Info about Resident Evil 1.5

Discussion in 'Unreleased Games Discussion' started by santo_reska, Jan 5, 2008.

  1. Alzaire

    Alzaire Active Member

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    There's no definitive answer on whether Inflames's images came from the same build as Complete Disc. I believe his source said it was the final build though, but there's no way to tell. Most of the few changes between trial disc and Inflames/CD version(s) are miniscule, with a couple exceptions, and without more evidence and the latest date on them being close to Christmas '96 with 1.5 being assessed and scrapped around Jan/Feb I'd just lump it in as "final era" data and if or until further builds surface then it's up to speculation whether you think the trial backgrounds are from the last build or just a late-build post-PSM version.
     
  2. Kegluneq

    Kegluneq Member

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    Glad to see you showed up to clarify that Alzaire.

    I have a question. Where does the Hyper Playstation Re-Mix Vol.3 (27th November 1996) fit in? Does it come after Beta 4 (or PlaystationMuseum build) or before? I noticed two things about it. 1) Leon has the knife holder and gloves on his uniform but lacks the weapon holding animation. This suggests that this build succeeds Beta 4, but; 2) the zombies in the lobby precinct have police uniforms, pretty much the same seen in Beta 3 (Famitsu build). However, the zombies in the lobby precinct in Beta 4 and Beta 5 have casual uniforms which would contradict this build being somewhere in-between these two betas.

    EDIT: I think I figured it out. Glad I took a moment to read the THIA topic. The firing range and cerberus model hold the key to understanding where the Hyper Playstation Re-Mix Vol.4 (and 3) build fits. In Beta 3, the firing range was comprised by 8 shooting ranges and the cerberus model was that of a german shepherd. In Beta 4, the firing range was changed to have only 4 shooting ranges and the cerberus model became the doberman. The Hyper Playstation Re-Mix Vol.4 has these changes incorporated which means that it must have been released after Beta 4. I highly doubt the developers would be making so many changes to it but didn't add the weapon holding animations until the very end. It's more likely that by 27th November 1996, they decided to take out the weapon holding animations instead, in line with what we've seen of Beta 5.

    Can you confirm this Alzaire?
     
    Last edited: Nov 5, 2012
  3. Alzaire

    Alzaire Active Member

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    The 27th of November should be more in line with the final/5th era. Obviously there's really no way to know the exact timeframes of the eras and the many changes that would be occurring during development, but as we can only go by the media available, and with the 4th era gun holding animations no longer present, then I would say late November would be the early period of the final era when they were making more of those changes, model and animation tweaks, ect.
     
  4. TehStarbuck

    TehStarbuck Rising Member

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    I prefer pre final 1.5 beta holding animations. Elza is a gun enthusiast and leon a P.O.
    When you got zombies everywhere you don't hold your gun so lazily like they do in retail 2 letting it slop around moving with your arms. You keep it leveled in case a corner is hot.
     
  5. Alzaire

    Alzaire Active Member

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    Pretty certain they removed those animations because it made the animations a bit buggy and look a bit off at times.
     
  6. chrisliam2

    chrisliam2 Member

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    wish they kept it becuase really you would hold your gun like that , im confused how it made the animation buggy as a game company they should be able to make it work ! lol

    Im not having a go you lol theres just so many cool little features in 1.5 that would not of killed capcom to carry over to the game we have now.
     
  7. TehStarbuck

    TehStarbuck Rising Member

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    I posted all this at THIA, posting it here for more eyes and opinions

    Adding better door loading scenes should be high on the teams list imo. Since in the goromacida build leon uses the I CANT ESCAPE!!! door fine, it tells me its locked for elzas scenario so she makes it to the shutter hallway much later. Exactly like leon makes it to the lobby muuch later, because he starts on the roof, whining [​IMG]

    Edit: Only confirmed voice acting in 40% is SHEERY! That's just freaking great is unknown. Can't they at least add the sound files "that's just freakin great!" and " I know a secret way in!" from the videos? Could be cleaned up from the videos. Also, are the aforementioned lines the -only- existing footage of voice acting?
     
    Last edited by a moderator: May 25, 2015
  8. j0shuakane

    j0shuakane Member

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    running around holding a gun in the air will leave you tired.
     
  9. chrisliam2

    chrisliam2 Member

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    they did it in the resident evil remake
     
  10. Zombie250

    Zombie250 <B>Site Supporter 2013</B><BR><B>Site Supporter 20

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    Also in real life you wouldn't be waving it around like in RE2. You'd have it drawn and ready, just like in 1.5.

    Also wouldn't it be cool if Leon's civilian model was on the disc? It would also be cool if the alpha Leon was on the disc. Man That'd be so rad.
     
  11. Punch

    Punch RIP AsssemblerGames, never forget.

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    Just passing by to tell GManWillis that I apologise for being an idiot/asshole. Yep.

    I was going to write a wall of text but let's just get to the point, haha.
     
    Last edited: Nov 5, 2012
  12. Max_XX_ou

    Max_XX_ou Intrepid Member

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  13. Carnivol

    Carnivol Dauntless Member

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    And also deaf if you misfire or likely to miss the target if you have to quick draw/aim. Shooting 101, basically.
     
  14. geluda

    geluda <B>Site Supporter 2012</B><BR><B>Site Supporter 20

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    It certainly doesn't look natural to be in that ready stance all the time, they have to let their guard down for some short periods of time instead of constantly being stiff. In that respect it's understandable why they changed it.
     
  15. Gemini

    Gemini Retro developer

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    It's not natural either that they can go around places running at all times as if they never get tired. Game logic = no sense.
     
  16. Alzaire

    Alzaire Active Member

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    Also in regard to the unique animations, I believe Enrico of the RE modification forum discovered the animations leftover in trial version data and played with them. He said they were a bit twitchy and awkward and speculated that they were removed because they were used in the idle/walk animations and it made things look awkward caused some kind of animation delays when running/walking/and event behavior. I don't remember exactly what he said, as he mentioned it to me a while back so I might be a bit off. But from what I can tell, it sort of makes sense.
     
  17. GManWillis

    GManWillis <B>Site Supporter 2012</B>

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    [​IMG]
    Apology accepted. :friendly_wink:
     
  18. geluda

    geluda <B>Site Supporter 2012</B><BR><B>Site Supporter 20

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    Indeed. Martin Biohazard ported the hand gun animation to beta 2, you can mess around with it to see how it behaves.
     
  19. DM616

    DM616 Member

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    You know, I noticed something strange in the 1.5 Halloween Teaser. When Elza picks up the SIG handgun, she already has it in the first slot...along with a shotgun and some handgun ammo. If you pick up an item, should it not go in the last slot?

    Does this mean picking items does not work and the inventory screen was edited in? Or is it simply because they already had the weapons (via cheats / hacks) and when you pick up the same item twice, it just doesn't add a second copy? I really don't think (the latter) works that way but who knows...
     
    Last edited: Nov 6, 2012
  20. geluda

    geluda <B>Site Supporter 2012</B><BR><B>Site Supporter 20

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    If it works anything like the original Biohazard, which it should, when you pick up an item such as a weapon multiple times it will keep adding additional copies off the same item into the "last" slot in your inventory. It's likely it was just an editing cut to a video of the inventory, not an actual real time representation of Elza's inventory at the moment she picked up the gun.

    Edit: Although, watching the video back it does look as it was all done in real time. I can't imagine the way the game handles the transfer of items to and from the inventory to change much between Biohazard and the Biohazard 2 prototype, unless they started everything from scratch. It's something that doesn't necessarily have to change... In the original Biohazard when you interact with an item that item is loaded into memory and then it is transferred to the inventory at the flick of a switch, I can't see how that will be any different in 1.5.

    The PSM build has similar debug features as beta 2, what might have happened is that they already had the pistol but used the debug commands to delete the item from the inventory leaving a blank space in that first slot for the pistol to fill.

    It is really hard to tell. But these are a few possible explanations for what you're seeing.
     
    Last edited: Nov 6, 2012
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