzepish »

darkmage

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Re: FF6 Improvement Project
« Reply #517 on: May 07, 2012, 10:52:44 PM »
So I'm curious if there have been any other issues found with v1.03 besides these two, which have fixes:
* Paladin shields magically appear equipped on characters (fixed by DMNight)
* Blank magic spell slots show an MP cost of 1 instead of 0 (fixed by Lenophis)

Because if not, perhaps we can consider this puppy done, even if darkmage isn't around for it?

Also, re: the economizer patch update that fixes the null MP cost issue - can the newest patch be applied on top of FF6 Improvement and function properly, or does FF6 Improvement have to be rebuilt with all patches again?

EDIT: Actually, I'm still seeing this issue, too, which was supposed to be fixed in 1.02:
* Bushido technique names appear incorrectly indented in the menu

NECRO'd!!!1!

I'm still here, and things have been quiet on the work front lately, so I've dusted off FF6 Improvement. A new version will be appearing on my website shortly, which takes care of the issues in this post and will add the current version of the translation patch for people who want to check it out! The Opera still isn't done, but I'm hoping I can fix that before too long.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #518 on: May 09, 2012, 08:59:19 AM »
ooooh Cool man

looking forward to it

darkmage

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Re: FF6 Improvement Project
« Reply #519 on: May 09, 2012, 12:10:26 PM »
FF6 Improvement v1.04 is now available! Get it here.

-Removed Imzogelmo's Gogo and the Cursed Shield 0.9 patch, to resolve the random battle messages and insertion of Paladin Shields into
 inventory
-Changed the inclusion of Lenophis' Economizer tweak from 1.0a to 1.0b, which should resolve the null spell slots showing 1 MP cost
-Changed the inclusion of assassin's Control Menu Responds Poorly to MP Change fix from 0.10 to 0.13
-Added Ronnen's Fanatacism patch modified to co-exist with Assassin's Brushless Sketch patch
-Added Novalia Spirit's Amnesic Cursor fix
-Added Lenophis' GenjiOffering! [magic] fix 0.2a
-Added assassin's (Throw Down) the Gauntlet fix 0.20
-Modified several battle messages and dialogue to fix blatant goofs in the original translation

The translation is taking longer to implement than I had assumed it would, since using atlas to insert the new script breaks the dialogue functionality in FF3usME. I will include a beta patch with this version, so take any dialogue issues with a grain of salt in this version.

The base version still needs the patches that FF3usME messes with applied after your hacking is done. The complete patch is the original dialogue, while the translation patch is the complete version with new dialogue. Only 1 patch needs to be applied.

As of this version, there are over 100 patches used in the improvement! The fact that new patches are being released shows the dedication of the community to making this game as near to bug-free as it can be! You guys all deserve a medal!
« Last Edit: May 25, 2012, 12:56:38 PM by darkmage »

darkmage

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Re: FF6 Improvement Project
« Reply #520 on: May 10, 2012, 10:58:49 AM »
No more releases without at least a playtest.

From the quick playtest I did this morning, the translation looks fine, but I had forgotten that FF3usME 6.7 final(!) is just not polished. The Magitek menu for everyone but Terra has ????????? for unusable options instead of being blank, and the Rare Item descriptions are all borked. It's a shame too, cos I really like the new description and dialogue editing tools, but I'll stick with FF3usME 6.6 for editing.

This is what happens when Real Life® takes you away from a project for a long period of time...you forget the little quirks of the project environment. As soon as I clean this up, I'll have a new release out which removes these annoyances.

Wheelbarrow

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Re: FF6 Improvement Project
« Reply #521 on: May 13, 2012, 08:38:21 PM »
Awesome! It's been a while since I fired up FF6. Thanks for the patch darkmage.

darkmage

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Re: FF6 Improvement Project
« Reply #522 on: May 15, 2012, 09:12:40 PM »
Awesome! It's been a while since I fired up FF6. Thanks for the patch darkmage.

That's not the patch I want you to grab - there are some reversions that I didn't catch before I released it. But thanks for reminding me to pull it down.

I'll have 1.05 up as soon as I go through the script. I (only recently) discovered that you can directly import and export it from FF3usME, so I'm doing that now since it's faster.

 :isuck:

DrROBschiz

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Re: FF6 Improvement Project
« Reply #523 on: May 16, 2012, 08:27:19 AM »
Really Looking Forward to it!

This will likely be the definitive version of the original FF6

darkmage

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Re: FF6 Improvement Project
« Reply #524 on: May 18, 2012, 01:01:10 AM »
OK, main script for the base & complete versions has been vetted. I took out the odd line breaks and added names where it seemed important to know who is talking, and fixed obvious spelling/grammar/comprehension errors. I was sorely tempted to fix some of the story and/or perspective changes, but that's what the retranslation is for!

Once I vet the battle status messages and battle dialogue, 1.05 should be ready to go. Stay tuned!