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

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  • How about we discuss the latest update? I personally love the option menu's music. And the new character select sequence is really cool.

    Although, I'm still puzzled as to why Japanese isn't in the language selector.

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    • Originally posted by Renard View Post
      How about we discuss the latest update? I personally love the option menu's music. And the new character select sequence is really cool.

      Although, I'm still puzzled as to why Japanese isn't in the language selector.
      They said a japanese version might come later if there is a demand for it iirc

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      • They said they wanted to backtranslate new/added content to Japanese.
        Logical choice would be a separate release, because of different text routine and the larger font table needed.

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        • Originally posted by Carnivol View Post
          They said they wanted to backtranslate new/added content to Japanese.
          Logical choice would be a separate release, because of different text routine and the larger font table needed.
          bingo.

          Also, that options menu track comes from the biohazard complete disc, which had the 1.5 final era trailers. a great choice by them.

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          • ^ Ahuh, I ripped it from the complete disc via emulator to listen to it in HQ quality - awesome track .. so classic
            I still fall in love with RE3's option music though
            "I never thought any of this stuff my brother taught me would work!"

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            • When you solve the power puzzle and restore it to on, would the lobby have lit up?
              any other rooms you think would lit up/ needed a new bg? office a?

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              • Originally posted by Darkness View Post
                When you solve the power puzzle and restore it to on, would the lobby have lit up?
                any other rooms you think would lit up/ needed a new bg? office a?
                The power puzzle only seems to affect the B1 Corridor, wherein the electronic armoury door is powered and the main lights come on. It may also be necessary to solve the power puzzle before the player is able to move the targets in the Firing Range, but that is less likely because the lighting in that room remains consistent.

                Only two rooms have been confirmed to feature lit / unlit variations: the RPD B1 Corridor and the Factory Corridor.

                The RPD Service Bay might have an unlit version, as seen in this Bioflames-exclusive image below:

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                Compare the above image with this image featuring normal lighting:

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                It may just be a strange visual abnormality, but the camera and monitor are consistent...

                Before you point out that Elza is facing a door, and therefore that the dimness must be a byproduct of the impending door-loading sequence, remember that this door is either locked in one background set, or otherwise swung open in another; that door will never trigger a door-loading sequence.

                If the Service Bay does indeed feature an unlit version, its power is almost certainly tied in with the B1 Corridor. However, no room number exists for the unlit version of the Service Bay on the PSM build, while the B1 Corridor features a second room number for its lit variant. That being said, this fact does not preclude the possibility that both the lit and unlit backgrounds for the Service Bay are contained within the same room batch (especially since only the small antechamber portion of the Service Bay would require unlit backgrounds); keep in mind that this is precisely the case with the Factory Corridor, wherein both the lit and unlit backgrounds are contained within the same room batch.
                Last edited by Enigmatism415; 07-22-2013, 04:18 PM.

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                • Does anyone else get the feeling that the security cameras in the Archive Corridor are used for more than just decoration? I wonder where the monitors are... Perhaps in the Radio Room? It reminds me of the Mr. X sequence in the Factory from retail (where he smashes one of the cameras). Or perhaps one of your partner characters could be cornered by zombies and you have to rescue him or her after viewing it on the monitor.
                  Last edited by Enigmatism415; 07-26-2013, 02:53 PM.

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                  • Originally posted by Enigmatism415 View Post
                    Does anyone else get the feeling that the security cameras in the Archive Corridor are used for more than just decoration? I wonder where the monitors are... Perhaps in the Radio Room? It reminds me of the Mr. X sequence in the Factory from retail (where he smashes one of the cameras). Or perhaps one of your partner characters could be cornered by zombies and you have to rescue him or her after viewing it on the monitor.

                    That's a really good idea

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                    • One of the camera angles might actually be intended for security monitor viewing:

                      This security camera seen here:

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                      Might be observing this angle here (static and CRT scan-lines would be applied in-game):

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                      While normally one would see this angle here (at least when the character drops down from the air duct):

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                      • Click image for larger version

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                        So, I just noticed this 3d rendered shutter. So what the hell comes out of it? Lol
                        SO INTERESTING

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                        • That is connected to the small storage area with the shutter and metal crate. You open the shutter and push down the metal crate. Said crate is most likely used to reach the unreachable catwalk in the lower canal.
                          Seibu teh geimu?
                          ---

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                          • Just chiming in it. Tried playing RE 1.5 again for the first time in a while. Tried it on the WiiSX emulator for the Wii and I was surprised on how well it ran. It did slow down a tiny bit when more zombies on the screen, but it ran pretty great. Nice playing on my big screen with my Wii instead of my tiny laptop.

                            Still trying to figure out what areas work and what guns work without crashing. Can anyone chime in and tell me what areas don't work from the debug menu and what guns work good without crashing?


                            "A can of fizz. It's sure to yellow and mellow those things." - Barry Burton

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                            • Were the debug options stripped out of the game code? We cannot access them, only room jump, just like every other beta available.
                              Hail the heros of the revolution!

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                              • Originally posted by Aleff View Post
                                Were the debug options stripped out of the game code? We cannot access them, only room jump, just like every other beta available.
                                Left out by the original devs, the utility menu is likely only useful for development and debugging purposes, this build was intended for press so there's no need for them to have access to those sorts of tools. Room jump and weapon codes is about all they need to explore the games areas and get a look at its gameplay features.

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