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[PS1] Biohazard 1.5
Du nouveau sur 1.5, un jeu de question réponse a été lancé sur le forum de THIA.
Citation :Some questions were answered by the team working on restoring 1.5

If I may ask, Have you guys been working on the sewers yet?
Only planning and environment research. We have rudimentary designs for some rooms. Top priority is the precinct.

All handguns are sharing the same model right now currently yes?
Placeholders. We plan to replace them and use better animations if possible.

D Birkin : you can insert Salem/Gorgotha in 1.5 as boss main in addition to birkin ?
Only as part of “G”. Maybe with skeletal animations we can make them look even better.

does Elza fight Birken in the warehouse first ? because when Leon fights him in the warehouse he is already transformed into his slightly bigger form.
It seems to be so. Claw arm cutscene only appearing when you are Leon confirms.

was claire actually the dogs name in 1.5?
If there can be a camp with that name why not a dog with the same? Name tags are a joke.You were not supposed to see them. Consider it like our Goro Machida joke.

will your game have a ranking system like the other resident evil games ?, for example - play through the game without using first aid sprays and complete the game in under 2 hours to get a S or A rank.
Yes. We have ranking and difficulty settings planned. Final experience will be comparable to retail experience.

You said you will be re-writing all enemy AI correct? Or just the ones that are missing or broken?
Complete rewrite. With AI small patches are too hard to manage.

The disappearing zombie glitch has been fixed I assume, or is that on the back burner till more important matters are taken care of?
Zombie death procedure is in rewrite process

Relating to rewriting enemy AI, I'm just wondering what the reasons are for doing this? Is the enemy AI already present in game broken or incomplete? I'm assuming they carried over the AI for returning enemies from RE1 like the zombies and dogs, so it seems strange that patching up these enemies would be required. Also, will you be making the enemies function similar to retail (ie. the dogs falling down when shot instead of simply shuddering in 1.5)? Makes me wonder whether the "40%" people ascribe to this build might be an overestimation after all, given that things like basic enemy AI are incomplete.
Current AI code is fatal-broken or highly incomplete. You are right about Cerberus enemies. In the prototype they act like retail only if hit by powerful weapons due to wrong animation indexing or incomplete code port from BIO1. I am going to rewrite it because stage code has to be reorganized for something close to retail experience. For example the subway area contains only support player code. Not one enemy can be added there or 1.5 crashes.

I know, it's still a little too early to ask this question, but I'd really like to know, would/could you add an option to disable auto aiming at enemies in your finished build?
Yes. Many options will be added. Auto aim will be placed inside button configuration.

Will you guys add FMW (CGI) cutscenes and different forms of Birkin (bosses)?
Yes. FMV trigger already from rooms.
Une nouvelle vidéo est aussi à venir.
Et quelques nouveaux screens :
[Image: iAAGPr.png][Image: 12501329.png]
[Image: 12500500.png][Image: GXoWC9.png]
http://www.the-horror.com/forums/attachm...1364164139
[Image: 0dHUT2.png][Image: ZgWf4m.png]
[Image: i7Pt66.png][Image: 3PyAbQ.png][Image: nVhfRG.png]

-- Ven Mar 29, 2013 6:26 pm --

Ajout de 2 nouveaux fix :
[youtube]VA8_xFbsd4k[/youtube][youtube]0HjnvHiUJT4[/youtube]
[Image: DR_RAICHI_PS3THC.png]
Suivez-moi sur Twitter : @dr_raichi
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