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Resident Evil: Behind the Mask [+Hazardous Battle]

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  • Gemini
    replied
    Berserk Mode: ON!

    T-002's AI patterns are now complete, they lack minor polishing as usual and player death procedures. I made sure to correct some of the issue with the previous footages, so now he has proper sound banks, a more accurate death loop, and other small pattern touches.

    Originally posted by Ultimacloud123 View Post
    Since were bring up the DS version. Model wise are they the same to their psx counterpart or they vastly improved. I think this was covered before.
    Most enemies were kept the same while others were partially or hugely improved. Yawn has been remade partially (new mesh, old texture) while T-002 is brand new and even includes new animations. Zombies were also remade entirely, except for the naked ones which received the same treatment as Yawn. Hunters are another case of partial upgrade, since both mesh and textures are untouched, but they have new animations. The rest of the enemies only received mesh untriangulation to optimize their polycount.

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  • Getta robo
    replied
    Originally posted by Ultimacloud123 View Post
    Since were bring up the DS version. Model wise are they the same to their psx counterpart or they vastly improved. I think this was covered before.
    Characters were surely improved. Several enemies were improved, like the zombies, which look fantastic. Some others like Yawn look pretty much identical. I'm unable to check the DS RE at the moment, however I got this impression that Yawn acted less "goofy" in the DS port..

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  • Ultimacloud123
    replied
    Since were bring up the DS version. Model wise are they the same to their psx counterpart or they vastly improved. I think this was covered before.

    Leave a comment:


  • Gemini
    replied
    Slowly getting there, I'm a bit burnt out today:

    Enter T-002 Berserk Mode. He only really needs a couple more pattern functions, but can be considered almost done. Also took my time to fix the model's normals so that he wouldn't show off weird lighting this time.

    Originally posted by Ultimacloud123 View Post
    Totally awesome!. Can't wait for more. Are the framerates improved or is that the illusion?

    Out of curiosity where did you get that Grant model?
    Progressive scan I use for video footage can be deceiving, frame rate is the same as usual: steady @ 30 fps. As for Grant, Rusty made it and I converted it to be usable on Squeeze Bomb.

    Originally posted by Darkness View Post
    i heard dino crispo
    You hear it well.

    Originally posted by Getta robo View Post
    Did the DS version was any help? I'm not sure if it's a placebo thing, but I think I liked his behavior pattern better on the DS version.
    As far as I know, the DS patterns are exactly identical. Some may include Director's Cut additions, like the Hyper Zombie, but bosses should behave the same.
    Last edited by Gemini; 12-13-2014, 07:36 PM.

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  • Getta robo
    replied
    Originally posted by Gemini View Post

    As you might have noticed from the video posted above, I'm going again into full AI programming mode. What I'm working right now on is T-002 in both his regular and enraged incarnations, plus the Golden T-002 people have been asking me to add for a while. Fortunately the patterns he uses are simple enough to reproduce, but since I like making this stuff as close as possible to the original, I gathered some info straight out of RE1 in order to make it as accurate as possible (even the heart beats at the same rate, only without the ugly code RE1 uses to animate it).
    Gemini's on fire! I'm so glad you managed to include him as well! The surprise seeing him in the Saturn version along the Ticks, were my favorite moments from that port, and you guys are going to have them both!

    Originally posted by Gemini View Post
    I've also looked into Yawn's AI, gathered as much info as possible on it; he shall be the next enemy to be implemented just as soon as I'm done with T-002.
    Did the DS version was any help? I'm not sure if it's a placebo thing, but I think I liked his behavior pattern better on the DS version.

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  • Darkness
    replied
    i heard dino crispo

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  • Ultimacloud123
    replied
    Totally awesome!. Can't wait for more. Are the framerates improved or is that the illusion?

    Out of curiosity where did you get that Grant model?

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  • Gemini
    replied
    Originally posted by Scream View Post
    That looks awesome. I'd love to fight the Yawn in the main hall or somewhere else for a change.
    That gave me an idea about mission patterns.

    Originally posted by Saavas View Post
    do You document AI by experimenting by Yourself in-game / watching game footage , or do You actually look at the game's assembly in order to understand it ?
    I have the sources... Just kidding. I did some extensive research on the assembly in order to gather information on how AI patterns work; most enemies seem to be quite plain and it's easy to understand their flow, even if the code is a complete wreck due to the general ugly style RE1 implements.
    For example, T-002 has 11 actions he can perform and there are 2 pattern procedures that makes it decide which to choose from the list, one for regular T-002 and the other for his Super counterpart (i.e. they are the same enemy for the most, like the two Yawns). Most actions are based on a distance and a timer, meaning it's really easy to make it perform once action or another depending on the situation.
    What really sucks is how much inefficiently RE1 deals with code, so I'm really reimplementing the enemies with an idea of what the original functions do. This is what my heart beat function looks like:

    CAPCOM's is like 4 times longer, a lot slower due to a ton matrix math, and generally redundant in many ways. It even spawns the heart as a separate enemy for whatever limitation the engine has. Yuck.

    Originally posted by geluda View Post
    It would be fun if Yawn went berserk and starting smashing its way through room to room, kind of like Nemesis did in BIO3. Obviously adding structural damage to the backgrounds would probably be a hard task, but would be interesting to play through BIO1 like that, Yawn has always been a pretty scary enemy to me.
    Probably a bit too much, especially with most rooms not being suitable for Yawn to find his way. Anyways, there are many more ways to make the game interesting in every room without the need of bosses spawning everywhere.

    Originally posted by RetroRain View Post
    Looking forward to seeing the death scenes implemented. As long as they're not the cheap RE2 death scenes, where the blood splatters on the screen, and then everything becomes all wavy. The first game did the death scenes pretty good.
    I'm leaving them untouched, at least for bosses. Tyrant will impale you after a combo and toss you away and Yawn will devour you.

    Here goes another screen with some more updates:

    The main loop pattern should be done for lab T-002 (eye candy: the claw becomes red after dealing the first hit), still needs more code for the other one. Also gotta work on hit detection, but that seems to be only one function doing it all for every possible weapon (except the rocket launcher on T-002).

    [EDIT] And there they go:

    As usual the implementation is a little rough, so it's going to lack proper sound samples and other minor stuff related to polishing. Other than that, I'm pretty done with lab T-002. Tomorrow I'll start working on heliport T-002 model and his code (it literally needs just a couple more routines to be filled), but for today I'm well more than satisfied.
    Last edited by Gemini; 12-12-2014, 08:24 PM.

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  • RetroRain
    replied
    Looking forward to seeing the death scenes implemented. As long as they're not the cheap RE2 death scenes, where the blood splatters on the screen, and then everything becomes all wavy. The first game did the death scenes pretty good.
    Last edited by RetroRain; 12-12-2014, 04:13 PM.

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  • Guest
    Guest replied
    Thanks I'll check it out!

    It would be fun if Yawn went berserk and starting smashing its way through room to room, kind of like Nemesis did in BIO3. Obviously adding structural damage to the backgrounds would probably be a hard task, but would be interesting to play through BIO1 like that, Yawn has always been a pretty scary enemy to me.

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  • Mikhail
    replied
    Including Chimera on the confined 2nd floor dining room, east corridor and west stairs would be a nice alternative, irc deadly silence had crows in the dining room and west stairs instead.
    Last edited by Mikhail; 12-12-2014, 02:14 PM.

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  • Saavas
    replied
    Great job ! I'm very happy that You're implementing bosses into Hazardous Battle , it'd be great to encounter them in more dangerous situations ( let's be serious , RE1 bosses are mostly very easy , and some of them can even be skipped ). I'd like to know one thing : do You document AI by experimenting by Yourself in-game / watching game footage , or do You actually look at the game's assembly in order to understand it ?

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  • Scream
    replied
    That looks awesome. I'd love to fight the Yawn in the main hall or somewhere else for a change.

    Leave a comment:


  • Gemini
    replied
    Bumpty-doo from Tyrants:

    As you might have noticed from the video posted above, I'm going again into full AI programming mode. What I'm working right now on is T-002 in both his regular and enraged incarnations, plus the Golden T-002 people have been asking me to add for a while. Fortunately the patterns he uses are simple enough to reproduce, but since I like making this stuff as close as possible to the original, I gathered some info straight out of RE1 in order to make it as accurate as possible (even the heart beats at the same rate, only without the ugly code RE1 uses to animate it).

    I've also looked into Yawn's AI, gathered as much info as possible on it; he shall be the next enemy to be implemented just as soon as I'm done with T-002.

    Leave a comment:


  • Gemini
    replied
    Originally posted by geluda View Post
    @ Gemini - Interesting, I've never heard of C4D, I'll have to give it a look if it's affordable.
    There should be a shareware version with most functions intact.

    Originally posted by Trentman View Post
    I recently opened a long topic on Resident Evil Survivor, I was wondering you if ever laid eyes on it. If you read it I hope you find anything useful about it to be applied on Behind the Mask.
    I did read it, but most of the useful info was already provided during planning (fortunately, I'd hate to make further research into TOSE's stuff).

    Originally posted by blackpower View Post
    It would be nice if the project dark biohazard, will review the light thanks to you


    Originally posted by geluda View Post
    I always loved those backgrounds but I never knew where they came from.
    I think those were created using flat cubes with projected textures or whatever (explains why they look flat and with perspective errors). They evolved into proper renders when c2keo started working on that aspect.

    [EDIT] New video footage showcasing the newly added Cerberus:

    More info in description. Just in case, I'm not going to include Rusty's Grant in any version because I didn't ask for his permission, but God if it's too good to go to waste.
    Last edited by Gemini; 12-10-2014, 12:42 PM.

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