We're way fucking past straws now LOL
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Some cool 1.5 exclusive screenshots (**As seen on TV!**)
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Team IGAS We are still working very hard on this despite what some users gossip about it not being released to the public. Quality jobs require adequate amounts of time. We shall post something prior to a release. - S.
in facebook Team IGASLast edited by T-Virus; 11-26-2014, 06:30 AM.
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Might as well post it here, since Gemini brought it up in the BTM topic. Here's 1.5's solution for getting rid of dead enemies once it has hit the room limit and needs to load more respawning enemies. I wonder if IGAS will also be doing the same thing, hopefully with some fizzing/acid bubbling sprite effects if they do. It makes you wonder if they would have "canonized" disintegrating BOWs if they had pushed through with this effect.
Seibu teh geimu?
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Originally posted by biohazard_star View PostMight as well post it here, since Gemini brought it up in the BTM topic. Here's 1.5's solution for getting rid of dead enemies once it has hit the room limit and needs to load more respawning enemies. I wonder if IGAS will also be doing the same thing, hopefully with some fizzing/acid bubbling sprite effects if they do. It makes you wonder if they would have "canonized" disintegrating BOWs if they had pushed through with this effect.
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Have you forgotten that certain rooms in the game have enemies that respawn in real-time? That hallway, in particular, will spawn about 20 zombies before it stops respawning them altogether. Same with the lobby. 1.5 can run more zombies than retail, but it can't handle loading all 20 of those enemy models all at once, which is why you have the dead ones disintegrating to make way for the newly respawning zombies. Having more than 10 or so enemies on-screen at the same time causes the game to lag considerably, as demonstrated in one of DB's patches, where he loaded a dozen zombies in the sewer tunnel. The labs also have respawn points in the form of ventilation ducts. If they plan on having the enemies respawn near infinitely in real-time, then getting rid of the dead enemy models would be necessary.
You can watch the video yourself and see the zombie fading away.Seibu teh geimu?
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The fun thing about respawn in 1.5 is that RE1 kind of did that already in a form or another. Yawn melts down into a purple jam when you kill him for good and those little snakes in the courtyard simply disappear to let more appear. Back to 1.5, I suspect the code is already there somewhere in the leaked build because of the way the zombies disappear when they die; as a matter of fact, you can see them still insta-disappear in Complete Disc (buggy behavior with respawn disabled?) or scale down and then disappear (correct behavior with respawn enabled).Last edited by Gemini; 11-27-2014, 06:01 AM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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After careful examination of the police station's architecture, biohazard_star and I have determined that there is likely a one-meter level change within the east corridor on the first floor.
It is generally accepted that the RPD's main entrance is prefaced by a short flight of stairs, a theory solidified by these backgrounds:
The character drop-distances from ledge to landing are congruent in both the front and the rear outdoor areas:
The elevation of the west corridor's jammed shutter can be explained by an elevated loading dock immediately beyond it, as seen in these backgrounds:
biohazard_star rendered this model for illustration (I added the highlights):
The ledge is only necessary for allowing zombies to climb up and into the corridor (for some reason, they can't walk up a short flight of stairs). Whether the shutter shown in the mock-up is operational, and whether it can only be used once, is up for debate.Last edited by Enigmatism415; 11-29-2014, 11:31 PM.
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Could make sense. A sort of loading dock/backroom storage of sorts. But I wouldn't be surprised if it's just Capcom that'd booboo'd themselves a consistency issue on their own too. Totally a good solution if that's what they did (or a likely design choice if they didn't)
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As far as consistency is concerned I really like the idea, it's definitely a realistic way of explaining the inconsistencies in the buildings elevation. Whether that's what was actually intended I'm not so sure as Capcom still had these kinds of inconsistencies in the retail version. However, perhaps that can explain the crate which is in the way of the door, the only other place I can think of with movable crates is yet another series of loading bays in the green sewer system. Perhaps your hypothetical shutter in the east corridor is broken and that's why a crate was used to obstruct this particilar door, as a means of keeping things from getting in and out of the building.
Regardless of what was originally intended, I like it.
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Originally posted by geluda View PostAs far as consistency is concerned I really like the idea, it's definitely a realistic way of explaining the inconsistencies in the buildings elevation. Whether that's what was actually intended I'm not so sure as Capcom still had these kinds of inconsistencies in the retail version. However, perhaps that can explain the crate which is in the way of the door, the only other place I can think of with movable crates is yet another series of loading bays in the green sewer system. Perhaps your hypothetical shutter in the east corridor is broken and that's why a crate was used to obstruct this particilar door, as a means of keeping things from getting in and out of the building.
Regardless of what was originally intended, I like it.
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