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The unofficial RE1.5 gameplay and PMOD videos and video clips thread

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  • RMandel
    replied
    Another Story of RE1.5 - Leon's Game (continued)

    STAGE 2 - THE SEWERS

    Part 10 - Into the Sewers


    Part 11 - Accessing the Pump Room


    Part 12 - The Flood in the Sewers


    Part 13 - Finding the Sewers Exit (Stage 2 finale)


    My apologies for the Part 13 being in a different format than the first three. You'll see why once you watch it.

    I'll be taking a break for a while from making any more "walkthrough" videos of Leon's game. There are certain fans who think I'm spoiling the surprise of the Team's next build release, and ... well ... it would probably be best if I held off anyway until they caught up with what I'm trying to do before I move on. I'm running way ahead of them right now. Perhaps it is best I held off for a while. Anyway, I hope you enjoy Leon's visit to the Sewers, and I hope my video "walkthrough" helps answer a lot of your questions.
    Last edited by RMandel; 06-07-2013, 06:01 PM.

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  • RMandel
    replied
    Too many requests, and I couldn't resist.

    Another Story of Resident Evil 1.5 - Leon's Game

    Part 00 - Prologue


    STAGE 1 - THE RPD

    Part 01 - Dead Police Station


    Part 02 - From RPD 2F to RPD 1F


    Part 03 - The Zombie Run


    Part 04 - The Basement Levels


    Part 05 - Unlocking the Cell Bay


    Part 06 - The Burning Van (updated)


    Part 07 - Unlocking the Media Room


    Part 08 - The Second Zombie Run


    Part 09 - Escaping the RPD (Stage 1 finale - updated)


    (to be continued)


    Those of you wanting a "straight" RE15 experience should skip the Prologue and go straight to Part 1. The Prologue is only there to tie this to and wrap up some loose ends from my earlier video series, A Story of RE15: Elza's Tale.

    This series of videos is still largely based on my old theoretical gameplay walkthrough scripts from 2012, but modified to take into account everyone's discoveries in the MZD build of RE15. Thought it might help everyone in their various discussions to have something visual for reference until Team IGAS releases their next batch of RE15 goodness. My effort won't be the same as theirs, but I hope it's still useful. Input welcome.

    Those of you who want are welcome to revise/edit/merge/remake any and all parts of this series if you like.
    Last edited by RMandel; 06-02-2013, 04:34 PM.

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  • ccrogers15
    replied
    Inspired off of ajrich17901`s 1.5 trailer remake, i remade the Sega Saturn Resident Evil 1.5 Trailer that was released by capcom when the game was intended to launch on that console.



    NOTE: Some things from the official trailer i had to replace with others because in the beta we have access to, the spider tunnels and some things are not possible. Also, watch in anything but full screen or the quality will be very very bad.

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  • biohazard_star
    replied
    Great work on recreating the entire building. I got a bit dizzy watching the whole thing though. Haha

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  • Enigmatism415
    replied
    Here's another major update to my Unreal Tournament project (sorry for the black-crush darkness; FRAPS didn't translate well to Macintosh...):

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  • ajrich17901
    replied
    I remade the Playstation Underground Trailer

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  • RMandel
    replied
    Added an Afterword (Part 20) to the end of "A Story of RE15" (see post #50). Hope it clears up any questions.

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  • ccrogers15
    replied
    -no longer available-

    Videos i did randomly in the first few days of the leak. Never had a chance to share them.

    Note: A glitch occurred in the video processing so the videos are doubled. It will restart the video at around the middle of each videos. So just ignore it and watch the first half. Also, YT removed my audio in the elza video. I dont know why but YT had a copyright complaint by capcom on the elza video so audio was disabled. How crap.
    Last edited by ccrogers15; 05-14-2013, 08:10 AM.

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  • RMandel
    replied
    Here's something to take with you this weekend. It's time for the third and final group of episodes of "A Story of Resident Evil 1.5."

    Stage 3 - The Factory (Umbrella chemical plant, Warehouse District)

    Part 16 - Arrival at the Factory


    Part 17 - The Admin Building


    Part 18 - Key Card Quest (Warehouse 2 - Control Room - Conveyor Belt and Induction System)


    Part 19 - The Warehouse Battle (Warehouse 1) and Finale


    Part 20 - Afterword


    The afterword will help explain why I had to stop where I did. Hope you enjoyed the show.
    Last edited by RMandel; 04-11-2013, 03:17 AM.

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  • _edu@rdo_
    replied
    Originally posted by Dark Biohazard View Post
    Thanks for all the very useful info Eduardo! I will try to fix those dialogs!
    Thanks, if need some help you can count with me, will be a pleasure ;)

    Saludos!

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  • RMandel
    replied
    Thanks, Martin - both for the video and the info!

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  • Dark Biohazard
    replied
    Thanks for all the very useful info Eduardo! I will try to fix those dialogs!

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  • _edu@rdo_
    replied
    Text Codes

    Well guys, I will show some progress in my research:

    Take by example the video by Martin:


    So, in order to edit dialogs texts, we can use hex [00] to space and [08] to do a "keyboard enter", that way make a new line and text not desappear in right side screen

    "in hex" If we look at end of dialogs you will find some like this:

    [04010146][0400] what means: [0401]=end of text and clear previuos text screen[0146]=time that text will stand on screen ([0145] will stand less than [0146])

    [0400]=show next dialog text

    Example:
    At the start is [0400]Leon,[00]...
    At the end is ...up[00]there?[04010146][0400]Those[00]things...

    only in the start is [0400] (start script to show text dialogs)

    this hex code control the previous text [04010146] "0401" ends script show text dialog

    [0400]<-is for next text


    Click image for larger version

Name:	Dialog 1.jpg
Views:	1
Size:	252.1 KB
ID:	402832


    Another things that I found:

    Change color text (usage is [0501text words] or [0502text words] ...
    0501=[GREEN]
    0502=[RED]
    0503=[GREY]
    0504=[WHITE]
    0505=[GREEN]
    0506=[RED WINE]
    0507=[BLUE]
    ________________

    Codes for use in separed

    00=space
    01=clear screen text or previous text hexcode
    02=wait for player action
    03=do player question ">YES or >NO"
    04=start a text dialogs
    05=change text color (usage 05+digit modifier color)
    06=oh! this a interesting thing here, let's see more detais:

    Inside the space between text dialogs (0400Leon[00]are[00]you[00]ok?[04010146][0400]
    If we use the [06]+digit modifier, we will got access to all the itens names in the game, example:
    [0602]=Combat Knife
    [0603]=Pipe

    That's include items (munitions, weapons, herbs...) and names of files, example: [0666]=Umbrella File 10 or [0649]=Chris' Diary
    See:
    Click image for larger version

Name:	Dialog 2.jpg
Views:	1
Size:	228.5 KB
ID:	402833
    Now we got this:
    . . . (1.1.142>
    I Dont know what means . . . (1.1.1
    My knowledge starts on 42, if someone knows what it is, please share with me;)
    So starts from 42 [0402] we got
    [04]=Show text on screen
    [02]=start script "wait player press action button"
    John:=normal text (using table)
    [00]=space bar
    51[0501]Color green
    Test Items:=normal text
    8[08]=new line (keyboard enter)
    57[0507]=color blue
    6m[0649]=Chris" Diary
    8[08]=new line (keyboard enter)
    56[0506]=color red wine
    6j[0647]=Water Key
    2[02]=end of script "player press action button"
    As we can note, we can write alot things with small code.

    and here is where code [06+digit modifier calls:

    Click image for larger version

Name:	Dialog 3.jpg
Views:	1
Size:	320.2 KB
ID:	402834

    I can describe a table of all this items names, but is not hard for you discover:
    [0602]=Combat Knife
    [0603]=Iron Pipe
    .
    .
    .
    Continuing:
    [07]=I not sure but, I think it is a "separator" of pointers call like we can see in the print above: "Combat Knife[07]Pipe[07]...
    I dont know yet another aplications of [07], if someone found, let me know ok?

    [08]=as we can see above, is a new line text like a "keyboard enter".

    For now, it is all I know about texts dialogs for this our beloved game ^^

    Thanks and sorry for this long post, I hope you liked.
    Last edited by _edu@rdo_; 04-02-2013, 10:30 AM.

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  • RMandel
    replied
    Well, Enig, I thought I'd let you and the resident experts do the actual RE15 gameplay walkthrough. You're right about the "baby gator" tank being drained again, though - provided the North Canal is the proper escape route in the game proper. Dramatically, for my series, the escape worked better with the way out being behind the Drain Tank's main pump. Limitations of available videos/stills and such - I needed it to connect, as in RE2, so I could use RE2's giant gator footage (placeholder purposes).

    I'm taking a bit of a breather, but I'd be willing to a "straight" video of how you think the Sewers SHOULD play in both Elza's and Leon's game for reference purposes. Maybe D.Birkin and the rest of Team IGAS might find it helpful, too, given the half-developed state of the Sewers in the 40% build. Let's bump further discussion of the Sewers over to Aleff's or Eteponge's thread - or start a new one - and take it from there. Deal?

    Here's a production hint on your videos. Load 'em up in VirtualDub (or your favorite video editor) and boost the brightness manually before you upload it to YouTube. There's a canned brightness/contrast filter that comes with it which works quite well. And don't use YouTube's 3D option unless your videos are specifically designed for it; otherwise, you can sometimes get some crazy color shifting and such.
    Last edited by RMandel; 04-02-2013, 05:08 AM.

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  • Enigmatism415
    replied
    Originally posted by RMandel View Post
    It's done. Hope you liked it.
    Great stuff man. Don't forget that we have confirmation that the "baby gator" tank is completely drained immediately following the flood escape though.

    ---

    Here is an update of my UT level; FRAPS isn't doing it any justice (why on earth is the image so dark? bit-shifting?)...

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