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Thread: Some cool 1.5 exclusive screenshots (**Welcome to the Battle Coliseum!!**)

  1. #9521
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    I agree. A lot of people are making themselves look very childish and jealous...and it's not DXP at this point.

    I will say that it seems kind of...pointless to mod RE2 to work with the original 1.5 areas - after all, we'll likely get the 40% version eventually. It's cool to see it being done, but I was hoping they were planning something somewhat more interesting. Especially given the shit the team received over using RE2 code to complete damaged or unimplemented features.

  2. #9522
    #21 Hunter Gamma SonicBlue's Avatar
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    Quote Originally Posted by J0shuaKane View Post
    @sonicblue: no real details have been said. ask them yourself ;)
    Why do I have to ask them myself?

    I know that you can swap models and change backgrounds, but then? The masks, have being implemented? Also you are not even working with them, how did you know that they can do all of that?

    As MarkGrass said, is it possible to do that stuff, but I'm pretty sure you knew before his reply that it was possible to add DEBUG functions.

  3. #9523
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    Quote Originally Posted by MarkGrass View Post
    If that "box of butthurt" was intended for me, you can take back, Aleff.
    It wasn't for you... it's just an illustrative image on certain users and their attitudes regarding 1.5. While you're at peace with the "IGAS mod" there are other people who aren't...
    Hail the heros of the revolution!

  4. #9524
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    Quote Originally Posted by SonicBlue View Post
    Why do I have to ask them myself?

    I know that you can swap models and change backgrounds, but then? The masks, have being implemented? Also you are not even working with them, how did you know that they can do all of that?

    As MarkGrass said, is it possible to do that stuff, but I'm pretty sure you knew before his reply that it was possible to add DEBUG functions.
    i didn't know. i still don't. you asked here, i said to ask them, they haven't really said any details.

    but i do i know how to get RE1&RE3 masks in RE2, so getting them from 1.5 into 2 would only be a matter of time. and that is just for myself, they are better at modding than me.

    i just want to play some form of 1.5 without it crashing all over the place. some kind of mini run-through that resembles what was really 1.5 on the disc. a debug function, possible or not, would not be necessary if it was playable. its kind of hard to sit down and play an "unstable mess".
    Last edited by J0shuaKane; 02-28-2013 at 10:40 AM.

  5. #9525
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    Mark Grass, tel us more about this what you show in your pictures, is this rewritten RE2 engine? It looks very interesting
    ja i am made of dur butter and you are worth 2k monies

  6. #9526
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    i just want to play some form of 1.5 without it crashing all over the place.
    Then... wait for it?
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  7. #9527
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    Quote Originally Posted by Marvin View Post
    Mark Grass, tel us more about this what you show in your pictures, is this rewritten RE2 engine? It looks very interesting
    No, it's definitely not a rewritten engine.

    'Mad Experiment' is the name of a basic debugger I created. It has the ability to run any PC executable, and utilize custom functionality for whatever purpose. That said, it only supports the SourceNext version of BioHazard 2 (what is shown in the pictures).


    Several years ago, I stumbled upon a tool that disassembled the 'MAIN.SYM' file (located on the bio2 beta disc) to C Source code (link).
    Last summer, I finally had the time to use that data and locate many of those c source structures inside the executable memory (thanks to some basic knowledge of assembly language). From there, only a few mem r/w functions were needed to manipulate the code, in real-time.

    The STATUS structure I mentioned earlier handles Pause, Inventory, Save, Storage and File screens. I was lucky enough to locate several other structures, as well; the SAVE structure can be used to "Save the Game, anywhere", like the GS/AR cheat, and the PLAYER_WORK structure, that allows for a huge variety of character model tests:



    For any changes to be permanent, the exe would have to be patched. I haven't implemented any 'patch' functionality for the app, yet, but an expert isn't required to do it manually.

    I located the SUB_PLAYER_WORK structure as well, and can control partner AI (Ada, Sherry) through a gamepad. That structure will be essential to create a '2-player' or 'online co-op' mode.

    Modifying the various structures can result in the '1.5 obtain item' screen, and using custom textures will be enough to create the inventory menu. I had also planned to create a 'debug flag' option, similar to the Bio1 beta (w/debug menu)... I just have to write the code. ;P

    The source code for Mad Experiment has been online, for years. Same deal with the disassembly I used to locate the structures, etc.


    All the information one would need is available to make a great debugger... I just don't think anyone is actually using it.
    Last edited by MarkGrass; 02-28-2013 at 01:35 PM.

  8. #9528
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    Can't we have one thread per project? Why not use this thread for Team IGAS and make a new thread for Dark_Biohazard / Team96? Then all of the fans can visit and contribute to their respective camps / political parties. If there's already a thread for Dark_Biohazard / Team96, could someone direct me to it?

  9. #9529
    #20 Hunter Beta Marvin's Avatar
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    Mark, thanks for an overview of this. Certainly this is a stuff I am gonna check up on. You are a "mad" coder ;)
    ja i am made of dur butter and you are worth 2k monies

  10. #9530
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    Hi everybody. I've been lurking for a while and, having read the comments, I'd like to add my useless 2 cents.

    Like most people, I do really like 1.5 and I think it might have been a better game than the released RE2 (hence I've spent the last days in nerd's heaven with the public albeit buggy build). The reasons are the same as most of the supporters: the game looks scarier, more realistic and has a lot of quiet interesting features.

    Some people posted about the scenario being bad adding the fact it was trashed by professional writer Noboru Nushimura as a proof. While I don't want to sound like a stubborn fanboy, I have to say that, having also worked with professional screenwriters, some of them even highly respected ones (no, I am not making this up), this doesn't prove anything. Most writers (like most people in general) have their own ideas about how things should be, which doesn't necessary mean that whatever they say it's pure gold. Like horror novelist Shaun Hutson says, just because you're writer it doesn't mean you really know what's good and what's not.

    As for Kamiya saying he was ashamed for what he did with the RE2 prototype, you have to remember that these people are Japanese and Japanese people have an overly developed sense of honor especially when it comes to their profession (no, I am not mocking Japanese culture - but I got the chance to meet and work with some people from Japan and I know how dedicated they can be). A Western developer, under the same circumstances, would've probably said that he was simply inexperienced and might've even added that Mikami had teached him a lesson or something like that. Sometime ago, Yasuhisa Kawamura (scenario writer for RE3) said he was ashamed of his HookMan concept for RE4 (here's the source:
    http://www.vg247.com/2012/03/15/writ...n-experiement/). Before working on RESIDENT EVIL, mr Kawamura was a writer for the manga Battle Angel Alita, so it's safe to assume he's neither an imbecile nor devoid of talent. Truth is, we don't know the real circumstances because we weren't there working on the game.

    From what I see, the game story is intriguing. I actually kind of like that it has little to no connections to RE1 aside from the Umbrella Corporation and Raccoon City.
    Last edited by Braindead; 02-28-2013 at 07:38 PM.

  11. #9531
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    Also my 2 cents.
    I'm a programmer for over 10 years, professionally and 'recreationally'
    I agree with Mark Grass, that through (if) a semi-complete item list you can extract from the debug data you can pretty much recreate the game.
    Lot of problems may be the final storyline and especially the dialogue. Also, the the dialogue and content (items et cetera) have to be consistent and must be extensively alpha- and beta-tested.

    What I've seen from the code-injection, it doesn't seem like a far way to a real playable, bug-free (no engine is, I know) engine. IGAS team did already great work and their far ahead of the WIP demo as it seems.

    Actually, most of the scripting could even be done with python in a python-vm (which isn't that hard to do and should be in a manageable speed on the PS1). Depends on various factors. But I guess it could work and beside that, it could save work altogether. Especially for modding later on.

    Let's see what IGAS releases next. The playstation is pretty much charted ground if you're interested and invested some time (6 to 36 months). Also the demo scene group Hitmen's FAQ is already pretty good and there are lots of hardware files out there.

    The biggest problem is the cost of time. People have real life, too. Some, at least ;) But I trust the high set goals of IGAS so far.

    And I would have nothing against an alternative story-line. Hey, why not?
    Also, the background and item renderings are a good standard, but not THAT good by nowadays standards, absolutely doable with a little experience in Blender or AutoDesk.

    Don't want to bring false hope, but I think in 2-3 years we could reckon with a 'final' version. if IGAS keeps up the pace.
    Last edited by Pixman; 02-28-2013 at 10:14 PM.

  12. #9532
    Doesn't care for e-peen doriantoki's Avatar
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    Quote Originally Posted by Braindead View Post
    Some people posted about the scenario being bad adding the fact it was trashed by professional writer Noboru Nushimura as a proof. While I don't want to sound like a stubborn fanboy, I have to say that, having also worked with professional screenwriters, some of them even highly respected ones (no, I am not making this up), this doesn't prove anything. Most writers (like most people in general) have their own ideas about how things should be, which doesn't necessary mean that whatever they say it's pure gold. Like horror novelist Shaun Hutson says, just because you're writer it doesn't mean you really know what's good and what's not.
    If you were actually a (good) writer, or even knew credible ones intimately, you'd realize that writing is an on-going process. Literary writers have dozens, if not hundreds of revisions to their work until it is final. The first inkling of an idea is rarely any good without a formidable amount of refinement (like anything, really). I think the problem with the scenario in 1.5 is that it was obviously still a fresh idea, and during development, was still constantly being refined and changed. This was the problem. The foundation just wasn't that strong. Sure, some of the ideas might've been great, but the final product, as we are seeing, and as the development staff did, just wasn't very good. So whatever it is you've just said to justify that, is really a very silly argument. This isn't rare in videogames. In fact, it happens all too often. See Xenosaga for a great example, but really, it applies to almost any modern game.

    As for Kamiya saying he was ashamed for what he did with the RE2 prototype, you have to remember that these people are Japanese and Japanese people have an overly developed sense of honor especially when it comes to their profession (no, I am not mocking Japanese culture - but I got the chance to meet and work with some people from Japan and I know how dedicated they can be). A Western developer, under the same circumstances, would've probably said that he was simply inexperienced and might've even added that Mikami had teached him a lesson or something like that. Sometime ago, Yasuhisa Kawamura (scenario writer for RE3) said he was ashamed of his HookMan concept for RE4 (here's the source:
    http://www.vg247.com/2012/03/15/writ...n-experiement/). Before working on RESIDENT EVIL, mr Kawamura was a writer for the manga Battle Angel Alita, so it's safe to assume he's neither an imbecile nor devoid of talent. Truth is, we don't know the real circumstances because we weren't there working on the game.
    This is a gross generalization. While there is some credence to the fact that the Japanese are honour gung-ho, this is less the case for contemporary Japanese people, and especially those in a creative field. So while I can't say for certain, obviously, that you are right, I still feel what you are saying is a generalization, and certainly doesn't apply to every Japanese person. At the same time, are you saying that people from other parts of the world wouldn't or couldn't have reacted in the same way? In my opinion, honour only a small part to do with it. If you knew or understood game development, you'd know it's an extremely long and arduous process. Testing, especially, can have the effect on developers have witnessing the same gameplay over and over again, and in a sense, diluting their impression of it. At the end of the day, in my opinion, the 1.5 development team felt that the amount of time and effort they had poured into the product, was not conducive to the end results. I think it's telling how quickly they turned around retail 2, which is a far superior product both technically, and otherwise.

    Really, now that we have 1.5, the arguments for people "defending" this game are just really very lame. Hey, I enjoy the game, it's fun. I am glad if other people do as well, but please stop pretending as if it's some lost treasure, or that it is/was inherently better than retail 2. Because you're only trying to fool yourself in believing that.
    Last edited by doriantoki; 02-28-2013 at 10:29 PM.

  13. #9533
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    Well, it's pointless to compare a beta (~40%) and a final product like RE2 anyway.
    It's obvious retail is better, they had time to correct and improve lot of things and they did great.

    I'm not defending or sayin 1.5 is over the top but i prefer the ambience of the backgrounds, zombies (design & sounds) and the fact that elza isn't related to chris.
    This is why 1.5 is "better" for me but that doesn't mean it's a better game overall.
    I have no doubt that 1.5 is not as good as the retail.
    It's just about feelings.

    If i remember you said RPD's backgrounds are bad, looks empty and cheap or so.
    Well it's exactly the opposite for me. I love them, cold, creepy and realistic.

    Btw it's hard to believe you actually enjoy it, didn't you literally bashed the game after playing it ?
    Last edited by Hypnoz; 03-01-2013 at 01:38 AM.

  14. #9534
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    The people bashing the recently released RE1.5 demo, are just lame. They act like it is supposed to be better than a complete retail version. It is a treasure because it is actually a PROTOTYPE that wasn't meant to be released. We are LUCKY to get a chance to even play any version of it. And Capcom has made it about 80% complete according to the video I uploaded.

    So, if we were able to get the most complete version and the full motion videos, fix it and then we can really compare it to the retail version. People here love to complain about everything!
    Last edited by Black~Crow; 03-01-2013 at 02:05 AM.

  15. #9535
    Doesn't care for e-peen doriantoki's Avatar
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    Quote Originally Posted by Hypnoz View Post
    I'm not defending or sayin 1.5 is over the top but i prefer the ambience of the backgrounds, zombies (design & sounds) and the fact that elza isn't related to chris.
    This is why 1.5 is "better" for me but that doesn't mean it's a better game overall.
    People will believe whatever they will believe, and "feel" however they will feel. Retail 2 is technically a far greater product, there is no denying that. Beyond that, there's no argument here. Like I said, if you enjoy 1.5, more power to you. I enjoy it too. But I am not going to pretend for one second it is any way shape or form better than retail 2.
    Last edited by doriantoki; 03-01-2013 at 02:46 AM.

  16. #9536
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    Quote Originally Posted by doriantoki View Post
    I think it's telling how quickly they turned around retail 2, which is a far superior product both technically, and otherwise. .. Really, now that we have 1.5, the arguments for people "defending" this game are just really very lame. Hey, I enjoy the game, it's fun. I am glad if other people do as well, but please stop pretending as if it's some lost treasure, or that it is/was inherently better than retail 2. Because you're only trying to fool yourself in believing that.

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    I'll never stop defending it. Finished or not, there's only one real Resident evil 2 and "1.5" is it. I think that defending the retail release, which is an uninspired mansion clone of the first game - is very lame.

  17. #9537
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    Quote Originally Posted by Black~Crow View Post
    The people bashing the recently released RE1.5 demo, are just lame. They act like it is supposed to be better than a complete retail version. It is a treasure because it is actually a PROTOTYPE that wasn't meant to be released. We are LUCKY to get a chance to even play any version of it. And Capcom has made it about 80% complete according to the video I uploaded.

    So, if we were able to get the most complete version and the full motion videos, fix it and then we can really compare it to the retail version. People here love to complain about everything!
    I totally agree with you...

  18. #9538
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    Quote Originally Posted by Deus Flux View Post
    there's only one real Resident evil 2 and "1.5" is it. I think that defending the retail release, which is an uninspired mansion clone of the first game - is very lame.
    So you defend a game that was actually scrapped with one reason being because it was an uninspired mansion clone of the first game? Makes total sense. I think someone doesn't have a clue what they're talking about.

    Some people posted about the scenario being bad adding the fact it was trashed by professional writer Noboru Nushimura as a proof. While I don't want to sound like a stubborn fanboy, I have to say that, having also worked with professional screenwriters, some of them even highly respected ones (no, I am not making this up), this doesn't prove anything. Most writers (like most people in general) have their own ideas about how things should be, which doesn't necessary mean that whatever they say it's pure gold. Like horror novelist Shaun Hutson says, just because you're writer it doesn't mean you really know what's good and what's not.
    1) The scenario was disliked by the team and its own writers, not just Sugimura. It was plagued with problems, Sugimura only provided the solutions to them.
    2) Having the 1.5 scenario draft myself, I can say that while it would probably have made a decent spin-off, the story simply wasn't very interesting. The G-Virus had no importance or backstory, for example, and was completely different from retail.
    Last edited by News Bot; 03-01-2013 at 04:45 AM.
    PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

  19. #9539
    #28 Super Tyrant
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    here we go again.....
    To....... each .......... there ........OWN.

    some people will enjoy what 1.5 had to offer and some people will prefer retail and some people would of liked aspects from 1.5 implemented into retail and some will enjoy both just as equals if people cant respect other peoples opinions then just go away , stop trying to fight there opinions , if that's what they want to think then let them , whats the big deal ?

    I love retail 2 and will always enjoy it as it is my fave but I actually still prefer a lot of things from 1.5 , if some people can't except that then sod off .
    just a few things from 1.5 I love

    More gore
    Zombie design ( awesome faces)
    gun holding animations similar to the way Chris and Jill hold there guns in the GC remake
    setting, I will always prefer the R.P.D from 1.5 and I love the outside areas site a , b ect
    prefer the design of birken in 1.5
    love the clothing damage and blood stains
    Elza can use a freaking shotgun unlike Claire and she can use the magnum unlike Claire , Claire's game can get dull with grenade launcher all the time.
    Music from 1.5 sounds great as well from what I have heard so far.

    I don't care if the creators of 1.5 were not pleased with how 1.5 was shaping up I enjoy what 1.5 had to offer but like I said I still love retail version.
    People can enjoy both.

  20. #9540
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    Quote Originally Posted by chrisliam2 View Post
    People can enjoy both.
    Not one person ever said otherwise.

    Leon's gun holding stance is completely ridiculous. He holds it right up to his face, something anyone with even the slightest gun training would laugh at. Technically, REmake, 4 and 5 are all wrong in that regards too even though they hold it further away, it's a ridiculous stance altogether and puts unnecessary strain on your arms.

    Claire can't use the shotgun or magnum for balance reasons. Otherwise the game would be piss-easy.

    All the best tracks of 1.5 made it into the retail version.
    PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

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