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Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)

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  • binary
    replied
    Hi all,
    I've been casually following the whole Resi 1.5 situation over the years and am very excited about the possibility of actually playing it at some point. I do have a question: does any one know how much of the actual game/story was in the incomplete version? Will the team be able to re-create/re-build the entire game or will it just be a section of what was originally going to be Resident Evil 2? Is there enough of the actual story known for them to rebuild the entire thing from start to finish or do we have reason to believe they may have to use some artistic licence?

    Okay, that was several questions. Anyway, i want to say well done to the team. This is a fantastic effort and i have the demo waiting to play on my Pandora later tonight. I was going to try and wait for the finished version but soon realised that's not going to happen. I just hope Capcom let the team finish it.

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  • biohazard_star
    replied
    Originally posted by Darkmoon View Post
    The reason most people don't have those tools, however, is because they aren't available. So either the Team got some of those tools, somehow, or made them themselves...which is a not unimpressive feat in it's own right.
    Probably the latter. A while back, someone mentioned the "RDT Walker" tool depicted in one of the leaked pictures is adapted for widescreen, something which was not really a standard back in 1996/97.

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  • Darkmoon
    replied
    The reason most people don't have those tools, however, is because they aren't available. So either the Team got some of those tools, somehow, or made them themselves...which is a not unimpressive feat in it's own right.

    Leave a comment:


  • Guest
    Guest replied
    Another thing you have to remember though is that it isn't easy to do this stuff especially when you have very little in the community as a base and don't have enough experience to build things your self. A lot of modders are new and/or inexperienced and it simply isn't viable to do something on this level of work without professional tools to help you. Right now I could create a totally convincing mod of Super Mario World that in terms of quality stands up exactly the same as the original, but there's no way in hell I could ever do that with a RE game simply because there's too few tools for me to work with and I don't have the skill to code my own.

    This is why this project stands so tall above any other and why most other people's mods are lacking, because Team Igas quite literally have the best of the best working on the team. They have the best custom tools, they have the most talented coders and artists, if I had the resources they did I could probably start using their tools and start creating high quality RE content, but unfortunately I don't and I'm as far away as I possibly could be from being able to code this stuff for my self. At the end of the day it isn't easy to do this stuff and fortunately for Team Igas they have all the resources and all the coordination to get this job done, if the community had all that I'm sure we would have seen a mod on this level long ago.

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  • RMandel
    replied
    Originally posted by Eteponge View Post
    True. All RE 1.5 PMOD projects I've seen were one person working on them.
    And that's the frustrating part. In my various RE15-related video projects I've had to juggle three different RE15 PMODs by three different people (MB, SeiyaKou, and felixnew), each with its pros and cons. MB's is the most expansive and he's come a long way from his early days. I'd have to say it's the best by far, although it's not perfect. I've had to work around some of the issues I have with both public versions of his PMOD - which I why I occasionally nag him about releasing that third version of which he's shown us glimpses. Still, Marv- er, "Martin's" is the best by far, given its limitations. SeiyaKou is better with his boundary and camera work, but he takes a long time to release anything - and it's been a long time since he has. The new kid on the block is felixnew (imagine that). He's got quite a ways to go to measure up with the first two, but he's come a long way nonetheless. Still, like you said, its one person per PMOD. That's one of the reasons I'm looking forward to "the Team's" future efforts. I'm impressed by what I've seen already in the Magic Door build, barring the odd style nit to pick here and there. It'll be interesting to see what's going to be in their next build, when it comes ....

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  • Eteponge
    replied
    Originally posted by MarkGrass View Post
    The one thing I've noticed, for sure, is that the entire Bio/RE scene is highly unorganized. And that's not just specific to just one site, or another, nor is it specific to any topic (modding, canon, etc). Without organization, there can't be true dedication to such a modding project, thus, nothing 'groundbreaking' can be accomplished.

    Another problem are the 'lone wolves', who want to work alone, don't share information and/or simply want the attention. Of all the 'great' PMODs, how much material has actually been released?

    People setting aside their differences, releasing developmental documentation, organizing their talent(s) and letting go of their ego could be a great starting point, for future projects; no one should expect one single person to literally 'do everything'.

    Also, one must consider how long it's taken Team I.G.A.S. to get this far - it's virtually impossible to reverse-engineer an entire video game engine overnight and expect full comprehension of everything it has to offer.

    [/OPINION]
    True. All RE 1.5 PMOD projects I've seen were one person working on them.

    Leave a comment:


  • Zombie_X
    replied
    I bet they had the build for longer than we think and were just figuring it's code out. That way when it came time to mod, it would be much easier. I still get mad when people shit on their work but I am done wasting my breath.

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  • MeganGrass
    replied
    Originally posted by Eteponge View Post
    Yep! That's my observation as well. Pretty shocking that in 15 years, no PMODS have ever actually attempted to recreate RE 1.5 accurately, but instead throw random unrelated RE 1.5 rooms together, where you can walk through everything in them, with zombies everywhere. It's hard to believe it took the appearance of The Team, using a real copy of RE 1.5 as it's base, to even attempt an accurate RE 1.5 reconstruction.
    The one thing I've noticed, for sure, is that the entire Bio/RE scene is highly unorganized. And that's not just specific to just one site, or another, nor is it specific to any topic (modding, canon, etc). Without organization, there can't be true dedication to such a modding project, thus, nothing 'groundbreaking' can be accomplished.

    Another problem are the 'lone wolves', who want to work alone, don't share information and/or simply want the attention. Of all the 'great' PMODs, how much material has actually been released?

    People setting aside their differences, releasing developmental documentation, organizing their talent(s) and letting go of their ego could be a great starting point, for future projects; no one should expect one single person to literally 'do everything'.

    Also, one must consider how long it's taken Team I.G.A.S. to get this far - it's virtually impossible to reverse-engineer an entire video game engine overnight and expect full comprehension of everything it has to offer.

    [/OPINION]

    Originally posted by Zombie_X View Post
    Now what I'd love to see is all the 1.5 assets ported to retail. I think that would be neat and honestly would make 1.5 feel and play better. Think if everything, minus some animations were ported to retail. I think the resulting hybrid would be nice.
    In a certain manner, I agree... just for the sake of doing it, playing it. Everything seems to be fairly compatible, which raises the ultimate question - "Why not?". Drama aside, I'm sure many people would enjoy it.

    ...but, I would also like to see some real assembly hacks to accompany the conversion, and perhaps, some dynamic link libraries (DLL) for C Source injection? There's a lot the retail engine simply changed and can't handle, compared to the 1.5 executable.

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  • Zombie_X
    replied
    Seeing the work some guys on the 123 boards have done by porting the 1.5 rooms to retail PC, I think it could easily be done. 1.5 plays so smooth in the videos that were posted.

    Leave a comment:


  • Eteponge
    replied
    Originally posted by Zombie_X View Post
    Now what I'd love to see is all the 1.5 assets ported to retail. I think that would be neat and honestly would make 1.5 feel and play better. Think if everything, minus some animations were ported to retail. I think the resulting hybrid would be nice.
    Yes indeed!

    Leave a comment:


  • Zombie_X
    replied
    Now what I'd love to see is all the 1.5 assets ported to retail. I think that would be neat and honestly would make 1.5 feel and play better. Think if everything, minus some animations were ported to retail. I think the resulting hybrid would be nice.

    Leave a comment:


  • Eteponge
    replied
    Originally posted by Zombie_X View Post
    I noticed with some 1.5 PMODS that they are random or try to make the game overly hard.
    Yep! That's my observation as well. Pretty shocking that in 15 years, no PMODS have ever actually attempted to recreate RE 1.5 accurately, but instead throw random unrelated RE 1.5 rooms together, where you can walk through everything in them, with zombies everywhere. It's hard to believe it took the appearance of The Team, using a real copy of RE 1.5 as it's base, to even attempt an accurate RE 1.5 reconstruction.
    Last edited by Eteponge; 03-08-2013, 08:53 PM.

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  • Zombie_X
    replied
    I noticed with some 1.5 PMODS that they are random or try to make the game overly hard.

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  • Eteponge
    replied
    I'm honestly intrigued with the idea of porting RE 1.5 characters, rooms, and features into RE 2 PC Source Next, it's a very interesting idea. Dark Biohazard has made some attempts, very interesting thus far.

    The problem I have is, and I hope I don't offend anyone, but all past attempts I have seen at recreating RE 1.5 on RE 2 PC have not been focused on accuracy. And by that I mean that most attempts don't even try to sync the RE 1.5 rooms together coherently and accurately, but rather most RE 1.5 Mods I've seen just string a bunch of totally unrelated RE 1.5 rooms together, one after the other, with no rhyme or reason as to their linkage, and not even bother to try to fix it so the characters don't just walk through everything in the damn room (chairs, tables, walls, objects, etc), and just toss in a bunch of random kazillion zombies in each room, and think that somehow adds up to a faithful RE 1.5 recreation. It simply doesn't. Interesting attempts at RE 1.5 to be sure, but isn't accurate in the slightest.

    The Team on the other hand, seems to know what they are doing in their recreation. And I look forward to their expert work most of all.

    As for RE 2 PC Mods, hey, if they can fix any of those obvious problems I pointed out, they'd be golden attempts.
    Last edited by Eteponge; 03-08-2013, 08:37 PM.

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  • OKeijiDragon
    replied
    Originally posted by Enigmatism415 View Post
    It's funny because at this point, all I want is the background images from the final build and then I'd leave the community in peace. I hate lowering my standards... :-(
    That's kind of my plan too. I'd hate to be around the crazies here longer than I should.

    Leave a comment:

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