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[RELEASE] Biohazard 1.5 Hacks

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  • Guest
    Guest replied
    Another thing to consider RMandel is that the door to the roof from the corridor must be locked also, at least when Elza is with John, as if it was open they could just go up to the roof any time. Elza must come up from the elevator shaft when she makes her way up to the confrence room, it makes me wonder if perhaps Leon locks the door him self in his scenario, or perhaps Capcom didn't put that much detail into it.

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  • RMandel
    replied
    Thanks. Sometimes I put my mouth in gear before my mind and get into trouble ... but always with the best intent.

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  • Guest
    Guest replied
    Originally posted by RMandel View Post
    Actually, if you'll look at some of the latest RE15 Inventory screen images floating around - ReonZCanaada's, the ones with the different weapon icons, and then that other that the 123 guys have been waving around - it would appear that at least Leon's staring mix of weapons and gear was different than what we have in the MZD build. Maybe Elza's was, too. Maybe that's another thing that got knocked out of kilter by the Team's early attempts to fix bad/incomplete code. I'm not complaining - look at all the stuff they added, not to mention all that translation work - just stating what's already known. Didn't the Team say this had already been fixed? Oh, and I'm sure our resident PMODder here might be able to work a little magic of his own ... given time.

    Good catch on the item slots, Mikhail. Finally ... something useful after days of drama in Aleff's thread.

    As to the way those door are linked in the MZD build, remember what I said when it first came out. It reminded me a lot of DB's PC PMOD for RE2. Those doors are linked they way they are (or not linked, or linked incorrectly) due to the original programmers' whims. Some are connected like they should be, some for convenience in travel, and some "just because." Some are one way or the wrong way on the other side because Studio 4 forgot to change the link on the back side - or maybe hadn't gotten around to fixing them yet. I'm guessing, but fixing bad door links isn't too high a priority on DB's hacking list right now - not when there's so many other things to deal with. They're actually pretty easy to do, and I'm guessing he'll get to them once some of the bigger issues are dealt with.

    Right, DB? Or am I just droning on again, being the old fossil that I am?

    As for the 3F Conference Room back door, my past research lead me to believe that it was there to provide the quickest path possible to the Lobby Roof drop after the mutant ape boss fight in there. Think about it - the boss fights occur at the end of a stage. If one PC (player character) fights them in the Garage and then heads out through the Service Bay manhole, then the other PC would fight them in the Conference Room and then head out to the Sewers via the Lobby Roof drop. Straightest path possible. That's also why I believe - although I can't prove - that the Conference Room back door is supposed to be locked when you start the game. The only way you'd be able to unlock it is from inside the Conference Room - after you've had that boss battle.
    This or that I've always found your posts informative and helpful haha

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  • RMandel
    replied
    Actually, if you'll look at some of the latest RE15 Inventory screen images floating around - ReonZCanaada's, the ones with the different weapon icons, and then that other that the 123 guys have been waving around - it would appear that at least Leon's staring mix of weapons and gear was different than what we have in the MZD build. Maybe Elza's was, too. Maybe that's another thing that got knocked out of kilter by the Team's early attempts to fix bad/incomplete code. I'm not complaining - look at all the stuff they added, not to mention all that translation work - just speculating based on what's known. Didn't the Team say this had already been fixed? Oh, and I'm sure our resident PMODder here might be able to work a little magic of his own ... given time.

    Good catch on the item slots, Mikhail. Finally ... something useful after days of drama in Aleff's thread.

    As to the way those door are linked in the MZD build, remember what I said when it first came out. It reminded me a lot of DB's PC PMOD for RE2. Those doors are linked they way they are (or not linked, or linked incorrectly) due to the original programmers' whims. Some are connected like they should be, some for convenience in travel, and some "just because." Some are one way or the wrong way on the other side because Studio 4 forgot to change the link on the back side - or maybe hadn't gotten around to fixing them yet. I'm guessing, but fixing bad door links isn't too high a priority on DB's hacking list right now - not when there's so many other things to deal with. They're actually pretty easy to do, and I'm guessing he'll get to them once some of the bigger issues are dealt with.

    Right, DB? Or am I just droning on again, being the old fossil that I am?

    As for the 3F Conference Room back door, my past research lead me to believe that it was there to provide the quickest path possible to the Lobby Roof drop after the mutant ape boss fight in there. Think about it - the boss fights occur at the end of a stage. If one PC (player character) fights them in the Garage and then heads out through the Service Bay manhole, then the other PC would fight them in the Conference Room and then head out to the Sewers via the Lobby Roof drop. Straightest path possible. Alzaire was actually the first to suggest that many moons ago, back on the old Bioflames site, and I've yet to see anything that would lead me to believe differently. That's also why I believe - although I can't prove - that the Conference Room back door is supposed to be locked when you start the game. The only way you'd be able to unlock it is from inside the Conference Room - after you've had that boss battle.
    Last edited by RMandel; 06-13-2013, 01:06 AM.

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  • Mikhail
    replied
    Have you extracted the ESP data from the RDT's yet the most complete room ESP seems to be the GARAGE B where as the sewer is missing the bullets, they'll need appending to all the RDT's their also character specific Leon's don't contain the SIG P228.
    Attached Files
    Last edited by Mikhail; 06-12-2013, 01:11 PM.

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