Nice... so, I take it more zombies spawn once you've killed another right? So it doesn't go over 10 total at one time, but more can appear?
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Originally posted by Deathlygasm View PostNice Picture I love the damaged Leon!
Originally posted by Jimmy_Jazz View PostAll I can think of now is a RE4 Demake for the PS1
Originally posted by RaccoonSurvivor View PostNice... so, I take it more zombies spawn once you've killed another right? So it doesn't go over 10 total at one time, but more can appear?Last edited by Gemini; 03-27-2015, 08:59 AM.
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Originally posted by Gemini View Post
This test has 8 of them and barely half of the processing power used. In reality the bar should raise a little over the half, but apparently I can push 10 zombies seemingly fine according to memory benchmarks (clickety here)."What is it? - BLOOD!"
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Originally posted by Jimmy_Jazz View PostConsidering the simplicity of the rooms in RE1-3, I'm curious to know if Capcom did alot of their calculations in 2D, such as aiming up and down, and then had a radius for high and low shots hitting.
Originally posted by CraZyEddy2010 View PostVery nice! so 10 Zombies are working, how about 10 Birkins?
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Originally posted by Ultimacloud123 View PostBy any chance would you be able to have more variety with the 5-10 enemy count?
Also what are some features that would be present in the colisium mode? Any unlockables by any chance?
Originally posted by NEOMEGA View PostWasn't that model supposed to be simply a cutscene transition version of Will? Is it just a place holder or did you just let something slip?Last edited by Gemini; 03-27-2015, 11:17 PM.
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But he has the claw capcom attached on him post fight in Leon cutscene. A makeshift visual combination that you probably only would have seen in that one cutscene like retail pre type 1 right before scenario B fight or pre type 2 (when he still has human head) before scenario A fight.
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That's because he is used as is by the template AI. The original 1.5 code would initialize him with no claw by default IIRC.
In the meanwhile I did more research into the boss Baboons (codename: ERADICATOR). They definitively have references in their jump code that allows to swing from any ceiling within reach... but for whatever reason the check fails and said action is never triggered.
The AI is also weird about gunshot reactions, always causing a jump to follow. This behavior has been changed to trigger a jump with a chance of 1/16th.
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Originally posted by Unmasked View PostWatch out pal! im lurking on the shadows...
I'm still wondering if the scene where Birkin impales the manspider actually leads to a boss battle or if the player is just suppsoed to run? I'm convinced that is where Elza encounters Birkin 2 and Leon encounters Birkin 2 in the power room.
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Originally posted by Deathlygasm View PostI'm still wondering if the scene where Birkin impales the manspider actually leads to a boss battle or if the player is just suppsoed to run?
But if we want to keep looking into interesting facts, I've got this:
Currently basing their behavior on patterns found hidden within vanilla 1.5. There is also another undocumented enemy in the sewer code, but apparently it's just an empty template with only the init branch filled. As for Baboons, further research made me realize that boss and regular enemies are pretty much the same thing, with only the initializer being slightly different (boss can have 17 sizes, enemy only uses one scaling value).Last edited by Gemini; 03-30-2015, 09:00 AM.
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