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[ FF7 ] Collection of 60FPS bugs/glitches #347
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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. |
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. |
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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+ |
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 |
@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. |
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The softlock related to #569 has been fixed with the latest canary v1.15.0.116 |
Hi, I've noticed that safe code in the Nibelheim mansion is particularly difficult to enter correctly under 60 fps. I didn't see that listed here yet so thought I'd mention it, sorry if I missed it. Thanks for the amazing mod! |
Hello! I found three bugs during my playthrough: Whirlwind Maze - wind wall (the one with green line: youtube link) animation glitching (impossible to time it correctly, just passed randomly); Fort Condor segment crashed the game when i put too many units (i believe it crashed on tristones); Sephiroth' Super Nova animation doesn't work - only show black sky. |
Hi! Not sure if its just me, but Knights of the Round summon crashes the game every time it is triggered with 60fps mod turned on. At 30fps it is fine. I have tried disabling all other mods leaving just 60fps mod on and still it crashes. Just wondering if anyone else has the same issue? |
I've discovered a bug that occurs when using "NinostyleHD animations" in the "Advanced Field Animations (60 FPS)" section of the 60 FPS mod. It doesn't occur when using "Original" or "ChaOS animations". I've tested this with just the 60 FPS mod active so I know no other mod is causing this. What Happens is some NPCs will not play their animation immediately when interacted with. There's a 4 or so second delay. At first I thought the game froze and then they suddenly played their animation and started talking. It doesn't break the game thankfully and everything proceeds as normal once the NPCs animation plays. I should point out that spamming an interaction might get them to react immediately but it's not consistent. I don't have a list but I can point to one NPC that this happens with. He's in North Corel. Here's his details when opening flevel.lgp in Makou Reactor: File: ncorel Id: 22 Thanks for reading :). |
it's not related to 60 fps as the same bug also occurs in OG fps |
Really? I can't seem to replicate that at all without "NinostyleHD animations" activated. Is it documented anywhere? I was looking around to see if it was a known bug but I found nothing. Regardless, is there a fix for it? |
this bug have been reported to me some days ago only, so i just started investigating on it. i'll correct this bug asap, if i can't fix the breating's bug (it may be realy complex because breathing animation is 4 seconds lenght and originaly there's no such a animation so i suspect the game's script to not stop animation before some dialog - logic if there's no animation in those script in OG), i'll remove the breathing |
Ah it makes sense now. To be honest I forgot the characters didn't have breathing animations in the first place. It's not really too much of an issue though, since it's not game breaking and it does give a bit more life to the characters. Perhaps an option to disable the breathing for those who can't deal with it if possible would be better if a solution can't be found? |
Hi everyone, I will close this issue as there is no need to collect all bugs and glitches related to 60 fps. There is nothing more planned to fix. All limitations are listed in the mod's README (https://github.com/tangtang95/ff7-60fps-mod/blob/main/src/Readme.txt) and here. If new bugs are found out, please open a new issue. Thanks everyone for the help in testing and debugging! |
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
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