Well the Yawn Scene could have played out similar to the Birkin Claw/Tram scene, it waves back and forth, hisses, then strikes at your current spot, until enough damage is done to drive it away and reappeared later in the mysterious beta garden bit (which seems like a logical place to whack a snake.
But its likely this early they did not finish off the AI, or it just wasn't included within these builds as it wasn't needed.
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Originally posted by SonicBlue View PostCodes for Build 10/04 makes my emulator crash
I've just tested them, they work fine for me!
Just make sure you don't turn Wesker into an enemy during the intro scene or it'll never finish...
Edit:
I made an error with the spacing!
Only the 1st enemy modifier is correct, give me a minute to fix the others!
Edit2:
Fixed!
Try them again now!Last edited by Upaluppa; 04-05-2011, 10:30 AM.
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Originally posted by Upaluppa View PostOh yeah, I totally forgot that Kenneth is also considered as an NPC by the game...
At first I thought you ported my event modifier to the debug build...
We really have to do that, it's gonna be awesome!
It does not only spawn the enemies of any room into another one, the events of the other room are "spawned" too!
We could move any puzzle, cutscene, bossfight and so on into the Main Hall with that code, just to give you an example!
@SonicBlue:
AI Modifier for the debug build:
http://the-horror.com/forums/showpos...&postcount=244
AI Modifier for the V-Jump build:
http://the-horror.com/forums/showpos...&postcount=296
AI Modifier for the 10/04 build:
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Already done!
Originally posted by kevstah2004 View PostYep, I haven't made a AI + Enemy model swapper for the V-Jump or 04-10-1995 builds yet though only the full game debug sample.
But we are still missing the Event Modifiers for the 10/04 and debug builds and Item Modifiers (in room, not inventory!) for all builds!Last edited by Upaluppa; 04-05-2011, 10:19 AM.
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Yep, I haven't made a AI + Enemy model swapper for the V-Jump or 04-10-1995 builds yet though only the full game debug sample.
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Originally posted by kevstah2004 View PostI overwrote Kenneth's Enemy slot
At first I thought you ported my event modifier to the debug build...
We really have to do that, it's gonna be awesome!
It does not only spawn the enemies of any room into another one, the events of the other room are "spawned" too!
We could move any puzzle, cutscene, bossfight and so on into the Main Hall with that code, just to give you an example!
@SonicBlue:
AI Modifier for the debug build:
http://the-horror.com/forums/showpos...&postcount=244
AI Modifier for the V-Jump build:
http://the-horror.com/forums/showpos...&postcount=296
AI Modifier for the 10/04 build:
Amount Of Enemies in Room
300C000E 00XX
1st Enemy AI Modifier
300C1535 00XX
2nd Enemy AI Modifier
300C16B9 00XX
3rd Enemy AI Modifier
300C183D 00XX
4rd Enemy AI Modifier
300C19C1 00XX
5th Enemy AI Modifier
300C1B45 00XX
6th Enemy AI Modifier
300C1CC9 00XX
7th Enemy AI Modifier
300C1E4D 00XX
8th Enemy AI Modifier
300C1FD1 00XX
+184 spacing between them.
Event Modifier for the V-Jump build:
http://the-horror.com/forums/showpos...&postcount=245Last edited by Upaluppa; 04-05-2011, 10:29 AM.
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Originally posted by kevstah2004 View PostV-Jump Build
00 = Lab coat Zombie
01 = Snake
02 = Cerberus
03 = Spider
04 = Spider
05 = Crow
06 = Hunter
20 = Barry
21 = Kenneth
22 = Jill
--
04-10-1995 build.
00 = Lab Coat Zombie
01 = Snake
02 = Cerberus
03 = Spider
04 = Spider
05 = Crow
06 = Hunter
07 = Bee
08 = Plant
09 = Chimera
0A = Snake
0B = Neptune
0C = Tyrant
0D = Snake
20 = Chris
21 = Jill
22 = Barry
23 = Rebecca
24 = Wesker
25 = Kenneth
26 = Forest
27 = Rebecca
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Perhaps your right though regarding your earlier point, maybe you shoot at the yawn and then it slithers away to the graveyard (or wherever that route lead to) instead of fighting in the shed. Sort of a pre-boss fight just after solving the crest puzzle.
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Originally posted by Upaluppa View PostI have managed to get the snake to appear without ending the game, but it has no AI...
It just sits there waving back and forth and that's it!
It does not try to attack you and you can't damage it with your weapons.
If you shoot it no blood appears, you can shoot right through it.
I guess the Yawn was never really meant to be fought in this ridiculously small store room anyways!
I am quite positive that it's appearance in this room way specifically created for these sample builds as a kind of teaser of what terrible monster is waiting for you in the full game! Either that, or the Yawn would have retreated after the short scene in the store room and the real fight took place somewhere else...
I am really just assuming here, there's no way to know for sure but it just seems unfair and illogical that you had fight such a huge enemy in a room with no way of avoiding attacks...
Edit:
@kevstah2004:
The list for the V-Jump build seems to be correct, but what about ID 09?
The Jill in the Main Hall is 09 by default, does that mean there are multiple Jill's or what!?
Could you test 09 in another room and confirm that it is Jill?
Another thing...
How did you manage to add additional enemies into a room?
In that one video you showed earlier (with the Zombie and Cerberus in the Hallway), how did you get the Cerberus to appear even tough there's only one zombie in that room by default?yes there are multiple models some for different cutscences the CHAR ones are the playable characters and the EM ones are the cutscene / enemy models.
Last edited by kevstah2004; 04-05-2011, 09:44 AM.
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Originally posted by Scream View PostI don't think its just a teaser as the strange design of the shed (without a door) suggests they wanted the snake to enter through that entrance. If you remember the hunter CG movie in the final game has that same beta room design.
We really don't know how the AI for the Yawn was planned at that stage of development.
With a completely different behavior compared to the final game's Yawn a boss fight in the store room could have been possible.
The movie scene was apparently created using beta assets of the game.
Most likely the no door layout of the room was still part of the game design while the CG movies were being created.
Come to think, there's similar stuff in RE2...
During the opening movie you can clearly see that 1.5's Leon model with the Knife Holster was used for the movie!Last edited by Upaluppa; 04-05-2011, 09:47 AM.
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I don't think its just a teaser as the strange design of the shed (without a door) suggests they wanted the snake to enter through that entrance. If you remember the hunter CG movie in the final game has that same beta room design.
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Originally posted by ANDYARKLAY View PostDoes snake's real Ai exist?
It just sits there waving back and forth and that's it!
It does not try to attack you and you can't damage it with your weapons.
If you shoot it no blood appears, you can shoot right through it.
I guess the Yawn was never really meant to be fought in this ridiculously small store room anyways!
I am quite positive that it's appearance in this room way specifically created for these sample builds as a kind of teaser of what terrible monster is waiting for you in the full game! Either that, or the Yawn would have retreated after the short scene in the store room and the real fight took place somewhere else...
I am really just assuming here, there's no way to know for sure but it just seems unfair and illogical that you had fight such a huge enemy in a room with no way of avoiding attacks...
Edit:
@kevstah2004:
The list for the V-Jump build seems to be correct, but what about ID 09?
The Jill in the Main Hall is 09 by default, does that mean there are multiple Jill's or what!?
Could you test 09 in another room and confirm that it is Jill?
Another thing...
How did you manage to add additional enemies into a room?
In that one video you showed earlier (with the Zombie and Cerberus in the Hallway), how did you get the Cerberus to appear even tough there's only one zombie in that room by default?Last edited by Upaluppa; 04-05-2011, 09:32 AM.
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V-Jump Build
00 = Lab coat Zombie
01 = Snake
02 = Cerberus
03 = Spider
04 = Spider
05 = Crow
06 = Hunter
20 = Barry
21 = Kenneth
22 = Jill
--
04-10-1995 build.
00 = Lab Coat Zombie
01 = Snake
02 = Cerberus
03 = Spider
04 = Spider
05 = Crow
06 = Hunter
07 = Bee
08 = Plant
09 = Chimera
0A = Snake
0B = Neptune
0C = Tyrant
0D = Snake
20 = Chris
21 = Jill
22 = Barry
23 = Rebecca
24 = Wesker
25 = Kenneth
26 = Forest
27 = RebeccaLast edited by kevstah2004; 04-05-2011, 09:25 AM.
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Yeah I also thought of the underground in regards to the pick axe. Though I suppose it could also of been used in the cancelled graveyard area.
The yawn in that small shed never made much sense to me (look at the attic and lesson room they're some of the biggest open areas in the game), I doubt any real code exists for fighting it.
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Well nice codes with AI modifier
01 is a snake
but i still did not find a code which allow me to fight with snake. Does snake's real Ai exist?
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