Posts: 2
|
Post by spheraph on Mar 13, 2017 3:34:06 GMT 10
Besides 7, Rev 1 has to be the closest thing to an old-style RE game in the 2010s. As sort of an experiment, I'd like to see how the game fares with set camera placement, even in only a few rooms.
The MT Framework engine has very little information about anything besides graphical modding. There are a few trainers and drop rate mods, but I'm interested in adding content. Have there been any more gameplay-based mods for MT games to look at?
The whole game wouldn't really even be able to have the camera mod (I immediately think of the water section), and it would require re-placement of items. I'm just sort of wondering where I could look for anything besides graphical/sound mods for the game.
|
|
|
Post by Frostwolf on Mar 13, 2017 9:08:33 GMT 10
You mean first person? IT had, but the original one, not the HD version which came out after less than a year, and i disagree RE7 is not even close to old-style re, the pace maybe is, but the fact it has no enemies at all, only a few, and boss fights, but REREV is as close as it can get. I honestly, don't think it's possible to alter any camera mods for the HD version tho.
|
|
Posts: 2
|
Post by spheraph on Mar 13, 2017 18:45:08 GMT 10
I meant separate camera triggers, actually. It would be even more difficult than a first-person camera.
|
|
Character portrait specialist
Posts: 209
Original Join Date: December 20, 2009
Member is Online
|
Post by zombiegenocidest on Mar 15, 2017 16:46:23 GMT 10
I meant separate camera triggers, actually. It would be even more difficult than a first-person camera. If you mean static camera angles like in the first resi games and remaster I think it's more than possible. Resi 5 runs on the MT framework engine and there is fixed camera compatibility thanks to an easter egg in lost in nightmares. If you play LIN immidiately after the game starts turn around and try to open the door three times. After doing this the locked camera perspective from the first game will show up. If someone could locate the trigger for this in the DLC, one might be able to port the fixed camera angle script over to rev 1. Of course this is entirely speculation, I am nowhere near good enough at script editing or code reading for games. Though if you were to ask someone like FluffyQuack you may be able to find a way to inject this code into rev 1 and create custom camera placements..
|
|
|
Post by Frostwolf on Mar 15, 2017 18:06:32 GMT 10
I meant separate camera triggers, actually. It would be even more difficult than a first-person camera. If you mean static camera angles like in the first resi games and remaster I think it's more than possible. Resi 5 runs on the MT framework engine and there is fixed camera compatibility thanks to an easter egg in lost in nightmares. If you play LIN immidiately after the game starts turn around and try to open the door three times. After doing this the locked camera perspective from the first game will show up. If someone could locate the trigger for this in the DLC, one might be able to port the fixed camera angle script over to rev 1. Of course this is entirely speculation, I am nowhere near good enough at script editing or code reading for games. Though if you were to ask someone like FluffyQuack you may be able to find a way to inject this code into rev 1 and create custom camera placements.. Might be possible, but where's the point of it? the game wasn't made for that, it was made 3rd person/over the shoulder, defeating enemies in this camera (when you also have to manually aim, would be hard, and defeating scagdead aswell (when you can easly (1 hit) die from it. It's easier to blend in the games who have the camera (0-3 re games) to play with this one, but not the other way around.
|
|
Character portrait specialist
Posts: 209
Original Join Date: December 20, 2009
Member is Online
|
Post by zombiegenocidest on Mar 15, 2017 19:08:12 GMT 10
If you mean static camera angles like in the first resi games and remaster I think it's more than possible. Resi 5 runs on the MT framework engine and there is fixed camera compatibility thanks to an easter egg in lost in nightmares. If you play LIN immidiately after the game starts turn around and try to open the door three times. After doing this the locked camera perspective from the first game will show up. If someone could locate the trigger for this in the DLC, one might be able to port the fixed camera angle script over to rev 1. Of course this is entirely speculation, I am nowhere near good enough at script editing or code reading for games. Though if you were to ask someone like FluffyQuack you may be able to find a way to inject this code into rev 1 and create custom camera placements.. Might be possible, but where's the point of it? the game wasn't made for that, it was made 3rd person/over the shoulder, defeating enemies in this camera (when you also have to manually aim, would be hard, and defeating scagdead aswell (when you can easly (1 hit) die from it. It's easier to blend in the games who have the camera (0-3 re games) to play with this one, but not the other way around. That could be fixed (in theory) as well. Just increase the amount of aim assist present in the game (There is already quite a bit when enabled) and decrease the speed of the scagdead for balancing. Aiming was hard in the LIN DLC but not impossible. It would make for a great challenge mode imo.
|
|
|
Post by Frostwolf on Mar 15, 2017 21:23:10 GMT 10
Might be possible, but where's the point of it? the game wasn't made for that, it was made 3rd person/over the shoulder, defeating enemies in this camera (when you also have to manually aim, would be hard, and defeating scagdead aswell (when you can easly (1 hit) die from it. It's easier to blend in the games who have the camera (0-3 re games) to play with this one, but not the other way around. That could be fixed (in theory) as well. Just increase the amount of aim assist present in the game (There is already quite a bit when enabled) and decrease the speed of the scagdead for balancing. Aiming was hard in the LIN DLC but not impossible. It would make for a great challenge mode imo. Thats it, you can't leave it like that, you need the fixes and other stuff, but going other way around, you don't have to. To be honest, i would play such version (re-done and such), but it takes too much time, i don't think that someone would take it up.
|
|
Character portrait specialist
Posts: 209
Original Join Date: December 20, 2009
Member is Online
|
Post by zombiegenocidest on Mar 15, 2017 21:53:21 GMT 10
That could be fixed (in theory) as well. Just increase the amount of aim assist present in the game (There is already quite a bit when enabled) and decrease the speed of the scagdead for balancing. Aiming was hard in the LIN DLC but not impossible. It would make for a great challenge mode imo. Thats it, you can't leave it like that, you need the fixes and other stuff, but going other way around, you don't have to. To be honest, i would play such version (re-done and such), but it takes too much time, i don't think that someone would take it up. I'm not saying it would be easy, I grossly simplified my explanation for the benefit of the thread. You're right, it would take a very long time and a skilled coder to import the script and edit the game play to be more balanced for the new camera style. But the thread is about the theory on whether or not this could even be achieved in the game. And to that I say there is a definite possibility that a skilled coder adverse in C++ and hex editing could certainly add that kind of functionality to the game. Heck, if I had the will power to sit through some scripting courses I'd probably attempt such a mod myself, but I'm not really that interested in how scripting and coding works. I tried it with Pokemon games back in the day and it was a fun little side project but it never really caught on for me.
|
|
|
Post by Frostwolf on Mar 15, 2017 23:54:02 GMT 10
Thats it, you can't leave it like that, you need the fixes and other stuff, but going other way around, you don't have to. To be honest, i would play such version (re-done and such), but it takes too much time, i don't think that someone would take it up. I'm not saying it would be easy, I grossly simplified my explanation for the benefit of the thread. You're right, it would take a very long time and a skilled coder to import the script and edit the game play to be more balanced for the new camera style. But the thread is about the theory on whether or not this could even be achieved in the game. And to that I say there is a definite possibility that a skilled coder adverse in C++ and hex editing could certainly add that kind of functionality to the game. Heck, if I had the will power to sit through some scripting courses I'd probably attempt such a mod myself, but I'm not really that interested in how scripting and coding works. I tried it with Pokemon games back in the day and it was a fun little side project but it never really caught on for me. You must be right, anyway, everything is possible, if you got the tools for it.
|
|
Posts: 738
Original Join Date: May 20 2009
|
Post by Overseer on Mar 25, 2017 2:01:03 GMT 10
It could actually be done from the room programming, but it's a factor of getting it to register the placement without crashing.
Like you can already manipulate the camera very easily via a Cheat Engine table in general to help figure out coordinates. Just unlike REV2, REV doesn't have a ton of fixed camera placement spots or triggers to reference from to figure it out unfortunately.
|
|