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What is "the team's" work on the RE1.5 demo?

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  • #16
    Originally posted by Zombie_X View Post
    What he meant about irony is that you were complaining/acting the same was as the 12 year olds you despised. So it's ironic because you did the same.
    And what are you doing you big baby? Lets see, oh yeah, you are looking for an online argument?

    And I don't despise 12 year olds.I don't mind discussing games with them either. It is when they talk as though they know what is like to be 18, 21, 31, 41, 51 etc etc. Basically, the think they can give you advice about life and how to solve adult problems, YUCK! Go play with your toys, games, movies and enjoy being a child and stop trying to grow up so fast. You are only a child once. THe internet is an evil place for kids, just my opinion!
    I have received 135,000 infractions at The Horror Is Alive!

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    • #17
      I'm not looking for an argument. I just stated what he was getting at, so don't get mad at me man. I have to issues with you on these boards, and I intend not to. And why the name calling with me now? Big baby? That's uncalled for.

      Oh and it just seemed like you despised them. Maybe it was the wording I chose but I knew what you meant.
      My Head-Fi Page

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      • #18
        You really like me don't you!
        I have received 135,000 infractions at The Horror Is Alive!

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        • #19
          Don't know man.

          Back to the topic, I don't really mind if they have to modify something in the game to conform to their plan. Their custom backgrounds are impressive and if they didn't include small Easter eggs, you'd think they were official.
          My Head-Fi Page

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          • #20
            I hope you realize that Bzork being in contact with the team means he can ask them the question for you.
            Seibu teh geimu?
            ---

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            • #21
              Stuff in the Magic Door Build we're pretty sure is "the Team's:"

              1) 1F East Corridor (never had any screenies/video of it until their build, numerous small style discrepancies, plus poster of "missing Claire")
              2) East Stairwell (they revealed this was their work early on - remember the raw screen pics? Also poster of "missing Claire")
              3) 3F Main Corridor (statue of you-know-who on table halfway through is a dead giveaway)
              4) B1 Main Hallway unlit and lit (these were originally unfinished in the Curator build; also compare with recently found SCEA archival footage and stills in Alzaire's pic archive; plus it was in one of the Advent videos)
              5) B2 Kennels redress ("Easter Egg" names for the dogs - Piers, Claire, etc.; plus it was in one of the Advent videos)
              6) B2 Boiler Room redress (incomplete texturing/greebles finished, power puzzle consoles changed from images seen in Alzaire's pic archive; plus it was in one of the Advent videos)
              7) Game Save screen (statue of you-know-who)
              8) 1F Interrogation Rooms (these was originally untextured per Alzaire's pic archive; overall graphic style is very much like the 1F East Corridor; plus it was in one of the Advent videos)

              That's all I can think of off the top of my head right now. Anyone else?
              Last edited by RMandel; 03-02-2013, 03:08 AM.
              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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              • #22
                Add these:
                • CHECK functionality added to the status menu;
                • Multiple ID cards for playables, status again;
                • FILE menu, status once more;
                • Cursor sounds added in some sections, as stated in the most recent Making of (assuming that the whole prototype had none, that adds quite a lot of new sfx hooks even in the public release);
                • Air Jesus routines partially (?) rewritten, which seems to have caused climbable collisions to work incorrectly. According to their readme, this has been completely fixed;
                • Most prototype icons for items have been replaced, either with retail ones or custom-made samples (SIG P228, Remington, most likely the memory card as well);
                • Added code for multi 5 support in RDT routines (the option is disabled in game, but you can still trigger it by forcing the language flag);
                • Edited debug menu in game, to mask away some room entries and enable some others;
                • Reworked title screen not to suck balls with the horrible 8x8 debug font;
                • Reworked memory card screen (no details available, but the background is pretty indicative as well as the translated sections in there with all the text being aligned as intended);
                • Other stability fixes?

                Resident Evil: Behind the Mask twitter
                , also in Facebookian flavor for great justice.

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                • #23
                  I just noticed, there's a "Pepsi" vending machine in the 1F East Corridor, I don't think Capcom would've dared to include real world products in their game. (Remember the recolored cola machines in retail RE2?)

                  I know, it's their project and they are free to do with it whatever they want, but I hope they won't take things too far regarding easter eggs and in-jokes...
                  Last edited by Upaluppa; 03-02-2013, 07:43 AM.

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                  • #24
                    Any room featured in 1.5 demo that we didn`t see in any video or screenshot before can be a custom room made from the Team. That means, for now, the 1F corridor with "Claire missing" poster, the 3F corridor with paintings puzzle, some of B1/B2, a room from the sewer when you can push a box and the others mentioned above.

                    There is also a chance for that rooms to not being 100% Team made, I mean, the iso has probably many rooms / BGs in a very early stage without any materials, textures, collision, or room connection and the Team is working on them because it would be impossible to play in those rooms other way. Probably those unconnected rooms are leftovers from a different era also.

                    Imagine you found something like this, and you have a lot of work to do:



                    Anyway, Team made rooms must be connected with "real" 1.5 rooms, so for a custom room to exists, they need to have unused doors from default playable rooms to connect with, because it`s not expected to have magical/multidimensional doors or only debug menu acces rooms in the final release.
                    Last edited by Lanzagranadas; 03-02-2013, 09:34 AM.
                    The Resident Evil 3D Animation Showcase

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                    • #25
                      bob.zork@gmail.com

                      close thread.
                      Hail the heros of the revolution!

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                      • #26
                        Originally posted by Aleff View Post
                        bob.zork@gmail.com

                        close thread.
                        So, you think start bothering B Zork with e-mails is a great idea?
                        Last edited by Lanzagranadas; 03-02-2013, 12:11 PM.
                        The Resident Evil 3D Animation Showcase

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                        • #27
                          The Team™ specifically said to email Bzork with any questions (according to Bzork himself) ... why else would he make his email so public?

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                          • #28
                            Even if he made public his e-mail adress, we should let him working instead of bothering and make him wasting his time with questions, because he has already so many questions in his Youtube channel that were never answered. Plus, considering that the team want for the final version to be a surprise, there are many things that he is not going to answer.
                            The Resident Evil 3D Animation Showcase

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                            • #29
                              but i not mod game. i only talk.
                              -Bzork

                              See? It won't hurt to give asking him a try. He is their appointed public spokesperson after all.
                              Seibu teh geimu?
                              ---

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                              • #30
                                Originally posted by Upaluppa View Post
                                I just noticed, there's a "Pepsi" vending machine in the 1F East Corridor, I don't think Capcom would've dared to include real world products in their game. (Remember the recolored cola machines in retail RE2?)

                                I know, it's their project and they are free to do with it whatever they want, but I hope they won't take things too far regarding easter eggs and in-jokes...
                                Capcom's featured plenty of non-profit product placement in their games, and Pepsi is one of them (although Coca Cola backed out of the offer for free advertisement in one of their releases a few years ago, due to the product being an M rated title and Coca Cola not wanting to be associated with that.)

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