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Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)

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  • Originally posted by Zombie_X View Post
    I noticed with some 1.5 PMODS that they are random or try to make the game overly hard.
    Yep! That's my observation as well. Pretty shocking that in 15 years, no PMODS have ever actually attempted to recreate RE 1.5 accurately, but instead throw random unrelated RE 1.5 rooms together, where you can walk through everything in them, with zombies everywhere. It's hard to believe it took the appearance of The Team, using a real copy of RE 1.5 as it's base, to even attempt an accurate RE 1.5 reconstruction.
    Last edited by Eteponge; 03-08-2013, 09:53 PM.

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    • Now what I'd love to see is all the 1.5 assets ported to retail. I think that would be neat and honestly would make 1.5 feel and play better. Think if everything, minus some animations were ported to retail. I think the resulting hybrid would be nice.
      My Head-Fi Page

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      • Originally posted by Zombie_X View Post
        Now what I'd love to see is all the 1.5 assets ported to retail. I think that would be neat and honestly would make 1.5 feel and play better. Think if everything, minus some animations were ported to retail. I think the resulting hybrid would be nice.
        Yes indeed!

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        • Seeing the work some guys on the 123 boards have done by porting the 1.5 rooms to retail PC, I think it could easily be done. 1.5 plays so smooth in the videos that were posted.
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          • Originally posted by Eteponge View Post
            Yep! That's my observation as well. Pretty shocking that in 15 years, no PMODS have ever actually attempted to recreate RE 1.5 accurately, but instead throw random unrelated RE 1.5 rooms together, where you can walk through everything in them, with zombies everywhere. It's hard to believe it took the appearance of The Team, using a real copy of RE 1.5 as it's base, to even attempt an accurate RE 1.5 reconstruction.
            The one thing I've noticed, for sure, is that the entire Bio/RE scene is highly unorganized. And that's not just specific to just one site, or another, nor is it specific to any topic (modding, canon, etc). Without organization, there can't be true dedication to such a modding project, thus, nothing 'groundbreaking' can be accomplished.

            Another problem are the 'lone wolves', who want to work alone, don't share information and/or simply want the attention. Of all the 'great' PMODs, how much material has actually been released?

            People setting aside their differences, releasing developmental documentation, organizing their talent(s) and letting go of their ego could be a great starting point, for future projects; no one should expect one single person to literally 'do everything'.

            Also, one must consider how long it's taken Team I.G.A.S. to get this far - it's virtually impossible to reverse-engineer an entire video game engine overnight and expect full comprehension of everything it has to offer.

            [/OPINION]

            Originally posted by Zombie_X View Post
            Now what I'd love to see is all the 1.5 assets ported to retail. I think that would be neat and honestly would make 1.5 feel and play better. Think if everything, minus some animations were ported to retail. I think the resulting hybrid would be nice.
            In a certain manner, I agree... just for the sake of doing it, playing it. Everything seems to be fairly compatible, which raises the ultimate question - "Why not?". Drama aside, I'm sure many people would enjoy it.

            ...but, I would also like to see some real assembly hacks to accompany the conversion, and perhaps, some dynamic link libraries (DLL) for C Source injection? There's a lot the retail engine simply changed and can't handle, compared to the 1.5 executable.
            I'm a blackstar.

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            • I bet they had the build for longer than we think and were just figuring it's code out. That way when it came time to mod, it would be much easier. I still get mad when people shit on their work but I am done wasting my breath.
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              • Originally posted by MarkGrass View Post
                The one thing I've noticed, for sure, is that the entire Bio/RE scene is highly unorganized. And that's not just specific to just one site, or another, nor is it specific to any topic (modding, canon, etc). Without organization, there can't be true dedication to such a modding project, thus, nothing 'groundbreaking' can be accomplished.

                Another problem are the 'lone wolves', who want to work alone, don't share information and/or simply want the attention. Of all the 'great' PMODs, how much material has actually been released?

                People setting aside their differences, releasing developmental documentation, organizing their talent(s) and letting go of their ego could be a great starting point, for future projects; no one should expect one single person to literally 'do everything'.

                Also, one must consider how long it's taken Team I.G.A.S. to get this far - it's virtually impossible to reverse-engineer an entire video game engine overnight and expect full comprehension of everything it has to offer.

                [/OPINION]
                True. All RE 1.5 PMOD projects I've seen were one person working on them.

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                • Originally posted by Eteponge View Post
                  True. All RE 1.5 PMOD projects I've seen were one person working on them.
                  And that's the frustrating part. In my various RE15-related video projects I've had to juggle three different RE15 PMODs by three different people (MB, SeiyaKou, and felixnew), each with its pros and cons. MB's is the most expansive and he's come a long way from his early days. I'd have to say it's the best by far, although it's not perfect. I've had to work around some of the issues I have with both public versions of his PMOD - which I why I occasionally nag him about releasing that third version of which he's shown us glimpses. Still, Marv- er, "Martin's" is the best by far, given its limitations. SeiyaKou is better with his boundary and camera work, but he takes a long time to release anything - and it's been a long time since he has. The new kid on the block is felixnew (imagine that). He's got quite a ways to go to measure up with the first two, but he's come a long way nonetheless. Still, like you said, its one person per PMOD. That's one of the reasons I'm looking forward to "the Team's" future efforts. I'm impressed by what I've seen already in the Magic Door build, barring the odd style nit to pick here and there. It'll be interesting to see what's going to be in their next build, when it comes ....
                  Do you know where I can find the final build of Resident Evil 1.5?
                  Please contact me if so! re15finalbuild@gmail.com

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                  • Another thing you have to remember though is that it isn't easy to do this stuff especially when you have very little in the community as a base and don't have enough experience to build things your self. A lot of modders are new and/or inexperienced and it simply isn't viable to do something on this level of work without professional tools to help you. Right now I could create a totally convincing mod of Super Mario World that in terms of quality stands up exactly the same as the original, but there's no way in hell I could ever do that with a RE game simply because there's too few tools for me to work with and I don't have the skill to code my own.

                    This is why this project stands so tall above any other and why most other people's mods are lacking, because Team Igas quite literally have the best of the best working on the team. They have the best custom tools, they have the most talented coders and artists, if I had the resources they did I could probably start using their tools and start creating high quality RE content, but unfortunately I don't and I'm as far away as I possibly could be from being able to code this stuff for my self. At the end of the day it isn't easy to do this stuff and fortunately for Team Igas they have all the resources and all the coordination to get this job done, if the community had all that I'm sure we would have seen a mod on this level long ago.

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                    • The reason most people don't have those tools, however, is because they aren't available. So either the Team got some of those tools, somehow, or made them themselves...which is a not unimpressive feat in it's own right.

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                      • Originally posted by Darkmoon View Post
                        The reason most people don't have those tools, however, is because they aren't available. So either the Team got some of those tools, somehow, or made them themselves...which is a not unimpressive feat in it's own right.
                        Probably the latter. A while back, someone mentioned the "RDT Walker" tool depicted in one of the leaked pictures is adapted for widescreen, something which was not really a standard back in 1996/97.
                        Seibu teh geimu?
                        ---

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                        • Hi all,
                          I've been casually following the whole Resi 1.5 situation over the years and am very excited about the possibility of actually playing it at some point. I do have a question: does any one know how much of the actual game/story was in the incomplete version? Will the team be able to re-create/re-build the entire game or will it just be a section of what was originally going to be Resident Evil 2? Is there enough of the actual story known for them to rebuild the entire thing from start to finish or do we have reason to believe they may have to use some artistic licence?

                          Okay, that was several questions. Anyway, i want to say well done to the team. This is a fantastic effort and i have the demo waiting to play on my Pandora later tonight. I was going to try and wait for the finished version but soon realised that's not going to happen. I just hope Capcom let the team finish it.

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                          • Hi Binary,

                            We don't know much much of the story is there unfortunately. The team is rebuilding all the missing assets from scratch. Unfortunately some areas never existed in the 80% build, so they have to take some liberties. The same can be said for the story.

                            What what I wonder us if the trial editions rooms have all the dialog stored in them already. If dialog or item pointers are present, then it's make their job a lot easier. Maybe even missing even script?
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                            • The Trial RDTs only have some ADT masks and RDT boundaries present in them, iirc (and that's only for a few of them). Some of the "official" rooms (official backgrounds) in the leaked build could very well be using custom boundaries/RDT file made by the team, and we just haven't realized it yet.
                              Seibu teh geimu?
                              ---

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                              • Originally posted by binary View Post
                                does any one know how much of the actual game/story was in the incomplete version?
                                After years of painstaking scrutiny, we have a fairly good idea, yes.

                                From what we know of the final build, most of the dialogue seems to be present (but a sizable chunk is missing, and instead uses placeholders like "MARVIN 002" as subtitles, if any at all). We know that at least some of the dialogue was recorded, and possibly more than we think.

                                We know that the physical layout of the entire game was planned in advance (though it often underwent changes to varying degrees), and almost all of the rooms had backgrounds in various stages of completion. Some rooms may have never been textured to any degree (several of the main rooms on RPD 2F come to mind, along with the 1F East Corridor and West Stairwell). The Trial Edition of RE2 hints that the A-2 Elevator Hall, D-2 Shelters, and Ladder Shaft in the Laboratory chapter were in the process of being textured before development halted. Sometime between Era2/3 and Era4/5, RPD B1 underwent massive changes and the Sewer chapter was completely re-envisioned and rebuilt from scratch. Another mysterious room is the southwest office of the Factory chapter, which was erased from the Trial Edition, missing from the PSM build, and not seen in any exclusive Inflames images (or in any other public media for that matter); based on its size, adjacency to a confirmed office with identical doors and external fixtures, and the presence of a doormat, this room is most likely another office.

                                Originally posted by binary View Post
                                Will the team be able to re-create/re-build the entire game or will it just be a section of what was originally going to be Resident Evil 2?
                                The former.

                                Originally posted by binary View Post
                                Is there enough of the actual story known for them to rebuild the entire thing from start to finish or do we have reason to believe they may have to use some artistic licence?
                                Newsbot could probably better answer your questions regarding the plot, but some degree of artistic licence will most certainly be employed.
                                Last edited by Enigmatism415; 03-10-2013, 06:20 PM.

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