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Some cool 1.5 exclusive screenshots (**As seen on TV!**)

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  • Originally posted by Getta robo View Post
    I'm not sure which version I played last time, but surely the models didn't look as good as those. Are any plans for any changes? I love what you and rusty did to the other enemies, perhaps prime apes could revised as well?
    Could be the lighting, not sure. The only special things I do there are chrome rendering and exploding parts, where the second is more or less the same thing that most RE games can do and executed almost identically (but with a better implementation); both are mere tricks with polygon normals never used anywhere else. As for changes, I'm not aware of any plans in that direction.

    Originally posted by Northman View Post
    Haha, LOL @ the BGM. Makes the whole thing feel like some cheesy anime. :p Tell me, is that song copyrighted? Anything stopping you from just leaving it in?
    Fun fact: this song has been plagiarized and included in DBZ (click). It's only in the vid because it got stuck in my head just as much as the rip off version originally did.
    Last edited by Gemini; 04-21-2015, 05:14 PM.

    Resident Evil: Behind the Mask twitter
    , also in Facebookian flavor for great justice.

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    • Originally posted by Northman View Post
      Haha, LOL @ the BGM. Makes the whole thing feel like some cheesy anime. :p Tell me, is that song copyrighted? Anything stopping you from just leaving it in?
      I can't wait to play this looks awesome.

      YouTube video:

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      • Good job Gemini and great video. I thought you used Trunks music from DBZ until i heard the lyrics lol
        ''Whaaaaaat?! No money?! Hieeeeeer...SEK A COK!''

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        • Nice.. so this Original VS Arrange mode, is that gonna be in the main game too?

          As awesome at that start text was the "Good Luck, Civilian!" made me wince. Too cheesy and 'obviously fan made' - if that makes any sense?
          Surely just "Good Luck" would do?? No offence
          "I never thought any of this stuff my brother taught me would work!"

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          • Originally posted by RaccoonSurvivor View Post
            Nice.. so this Original VS Arrange mode, is that gonna be in the main game too?
            if you remember what work we show from birkin in options and settings, gemini also bring these type of arrange and original option over to new engine. is really nice and help make the resident evil in a way different people want.

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            • Holy shit this video was an orgasm for my eyes! Pretty dann good! I love it. Respect to you guys
              "What is it? - BLOOD!"

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              • What was Geminis facebook page again? I got banned for posting porn and had to make a new facebook so I gotta relike it.

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                • Originally posted by RaccoonSurvivor View Post
                  Nice.. so this Original VS Arrange mode, is that gonna be in the main game too?
                  It will probably be used only for the actual story, but who knows. Adding a selector for each mode shouldn't be a problem.

                  As awesome at that start text was the "Good Luck, Civilian!" made me wince. Too cheesy and 'obviously fan made' - if that makes any sense?
                  Surely just "Good Luck" would do?? No offence
                  It's supposed to be cheesy completely on purpose. The text you see there is a mix of the RE1 load screen, the SS battle mode introduction, and the usual "good luck". Civilian/officer were added there just because I needed more time to keep the screen busy while the game is loading data.

                  Originally posted by Deathlygasm View Post
                  What was Geminis facebook page again?
                  Check my signature.

                  Resident Evil: Behind the Mask twitter
                  , also in Facebookian flavor for great justice.

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                  • The zombies seem a lot more functional now. The AI re-write is not finished I presume though? At least they don't resurrect anymore (but that was fixed ages ago).

                    I do see on your twitter that they now vomit, and I hope you keep that feature for when you play as Sherry. Dodging zombies in the factory lobby as they vomit would be a nice nod to RE2 retail. Did they ever have the code to vomit in the first place?

                    I'm also happy to see you posted a picture of all three grande types in action, and they look like they did in all the PS1 games. Loving it!
                    Last edited by Zombie_X; 04-23-2015, 08:50 PM.
                    My Head-Fi Page

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                    • Originally posted by Zombie_X View Post
                      Did they ever have the code to vomit in the first place?
                      in retail, yes. then they will not bite, its an AI setting when you place them in the room.

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                      • Originally posted by Zombie_X View Post
                        The zombies seem a lot more functional now. The AI re-write is not finished I presume though? At least they don't resurrect anymore (but that was fixed ages ago).
                        It's a partial rewrite of the 1.5 AI made from scratch. It's currently around 1250 lines of code. The estimated full code should about around 2000 lines when I add back crawling and chest dismembering.

                        I do see on your twitter that they now vomit, and I hope you keep that feature for when you play as Sherry. Dodging zombies in the factory lobby as they vomit would be a nice nod to RE2 retail. Did they ever have the code to vomit in the first place?
                        They don't vomit at all, that was a bug that would cause them to vomit non-stop on respawn. For an actual vomit move to be anything like retail one of more of these 3 conditions need to be true:
                        1) a support player is in reach of the zombie. They won't grab the support player, but use the vomit move;
                        2) you're controlling Sherry, who can't be grabbed;
                        3) player is standing on a different height than a zombie, but they are still in the visual line.

                        Resident Evil: Behind the Mask twitter
                        , also in Facebookian flavor for great justice.

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                        • Sorry for the potentially stupid question, but how does one go about rewriting 1.5 AI exactly (well, not exactly, but roughly)?

                          If this question has already been addressed before, would you kindly direct me to it? Cheers.
                          Last edited by Enigmatism415; 04-24-2015, 10:33 AM.

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                          • You analyze ideal patterns, the code itself, get a rough estimate of what it all does, then you put it back into whatever form is that you need. While some things are likely to change (due to fixes, engine differences, etc.), a few can be carried over identically (speed values, timers, damage formulas, etc.).

                            To give you a practical example: when zombies grab you, the AI fires a timer that lets the player shake free as soon as this timer expires. The timer is decreased every frame and input decreases it even more. To put it in actual numbers, out of 110 points (the timer), a frame scores -1 and input scores -4. The way this worked in the original caused zombies to kill the player if no input is ever given because it would loop for more than the health would allow (grab takes 10 health points then each bite takes 5 more health points). When I rewrote the AI I made sure to use a different formula, so now each frame subtracts 2 from the timer and input subs 5, causing it work like in any retail title.
                            Last edited by Gemini; 04-24-2015, 11:18 AM.

                            Resident Evil: Behind the Mask twitter
                            , also in Facebookian flavor for great justice.

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                            • Originally posted by Gemini View Post
                              You analyze ideal patterns, the code itself, get a rough estimate of what it all does, then you put it back into whatever form is that you need. While some things are likely to change (due to fixes, engine differences, etc.), a few can be carried over identically (speed values, timers, damage formulas, etc.).

                              To give you a practical example: when zombies grab you, the AI fires a timer that lets the player shake free as soon as this timer expires. The timer is decreased every frame and input decreases it even more. To put it in actual numbers, out of 110 points (the timer), a frame scores -1 and input scores -4. The way this worked in the original caused zombies to kill the player if no input is ever given because it would loop for more than the health would allow (grab takes 10 health points then each bite takes 5 more health points). When I rewrote the AI I made sure to use a different formula, so now each frame subtracts 2 from the timer and input subs 5, causing it work like in any retail title.
                              Makes sense to me! I've programmed the most basic AI in a program called ALICE back in high school about 6 years ago.

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                              • Hey Gemini, what language are you programming 1.5/BTM in? I think you covered it before, just point in the right direction.

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