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Biohazard 2 Beta 1 (Very first beta)

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  • Guest
    Guest replied
    Originally posted by Ketsui View Post
    About the licker scene... anyone else have spotted this in the final game?



    You can see the head when you enter the room for the first time.



    A leftover from beta 1?
    Interesting! I wonder if it's present in the Trial Edition, it should be possible to enter the room from the opposite side and take a peek from that angle.

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  • Ketsui
    replied
    About the licker scene... anyone else have spotted this in the final game?



    You can see the head when you enter the room for the first time.



    A leftover from beta 1?
    Last edited by Ketsui; 09-09-2012, 05:36 PM.

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  • Guest
    Guest replied
    The shelf on the aligator room looks like a 3D object that you had to push to access the gas container.
    I wonder why did they took it off, it would make that part a little more interesting.

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  • Biohazard 1995
    replied
    Spoiler:
    Last edited by Biohazard 1995; 10-02-2012, 03:26 PM.

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  • doriantoki
    replied
    That is true. If you look at RE2 and RE3 and how the engines are nearly identical, this was probably a case of them either using RE2 as a base and replacing backgrounds where needed, or the backgrounds from various RE2 builds were ported wholesale into RE3 to be used as place holders as the game was being fleshed out and worked on.

    Originally posted by geluda View Post
    RE1 and RE2 are very similar actually undernieth it all, there's a few bugs which exist in both games regardless of whatever tweaks they made so its deffinately not new code. It's either that or despite however they coded the engine they built it in the same way resulting in the same behaviour.
    Yes, that is true. I think it's obvious they either used modified RE1 code or developed new code very similar to it. But why wouldn't they? I think it only makes sense. There was enough of a progression between games that it felt fresh. The characters and enemies were more mobile and better animated. All in all, even if it was RE1 code, RE2 tweaked it well enough, where it felt very smooth and natural. RE3 wasn't that big of a step up. You could 180 and dodge, but beside that, it felt identical.
    Last edited by doriantoki; 08-28-2012, 02:49 AM.

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  • ANDYARKLAY
    replied
    As RE2 was being developed, it seems old assets, such as the backgrounds, were deleted or overridden, as they were no longer required, or were taking up too much space on the disc.
    But at the same time by some reason we can find backgrounds with Kendo in chief room and zombie on the table in bh3.
    From one side you say they were deleted from other side you extract them from bh3 iso.

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  • Guest
    Guest replied
    Originally posted by doriantoki View Post
    They had magazine clips and fuel canisters, as we saw. In retail, they were more or less entirely one use. I don't count the SMG, as yes you can get two, but getting the second one requires jumping through many hoops, and you get it so late that it isn't really worth it.
    You can even use quite a few of these items, i was able to reload the flamethrower using the canister.

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  • Guest
    Guest replied
    The main similarity is the flag system, the way the game handles scenarios, cutscenes, game progress, object interaction and the likes is virtually identical. You can look at bahaviour in one flag system and make accurate predictions in another, that's how similar they are.
    Last edited by Guest; 08-27-2012, 08:55 PM.

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  • Gemini
    replied
    CAPCOM used the very same RE-style engine for the entire 32 bit era, tweaking bits and adding stuff as they created each and every new game. Code Veronica was likely to be using a branch of the RE2 engine, which also Dino Crisis did, same for RE0 N64, and the Onimusha prototype. Pretty much all of Mikami's 32 bit projects used the same base.

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  • Guest
    Guest replied
    Originally posted by doriantoki View Post
    I am not sure what you are asking about the source code? AFAIK, the earliest version of 1.5 was using the RE1 engine. When the development on RE2 as we know it began, it seems that they started using either an entirely new engine, or a heavily modified 1.5 engine, which in turn, was a modified RE1 engine. The assets, separate from the source code, such as backgrounds, 3D models and textures, may have and probably were, imported between all game engines. As RE2 was being developed, it seems old assets, such as the backgrounds, were deleted or overridden, as they were no longer required, or were taking up too much space on the disc.
    RE1 and RE2 are very similar actually undernieth it all, there's a few bugs which exist in both games regardless of whatever tweaks they made so its deffinately not new code. It's either that or despite however they coded the engine they built it in the same way resulting in the same behaviour.
    Last edited by Guest; 08-27-2012, 08:24 PM.

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  • doriantoki
    replied
    I am not sure what you are asking about the source code? AFAIK, the earliest version of 1.5 was using the RE1 engine. When the development on RE2 as we know it began, it seems that they started using either an entirely new engine, or a heavily modified 1.5 engine, which in turn, was a modified RE1 engine. The assets, separate from the source code, such as backgrounds, 3D models and textures, may have and probably were, imported between all game engines. As RE2 was being developed, it seems old assets, such as the backgrounds, were deleted or overridden, as they were no longer required, or were taking up too much space on the disc.
    Last edited by doriantoki; 08-27-2012, 06:56 PM.

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  • ANDYARKLAY
    replied
    This turned in the nice thread - i saw all the stuff here(i extracted all backgrounds from many isos) but i never tried to compare so many of them.
    I don't understand some moments:
    ok you can see the date of .bss file which contains few parts of same map
    But is it possible to find out the date of each different part of map? Which program do devs used to assemble .bs from "parts"?

    Also i don't understand another thing - devs says that they lost 1.5 source code and all files and that only collectors may have the game, after that we can extract such stuff from different versions of re2 and...even in re3(!) versions after they should be lost for sure and somehow they made re2/re3 for GC(using the lost code i guess) - does it means that they still have lots of nonfinal(probably not 1.5) files?

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  • Rombie
    replied
    Yeah I was replying to biohazard_star's comment about the ammo being pulled from retail. The other two were but the SMG wasn't based on your actions. I surprised myself today in actually remembering that. LOL

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  • doriantoki
    replied
    That's really what I meant about getting the "second one". Of course, if you already had it, you'd get a clip instead.

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  • yurieu
    replied
    Originally posted by Rombie View Post
    My hazy old memory mught be wrong but i an fairly certain Ammo for the SMG is. I am sure I remember that If you pick up the SMG in the B game then when you unlock the space with second SMG it has ammo instead of the second gun. of course I probably haven't played that like that for a decade so I could be wrong.
    of course! i think if u pick the SMG in weapon storage room, there is smg clip in the game. in the crazy wreck laboratory, the dead soldie holds a SMG clip.

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