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1.5 Map Confusion

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  • Alzaire
    replied
    Originally posted by Black~Crow View Post
    The complaint Alzaire made about how I squashed all the images on the maps are a bad idea, well I have a reason! It was done to make everyone see where I came up with the design of the maps, so I wouldn't get many complaints of how I came to that conclusion for the layout of the maps.
    Don't worry BC, I wasn't complaining about something you did in the end, it was something Harry did with the images on the map.

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  • Black~Crow
    replied
    Not enough information for accurate maps!!

    The complaint Alzaire made about how I squashed all the images on the maps are a bad idea, well I have a reason! It was done to make everyone see where I came up with the design of the maps, so I wouldn't get many complaints of how I came to that conclusion for the layout of the maps.

    I studied the images and looked at all the images carefully, but I did miss a few things. I am not perfect. It is difficult to make complete maps from a few images. The accurate maps are the warehouse, factory, most of the lab maps RPD 1st floor I think that is it.

    I haven't done anything so far is because, some people have more images, but do not want share with me, and of course the game from playstation museum no one wants to show more video.

    It is obvious to me that the video showed places I made a mistake on some of the maps. So I think that the game holder wanted to let me know I was wrong!

    For instance, I put the morgue in the wrong place in the basement map, and didn't make the 2nd floor ledge larger where a character jumps down near the burning van.
    Last edited by Black~Crow; 08-01-2009, 04:08 PM.

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  • Linzuki
    replied
    The psp uses Lua for homebrew? I'm not big on coding myself, I always give up after a few <.<.

    Yeah the one with the LCD screen... I thought those were so you could use your PSone in the car and such lol... guess not. But yeah... Kotaku is a game review website from what I know.

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  • Harry Mason
    replied
    Originally posted by Linzuki View Post
    I see, reminds me of Deadly Silence, the battle system on rebirth mode (kinda like the game boy version O_o;).

    So... can you dev for the psp or something?

    By the way, don't know if anyone has anything on this... but that video on youtube with 1.5 and the horrible playstation portable screen >_> what did Kotaku have to do with it?
    Thanks it is a bit like the Deadly Silence knife fights.

    I can develop for psp's using custom firmware, it's really easy to code in.

    Now I guess your talking about the video where the guy is playing 1.5 on the PSone with the LCD screen? I've never seen anything played on a playstation portable.

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  • Linzuki
    replied
    I see, reminds me of Deadly Silence, the battle system on rebirth mode (kinda like the game boy version O_o;). I'm building it with the Source engine under Left4Dead... just because of the zombies really :/ but honestly I'm not that big on the amped graphics lol I want low polygon zombies coming toward me trying to bite me with a fixed camera angle. The most these zombies do is run at me and punch me a lot <_< and half the time they get stuck.. cause I haven't built the AI navigator map yet. Anyway I guess it's fun, few bugs aren't making it easier to finish. For instance, every time I compile the map I have to remake all the doors because they lose their property. I guess its a bug with the new Hammer editor but I'm not sure lol.

    So... can you dev for the psp or something? I'm assuming you can lol.. that stuff has always intrigued me, but I've never had the time to learn much of it. When it comes to modding and such, it's won me over. I just wish RE2 and 3 were easily edited.

    By the way, don't know if anyone has anything on this... but that video on youtube with 1.5 and the horrible playstation portable screen >_> what did Kotaku have to do with it?
    Last edited by Linzuki; 07-31-2009, 12:55 PM.

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  • Harry Mason
    replied
    Currently it's a few module builds..one is the menu system, one is gunplay (still need enemy AI) , and one is music and sound effects (just finished this today), needs mission selection and inventory to have a playable build. Nothing to bad, it should have a playable demo soon.

    What are you using to make that shooter? It looks pretty good so far

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  • Linzuki
    replied
    O.o that 4D executer looks pretty interesting. So... is your project a playable thing? I'm interested in seeing it once it's finished anyway. Keep up the good work.

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  • Harry Mason
    replied
    Originally posted by Linzuki View Post
    Interesting... So you're trying to make it like a 3D first person view? I actually have no idea.
    It will be a PSP 3D side story to RE 2 with short 3D gun missions, 3D cut scenes and puzzles. It's in Lua 0.20 and the project will be short enough that I can actually finish it. The cut scenes are the hard part. You might say I started when I was checking out the article on Biohazard 4D Executer

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  • Linzuki
    replied
    Interesting... So you're trying to make it like a 3D first person view? I actually have no idea.

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  • Alzaire
    replied
    Originally posted by Ridley W. Hayes View Post
    Kev, mate, you can also see the granade flying trough the air toward the camera after Leon throws it. See attached.

    Alzaire, about the number of floors on the RPD, I asked that once in the 1.5 thread of the PlayStation Museum forums. I don't remember very well, but I think the Curator said there were only two floors with the helipad being the 3rd. Did anyone save the answers he gave to the questions I asked? I don't seem to find them in my hd.
    Yeah that's what he said, but I'm not too sure on the plausibility of the answer. It's hard to fully trust the information he gave like that when he pretty much also described his playing of 1.5 to be him simply using the debug menu to jump around at random and he self-admits that he wasn't very good at playing the game. He also didn't remember most of the answers to questions I asked him later. So I dunno if I'd take his answer as fully valid.

    The main reason is because the helipad portion is a decent chunk of area. There's a lot of rooms to be thrown into the upper floors already. I think there is a 3rd floor, I just don't think it's very big. There's also an interview where a developer said something like "the first, third, and basement floor were too similar". Not sure how exactly he means - whether he means layout wise or visual design.

    Sadly, I don't think this is something we'll be able to confirm until we obtain the game ourselves.

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  • Ridley W. Hayes
    replied
    Kev, mate, you can also see the granade flying trough the air toward the camera after Leon throws it. See attached.

    Alzaire, about the number of floors on the RPD, I asked that once in the 1.5 thread of the PlayStation Museum forums. I don't remember very well, but I think the Curator said there were only two floors with the helipad being the 3rd. Did anyone save the answers he gave to the questions I asked? I don't seem to find them in my hd.
    Attached Files
    Last edited by Ridley W. Hayes; 07-29-2009, 04:16 PM.

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  • Alzaire
    replied
    Originally posted by kevstah2004 View Post
    So in essence he tried throwing two grenades but holds on the second one without releasing the pin?
    there's no waiting / bored animation?
    Yeah, for the most part that's right. The aiming animation for the hand grenades is Leon holding the grenade near his right hip and his left hand holding the pin. The player didn't release the aim button after throwing the grenade, so the animation readies another grenade throwing aim position, just like any weapon in the game stays in the aiming position if you don't release the aim button. The character never stood long enough while still not in the aiming position in that clip, hence no simple idle stance.

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  • SonicBlue
    replied
    Originally posted by Alzaire View Post
    And omg I hope you're merely telling me the gun resembles the HK53 and not that -is- an HK53. I've had to fight that argument so many times, it's not even funny...
    no no XD

    Only that looks like, the magazine shape is also different.

    Some years ago (maybe 2001 or 2002) I've read about a fact (I don't remember if was on the Internet or in a game magazine) that some Capcom programmers, designer, etc, in 1998 switched to Squaresoft and then they works on Parasite Eve 2, just look at the body armour (also in PE 1 but the function is different), the Beretta M93R was the Aya starter weapon and also there are the shooting polygon.

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  • kevstah2004
    replied
    Originally posted by Alzaire View Post
    That's not a grenade launcher reloading animation or a grenade launcher being fired.

    Leon throws the hand grenade underhand style with his right hand and his left arm pulls back and down slightly with the body twisting motion of the throw. What you see as as reloading animation is Leon's right hand returning to his hip and his left hand returning to to his right hip to grasp the pin of the grenade to throw the next one.

    The way the video shows it is:

    -Leon low-drops a grenade into the water with a zombie. He runs back a little.
    -Leon then turns to face the camera and enters the "ready to throw" position with a hand grenade. He holds the hand grenade at his hip with his right hand and his left hand also moves to his right hip to hold the pin.
    -A brief second after Leon enters the position, the first grenade he dropped into the water close to camera explodes and he immediately pulls the pin and lobs another grenade toward camera.
    -After throwing that grenade, the player never let go of the aim button and so Leon once again returns to the "ready to throw" aiming position and begins to turn his aim.

    What you're seeing as a "reloading animation" is the very quick motion Leon makes as he pulls the pin on the grenade he lobs towards camera, throws it, returns his right hand to the hip with another grenade, and his left hand returning to grasp the pin on the next grenade.

    I also see no grenade launcher barrel. I watched it carefully over 2 dozen times and all I see is Leon turning around and bringing his right arm up and bending it a roughly 45degree angle at the hip holding a hand grenade. The grayish part you're probably mistaking for the barrel is the whitish/gray portion of Leon's uniform on his forearms.

    Your theory doesn't hold up well either. Obviously I know about varying builds and such. But the Complete Disc build and the final build are the same. The hand grenades were a finished weapon by the 4th build era (final being 5th) and the grenade launcher worked fine in the very next CD video when Elza uses it. The way the game uses weapon selection in debug is being able to put any weapon in the inventory, not switch on the fly onscreen. Leon also shouldn't be programmed with an animation to use the grenade launcher anyway. The GL is Elza's specific weapon, while the hand grenades are Leon's specific weapon. Similar to how the bowgun is Claire's and Leon gets the shotgun in retail. Neither can use the other person's weapon. Elza does not have access to hand grenades.

    The Complete Disc video is showing off the hand grenades in the second video. The third CD video shows off the grenade launcher. There's no need for them to mess around shooting off a hand grenade with a grenade launcher when the animation for the hand grenades for Leon were complete an entire build earlier and Elza's seen using the grenade launcher no problem.
    So in essence he tried throwing two grenades but holds on the second one without releasing the pin?
    there's no waiting / bored animation?
    Last edited by kevstah2004; 07-29-2009, 06:49 AM.

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  • Linzuki
    replied
    Google "stereoscopic photo" mines not a very good one I'm still trying for better results, it's harder to make a 2D photo into 3D than just grabbing a couple cameras and taking a pair of pictures and making them stereoscopic.
    Oh right, I see what you mean. I'm not sure how you go about doing those kind've images, the channels probably need to be moved more... it's barly noticable xD but here...



    I'm probably wrong o.o but whatever. It seems interesting lol.

    I probably won't be drawing another one up unless I make a breakthrough. But you can use my map as a basis if you want.
    Cheers, Alzaire! I'll have to look up on these known rooms sometime though so I can get the right textures down. If I had more time to learn how to mod character textures, it would be pretty fun to play with L4D. Reskin Zoey as Elza, The tank can be the giant ape, >_> everything else but zombies can go. But unfortunately, it would require a lot of stuff I don't think I can get. Coders would be nice but meh.

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