No, you can't pre-aim, but the game is better for it. RE4 is so crafted around the time it takes to do things from the fixed turn speed to the time it takes to get your gun up. The pre aiming you can do with the floating cursor completely removes one of those facets and makes the game too easy. Now you can still aim with the pointer but you have to do it quickly and plan for the time it takes rather than do it at any time before bringing the gun up.
I loved the Wii controls when they came out but after playing more and more I just came to realize how much they broke the game, and the way it works on the PC version is still as fun because of the pointer being fun to control but just so much better balanced.
You mean just use the Wiimote+Nunchuk as an Xbox 360 controller, which is nothing like the Wii controls at all.
No, I mean using them as a mouse and keyboard.
That sounds terrible.
Why exactly? You realize RE4's actions are almost entirely binary by design? The only free range motion you have is the aiming, where a Wii remote can emulate a mouse really well.
No, you can't pre-aim, but the game is better for it.
I want this to happen too, Cris and Albert deserve to be paid for this fine work. But Capcom is going to Capcom. They're not going to release yet another PC version after UHD, and they'll most likely just port UHD to consoles. What I fear most is Capcom C&Ding the project cause they feel it is making them look bad.
I want this to happen too, Cris and Albert deserve to be paid for this fine work. But Capcom is going to Capcom. They're not going to release yet another PC version after UHD, and they'll most likely just port UHD to consoles. What I fear most is Capcom C&Ding the project cause they feel it is making them look bad.
They're very close, Super Salvador is more "battle damaged."
Nah, Capcom have already said they are a-ok with mods.
I'm not sure if there's a hard limit when it comes to the environmental 3D models. We *have* run into a limit when it comes to the tools we are using the repack the 3D models, but we'll see if that can be overcome as well. So far there has only been one instance of that limit coming into play, and we're figuring out ways around it. For this room (the one I just shared shots from) it wasn't an issue even though there are at least 8 of those torches in this section (in addition to all the floor holes, the higher poly vegetables, etc.).That redone torch/lamp staff looks quite high-poly to me! So what are the limits of the engine?
I'm thinking about putting together a "By the Numbers" section that would go over this kind of information. Stay tuned.How many hours have you guys spent working on this mod at this point?
No sir. :-(This might be a stretch, but hell, I figured I may as well ask; do you guys have the means to alleviate the botched 60fps support, mainly with the QTEs?
Since the Wii version tangent it's in full swing now, i' ll take the opportunity to ask, athought it has probably been asked already:
Can some of these textures be used for the Wii version through Dolphin? Or the project leads will be willing to port some of the work or wouldn't mind if someone else used their work (if possible) to update that version?
i don't know if i formulated the question correctly XD
I understand this perspective, but don't share it.
I would usually recommend people play it with a regular controller on their first go. I agree with you that this increases the tension and it is a limitation that suits the game design.
In subsequent playthroughs though? I think the added responsiveness and precision really suits playing it aiming for the maximum efficiency playstyle.
It was actually originally in development for the Wii version, but that work was ported to PC once it was possible.
Maybe they'll release raw texture files as well for those who want to try and make it work with Wii edition, but because they're doing stuff like model edits as well some textures probably wont line up correctly on the Wii.
Using the Wii-mote controls in RE4 is like using the alternate "modern" controls in RE1 HD. The entire game is built around those restrictions, and its a lesser experience diverting from them. There's nothing "artificial" about it. That's how game design works.
Using the Wii-mote controls in RE4 is like using the alternate "modern" controls in RE1 HD. The entire game is built around those restrictions, and its a lesser experience diverting from them. There's nothing "artificial" about it. That's how game design works.
From the perspective of someone who has completed the game both ways and has both control options readily available, using a controller feels like artificially increasing the difficulty. It's the same game, just with inferior aiming. If I want to make the experience more difficult, I'll choose professional mode.
I don't deny that the game was designed around analog aiming. I just would never choose to play it that way over IR aiming in a million years.
I do think the Wii version could have been better if it had offered a "classic" aiming option, where there was no on screen cursor and the laser sight was still used for aiming. The controls themselves would function identically otherwise, you'd just have no pre-aiming and the targeting would be a little less obvious.
I played through the Wii version desperately wishing for this. I wonder if it would be possible to create this with a Dolphin code. The pieces are there, since the laser is present when the game detects a Gamecube or Classic controller.
I played through the Wii version desperately wishing for this. I wonder if it would be possible to create this with a Dolphin code. The pieces are there, since the laser is present when the game detects a Gamecube or Classic controller.
It's technically possible, but using the IR for mouse-style camera movement never worked for me. The camera is really unstable, so you have to lower the sensitivity a lot. By that point, the cursor is too sluggish to really feel like IR aiming should. Imagine a typical FPS on Wii where you used the dead zones to turn, but with the zones locked to "0" with high turn speeds so that every little movement threw your view dramatically. RE5 is the only game where this works thanks to the cursor aiming mode it offers where the camera is controlled by the left stick, but even there it was pretty buggy. Maybe I just didn't have a good enough script, but it was a real mess. Typical PC controls aren't comfortably compatible with IR aiming, unfortunately. The Steam pad with gyro aiming is a far better solution.What you are describing can be accomplished on the PC version using a Wii remote and GlovePIE.
I tried installing the village demo, and everything seems to work fine with one exception: hitting the start button (Share for DS4) instantly closes the game.
I can't access my inventory like this. Is there a fix?
http://www.re4hd.com/wp-content/gallery/0085-operating-room/307Y.jpg[/quote]
More commentary on this update at re4hd.com
Update from Albert for the Operating room!
More commentary on this update at re4hd.com
Update from Albert for the Operating room!
More commentary on this update at re4hd.com
Impressive work as always! Particularly impressed with how faithful you are with the small details.
Also, I'm not sure I want to know how you got the gore textures...
The original source texture (which was found in higher resolution) was in English (and then I enhanced it further to be even higher res). But you're right, that'll most likely be revised for consistency with the game world.
Although blurry, the original seems in Spanish i think (abrir - cerrar). What do you think Mr. Decuba?
Stellar retexturing as always.
Question out of curiosity though: is there a reason why some text is in English (unlike the Spanish in older areas) in the last two batches of screenshots, or is that due for a change in the future?
Whoa, your work is stunning!
I don't want to know how much time you put into this. Your work is appreciated, keep it coming!