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How hard would it be to produce RE1.5 in this day and age?

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  • #31
    I'm relatively sure 1.5 used a version of RE2's engine - I don't think RE1's could have coped with the enemies and zombies. But yeah, RE2 is a nightmare to mod and RE1 is even worse. Whenever I talk to Enrico it becomes clear the easiest way to make a RE game is to do it in another engine, but that presents it's own issues (enemy AI, mostly).

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    • #32
      Our Distant Memories mod for RE2 is up there with heaps of trail and error issues, when you eventually get passed one issue, another one rises.
      Zombies...zombies everywhere...

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      • #33
        Yup. Even Dominion can't do certain things he wants to, and he could do most of it.

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        • #34
          I think the best way might be to use something like the Unreal Engine. You can do nearly everything you want with that, it has a lot of potential. It could look really great with fixed backgrounds, and a game like 1.5 wouldn't be too hard to create since the environments are quite simplistic. Look at what that guy already did with the Fallout engine, it really looks like Resident Evil 2.

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          • #35
            dark biohazard looked very good but yami got upset that people figured out how to mod re2 pc version so he stopped his game lol what a wuss

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            • #36
              You mean Dominion? Or Yami BioHazard? I can assure you Dominion's been missing due to work related stresses - I talk to him now and then still.

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              • #37
                Evidence suggests the BH1 engine and the BH2 engine are very similar, or were at least designed very similarly, as bugs can be found to exist in both games which can be used as exploits and lead to the exact same results... I don't know what the engines look like to a programmer, but from an amateurs perspective and the time I've spent with the BH1 beta that's my take on it.
                Last edited by Guest; 05-13-2012, 10:22 PM.

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                • #38
                  RE1-3 basically run on the same "engine" (if you wanna call it that). There's mainly just differences to how it handles/interprets external resources and what type of file formats/cabinets they use for various things.

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                  • #39
                    I wish it wasn't so complicated. I always thought I could make a pretty good old school RE game for the fans. Got some great ideas, but alas, I'm no modding wizard.
                    "One can only match, move by move, the machinations of fate... and thus defy the tyrannous stars."
                    Resident Evil/Castlevania/ Silent Hill/Onimusha/Tekken /Dark Souls

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                    • #40
                      Ditto. Although, since I keep Enrico locked in my basement, I do have ways to make it happen...

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                      • #41
                        You know, I don't think it's too complicated, the biggest hurdle would probably be learning the actual programming language necessary to make changes to the game. But, the Biohazard 1996/01/31 build will prove to be a very useful tool in understanding how early Biohazard games work I think. You can use it to look at memory in real time without having to be hooked up to anything, as cutscenes are playing out for example you can see what's being accessed in memory through the flag menu, if you studied it long enough you would be able to see paterns and would have areas of memory in RDTs for you to take interest in and understand what they're doing, how the game is put together piece by piece, what is causing the scenes to play out in the way they do, etc. If that flag menu could be ported to the PC version that would be a massive step in the right direction, if it could somehow be ported to Biohazard 2 that would be even more insane. The flag menu is like god mode, you get to look at the guts of the game as you play it, knowing how Biohazard 1 is put together gives you a good idea of how Biohazard 2 is put together and so on, the skills are very much transferable despite changes within the game code.
                        Last edited by Guest; 05-18-2012, 10:45 PM.

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                        • #42
                          Originally posted by Darkmoon View Post
                          Ditto. Although, since I keep Enrico locked in my basement, I do have ways to make it happen...
                          Darkmoon is not bluffing. I've seen it in person.... "It puts the lotion on it's skin, or it gets the hose again!".... I was scarred for life after handing the hose back. T_T

                          Originally posted by geluda View Post
                          You know, I don't think it's too complicated, the biggest hurdle would probably be learning the actual programming language necessary to make changes to the game. But, the Biohazard 1996/01/31 build will prove to be a very useful tool in understanding how early Biohazard games work I think. You can use it to look at memory in real time without having to be hooked up to anything, as cutscenes are playing out for example you can see what's being accessed in memory through the flag menu, if you studied it long enough you would be able to see paterns and would have areas of memory in RDTs for you to take interest in and understand what they're doing, how the game is put together piece by piece, what is causing the scenes to play out in the way they do, etc. If that flag menu could be ported to the PC version that would be a massive step in the right direction, if it could somehow be ported to Biohazard 2 that would be even more insane. The flag menu is like god mode, you get to look at the guts of the game as you play it, knowing how Biohazard 1 is put together gives you a good idea of how Biohazard 2 is put together and so on, the skills are very much transferable despite changes within the game code.
                          Possibly the most on topic, intelligent addition to the topic so far, kudos to you for making me feel dumb in the presence of your logic. XD
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                          • #43
                            With the Unreal Engine? Almost impossible.
                            Now, if you create an engine that mimics the Unreal Engine features, it's very possible. But it would take alot of work.

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                            • #44
                              Excuse me? Impossible? Have you seen the number of games/mods that have been created with the unreal engine? Nothing's easier.

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                              • #45
                                Originally posted by alinhoalisson View Post
                                With the Unreal Engine? Almost impossible.
                                Now, if you create an engine that mimics the Unreal Engine features, it's very possible. But it would take a lot of work.
                                Originally posted by Rick Hunter View Post
                                Excuse me? Impossible? Have you seen the number of games/mods that have been created with the unreal engine? Nothing's easier.
                                Well, to be honest, there are plenty of things that are easier. xD I agree with you that it would be quite possible with the unreal engine, but alinhoalisson is right in saying it would probably take quite a bit of work. Making a full fledged video game damn near from scratch is always a lot of work.
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