The only animations I think need to be changed in 1.5 are those goddamn stair walking animations. They're unfinished or something. Would it be too difficult to import the stair walking animations from retail?
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noooooooooo man that animation is awesomeeeeeeee, the sad part is there is no sound.Originally posted by Renard View PostThe only animations I think need to be changed in 1.5 are those goddamn stair walking animations. They're unfinished or something. Would it be too difficult to import the stair walking animations from retail?
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Regarding injury in 1.5 vs 1 or 2, I guess the general impression was that Capcom was gunning for the use of torn clothes. Of course, the "problem" with the torn clothes system is that ... well ... healing items would either not produce visual correction ... or make the player a tailor of sorts (or magically grant them a spare change of clothes ... or maybe you didn't use medicine to heal yourself, but more as a laundry stain remover?)
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Hmm .. I still stand by my point that if the character is far away from the camera - without checking inventory or standing still for 5 seconds
(and be attacked again) that it would be easier to see their danger condition at least (caution could still run)
What if the Team made a Remake / Zero style animation for danger instead (hand on hip running)
While hand on chest (like retail) would indicate Caution and not slow you down either way.. That way the gameplay balance isn't effectedLast edited by RaccoonSurvivor; 08-17-2013, 04:29 AM."I never thought any of this stuff my brother taught me would work!"
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1.5 uses dirty code for staircase animations and wastes PLD space. Players can get behind unwanted collisions or other errors. Retail has different method of staircase animations and I am looking into similar solutions to have them in RDT data. Capcom had great idea to make players step after last rung to avoid deadly collisions.Originally posted by Renard View PostThe only animations I think need to be changed in 1.5 are those goddamn stair walking animations. They're unfinished or something. Would it be too difficult to import the stair walking animations from retail?
“How far can they control my mind? But to know God you must be God! And to be God you must let go of anything you thought you were... So we return the gift...”
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Any more awesome updates you wish to share D. Birkin?Originally posted by D.Birkin View Post1.5 uses dirty code for staircase animations and wastes PLD space. Players can get behind unwanted collisions or other errors. Retail has different method of staircase animations and I am looking into similar solutions to have them in RDT data. Capcom had great idea to make players step after last rung to avoid deadly collisions.
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But it's not begging. He's just asking.
It's nice to see a music player option in there though. Dim the lights, fire up the stereo system, and play some 1.5 tunes.
Dirty code huh? Does that mean is poorly written? The default stair climbing animations look like poo.
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EDIT:
I blew up D.Birkins new avatar in photoshop and can read the track names. This is the order they are in the picture.
- Escape from the laboratory
- ????? Falls
- The Second Floor
- Umbrella's Secret Laboratory
- Horror Around
- The Answer Is "G"
- Out In The Wild
EDIT #2:
The room in his background is the file archive room. It looks heavily inspired by RE2's.Last edited by Zombie_X; 08-18-2013, 08:11 PM.
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News is I am on vacation.Originally posted by Ultimacloud123 View PostAny more awesome updates you wish to share D. Birkin?
It is only temp code and one step repeating until animation plays to last rung. Real animation must work with more steps. Place character in front of staircase and make first step > loop for staircase with same animation > do last step to pass through stair collision before giving back control to player.Originally posted by Zombie_X View PostDirty code huh? Does that mean is poorly written? The default stair climbing animations look like poo.
We are not working on laboratories.Originally posted by Lanzagranadas View PostNew Birkin´s avatar looks like some kind of modifyed lab room.
“How far can they control my mind? But to know God you must be God! And to be God you must let go of anything you thought you were... So we return the gift...”
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I was under the impression that there were unused animations like that unique to 1.5 that were discovered when people originally began digging through 1.5's data. I suppose I misinterpreted what they meant.Originally posted by RaccoonSurvivor View PostHmm .. I still stand by my point that if the character is far away from the camera - without checking inventory or standing still for 5 seconds
(and be attacked again) that it would be easier to see their danger condition at least (caution could still run)
What if the Team made a Remake / Zero style animation for danger instead (hand on hip running)
While hand on chest (like retail) would indicate Caution and not slow you down either way.. That way the gameplay balance isn't effected
They have to take certain liberties when making the decisions of finishing someone else's abandoned work when looking for ways to make improvements or when naming/completing enemies. Fortunately, the gameplay elements that are IGAS' work are being made optional. So maybe that dodge function from RE3 that you and several others have requested will be featured and won't be "disrespectful" to the original developers.Originally posted by Kegluneq View Post...completely messing with it in the original scenario's features is disrespectful towards the original developers who certainly knew much more about the game they were designing and how it should be played out than the fanbase or team I.G.A.S.
TL;DR: If it ain't broken, don't fix it.Last edited by Graco; 08-17-2013, 12:18 PM.sigpic
"Must the State continue to exist once the question of labor and capital shall be practically solved? We reply in the negative. We are anarchists."
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I am sorry but there is no dodge option planned. It will not be in our BIO1.5 for reasons of technicalities and game play.“How far can they control my mind? But to know God you must be God! And to be God you must let go of anything you thought you were... So we return the gift...”
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