Originally posted by J0shuaKane
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Some cool 1.5 exclusive screenshots ;)
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Gee, ya think? You're above most of the pure build cultists then in that regard. From the very first IGAS deviation they reacted like they were false prophets in serious need of a purging. You guys got your "pure build", go fap to it and let IGAS do their magic. It won't appease most of the robe wearers, no, but to any sensible Resident Evil fan, I'm sure it will be worth the wait.Last edited by Eteponge; 03-10-2014, 09:22 PM.
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Not sure where you get that from. Don't let the pre-rendered backdrops fool you. It's still all just a bunch of similarly structured 3D coordinates; they just approach the end output a little different, but as far general "room" rendering goes, there's nothing either of them does that the other one shouldn't be able to do perfectly fine (textured 3D room rendering vs pre-rendered backdrops).Originally posted by Mikhail View PostBecause it's a 2D game, why I mentioned Dino Crisis 2 instead Dino Crisis 1 which is 3D
IGAS did a proof-of-concept video about a year ago (shit! Time zaps by fast!), demoing an RE4 style camera in the 1.5 engine, which apparently failed to impress some subjects of the RE hacking community; as it'd "already been done" (apparently)
This is what I find puzzling too. They're clearly more than capable of adding whatever features they see fit or needed, so why go through the trouble of porting everything to a different engine that probably comes with baggage and a gazillion functions they probably don't need? (Which would then have to be shaved off to give space for functions they do need)Originally posted by biohazard_star View PostI dunno about porting the game to DC2's engine, but wouldn't it be easier to just modify the current engine to add in more complex enemy spawn features akin to DC2's? I mean, extensively hacking the 1.5 engine is exactly what IGAS has been doing for who knows how long, so....
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It pains me to be that 'window guy' again, but there should be a second window on the eastern portion of the 2F corridor:
That thin metal strip is exactly where the right side of the second window frame would be, and the length of the strip is consistent with the height of the other window frames. IGAS may have decided not to include it, overlooked it, or attributed the strip to something unrelated.Last edited by Enigmatism415; 03-13-2014, 12:13 AM.
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So far, the exterior shots of the RPD have proven to be accurate in terms of window positioning. In the second background, I encircled in red what Enig was talking about. It's only a few pixels thin, but you can see what appears to be the edge of a second window that's beside the one near the helipad ladder. I outlined the edge of the first window in yellow lines so you can see that it isn't the one encircled in red. I didn't include it, but in the second to the last angle used in this outdoor area (the one with the manhole), you can also see the medical room window seen in IGAS' recreation and the 1F shutter hallway windows.
Seibu teh geimu?
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I also think there's a window directly below the one I mentioned earlier (next to the lobby's door in the 1F East Corridor).
I had posted this schematic illustrating my idea:
...but IGAS responded that they had reasons for their window placement (I wish I knew what they were).
Later on, I found additional supporting evidence in this background:
In the very lower-right corner, you can see the corner/edge/shadow of the window frame.
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It's a glitch. When you re-enter the room, the shutter texture re-appears on a dead zombie torso before the torso disappears. Or something.
The same thing happens in other parts of the game, such as in the lab when you re-enter that Man-Spider hallway after killing it. The texture of the floor panel (the one the Man-Spider breaks through) re-appears on part of the Man-Spider corpse. It's a weird glitch.
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