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| Pages: (6) [1] 2 3 ... Last » ( Go to first unread post ) | ![]() ![]() ![]() |
| John |
Posted: Apr 25 2012, 09:43 PM
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PROJECT NOAH Group: Members Posts: 471 Member No.: 32 Joined: 19-August 08 |
This is a work in progress project by Marvin Branagh and myself BiohazardFE. We had an idea originally of being able to play 2 player Extreme Battle as we're both fond of the mini games. But as we kept talking a new dream became apparent, why not the whole game as 2 player?
This is early footage of me (Ada) and Marvin (Leon) playing together on the factory section. For now only Ada's aiming animation is possible through two player, and if Leon moves she will slide around, but this is just a very basic proof of concept. We could of done much more but it's just to demonstrate that 2 player Resident Evil 2 CAN and WILL become possible soon. I guess we are the first two people in the world who played RE2 Co-Op over the internet. I know this idea has been touched upon in the past but to my knowledge it was never successful. Enjoy. http://www.youtube.com/watch?v=5UZhXxfB074 |
| DarkSpyda04 |
Posted: Apr 25 2012, 10:38 PM
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Vertex-welding maniac Group: Members Posts: 650 Member No.: 829 Joined: 22-December 11 |
How in bloody hell did you get RE2 to play in Co-op?
Actually I think I understand. If you have the second person activey changing the code of the ai partner then technically they're "playing" as a second player. That's a very interesting concept to touch upon and I don't think that any of us would have thought it to be possible. |
| John |
Posted: Apr 25 2012, 10:45 PM
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PROJECT NOAH Group: Members Posts: 471 Member No.: 32 Joined: 19-August 08 |
A similar concept, yes.
I can't reveal all the details right now as I was asked not to. But this has amazing potential and I'm excited to be involved. |
| The Mortician |
Posted: Apr 25 2012, 10:52 PM
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2D/3D Artist & Coder Group: Team96 Posts: 2,243 Member No.: 6 Joined: 25-June 08 |
that is really interesting. Manipulating the AI to get a 2 player RE2, i hope to see more of that soon |
| John |
Posted: Apr 25 2012, 11:41 PM
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PROJECT NOAH Group: Members Posts: 471 Member No.: 32 Joined: 19-August 08 |
Well, it is an extremely "broken" way to do it if you like. But basically Marvin is confident he can break the bugs and get this working how it should.
There are a few ways to do this I guess. One has been mentioned here a lot before, copying partner code into rooms so they're available there for instance. Then modifying that data. It's early days yet of course. |
| DarkSpyda04 |
Posted: Apr 25 2012, 11:52 PM
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Vertex-welding maniac Group: Members Posts: 650 Member No.: 829 Joined: 22-December 11 |
Yeah, the ai partners have to be added to all rooms. I might add that you should consider writing or having someone write a character controller program for secondary players that updates the game's code once a specific button or key is pressed. Of course you'll have to know all of the character control code first.
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| John |
Posted: Apr 25 2012, 11:58 PM
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PROJECT NOAH Group: Members Posts: 471 Member No.: 32 Joined: 19-August 08 |
I believe that's what Marvin is planning to do. He basically "shut off" the AI and worked in the aim command just for the concept video. It literally took about an hour or so. I mean we have more days to come for some proper research and code hunting. I'm very confident in Marvin, a little insight into him is his 10+ years in admin work and, to my knowledge, he owns one of the biggest "cheat device" collections around. Gamesharks, Xplorer, Exploder cards, the rarest of the rare and the common as muck devices, he has it all and has dedicated years to exploring coding and writing new codes for games. He really does know his stuff and I know he can pull this off. |
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| DarkSpyda04 |
Posted: Apr 26 2012, 01:53 AM
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Vertex-welding maniac Group: Members Posts: 650 Member No.: 829 Joined: 22-December 11 |
Well it sounds like the modding community is lucky to have him helping out. I never would've imagined RE2 being multiplayer; never did until now. Maybe he can help out the community by deciphering other code after this project's finished
Seriously, though it would be nice if we knew which code controlled attack speed and weapon damage; stuff like that. Just an example but we could modify the knife to kill in one hit and modify it to look like a katana; also altering the animations. |
| -Rusty- |
Posted: Apr 26 2012, 04:37 AM
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T-004 Group: Team96 Posts: 628 Member No.: 15 Joined: 1-July 08 |
I can't wait to see more of this. I'm just wondering how you guys will handle the inventory system later on.
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| Chain Raider |
Posted: Apr 26 2012, 05:02 AM
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Proto-Tyrant Group: Members Posts: 66 Member No.: 320 Joined: 18-August 10 |
Who's excited? THIS GUY.
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| DXZ |
Posted: Apr 26 2012, 06:05 AM
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Russian RE Fan Group: Members Posts: 1,014 Member No.: 414 Joined: 13-February 11 |
Fake, it's impossible to make it on real RE2 engine
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| DXP |
Posted: Apr 26 2012, 06:13 AM
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Mark III Cyber Commando Group: Team96 Posts: 1,942 Member No.: 3 Joined: 23-June 08 |
Looks legit to me just really bloody buggy by the looks of things. Can't wait to see more on this.
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| Mrox2 |
Posted: Apr 26 2012, 12:29 PM
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The Cradle of the Progenitor Virus Group: Members Posts: 1,792 Member No.: 322 Joined: 22-August 10 |
Oh My Nice Work ! Cant wait to see more ! How About a lobby Host + Join and that stuff lol , Would love to make a title ehehehe ! Now go and make RE3 Online Jill + Carlos >
@DXZ , Why would he fake something like that , besides it looks real ... and if GTA can do it , why wont RE2 ? |
| John |
Posted: Apr 26 2012, 12:48 PM
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PROJECT NOAH Group: Members Posts: 471 Member No.: 32 Joined: 19-August 08 |
Thanks for the kind words guys.
@DarkSpyda04 Yes I was thinking of asking him to take a look after we're done with this. He is registered here apparently although I'm not sure on the username. He'd be able to do well for us, if not for what you mentioned perhaps for something else. @-Rusty- It is also possible to "give" items, for Ada perhaps just handgun bullets for now but this is being looked into. I guess this can class as an inventory system for now. The majority of the game of course has to be done by Player 1, the "partner" is basically just a shooter. @Chain Raider And this guy @DXC I can most certainly assure you this is not fake. I can see why you feel like that because I did at first. It isn't a straightforward '2 player' so to speak, most of the altering is done during the game and it is AI modification, code etc, but this is real. I can't reveal all the details right now but DarkSpyda04 pretty much touched upon it a few posts up. Once the bugs are cleared and if we can get it to be decently successful I can post how to do this for everyone to try out. Hopefully then you won't be so quick to call it a fake. It's not traditional multiplayer but I controlled Ada from my computer and Marvin controlled Leon from his computer (some 1,500 miles away). I'm also not too sure about this "real" RE2 engine talk. This is a legitimate RE2 game that we both own. Do you mean it isn't possible for PC, PSX, DC? For any of them? Please elaborate on that so I can answer a little better. @DXP Yes the aim animation is glitched to hell, not to mention some kind of orbit with Leon as when I aim away from a wall Ada will slide off into infinity. It's a very quick test though that the video portrays so next time hopefully I can show you all something a little more stable. @Mrox2 It seems you and DarkSpyda04 between you have kind of worked out how this is done lol. We did discuss RE3 but we'll have to leave that until another day, although he did mention that he has successfully mapped the Licker controls to Player 2 before and controlled it, and he mentioned wanting to do the same for Nemesis (just to scare me, I hate Nemesis.) |
| Mrox2 |
Posted: Apr 26 2012, 01:48 PM
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The Cradle of the Progenitor Virus Group: Members Posts: 1,792 Member No.: 322 Joined: 22-August 10 |
Woah Freaking awesome ! Imagine 2 Players Jill + Carlos Vs another Player "Nemesis" That would beat the hell out of ORC lol ! Smack em down with Nemesis xDDDD ! |
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