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Resident Evil 5 Gold Edition listed on PEGI for PC/Steam

BONKERS

Member
Wow. Capcom's PC division shit the bed since the release of REmaster it seems.

I'd say it's more of the people running the company. They don't know what the fuck they are doing it feels like from the point of a consumer.


I mean, holy shit. It took 6 YEARS to get the DLC on PC. I waited all that time to play it on PC in hopes of the DLC coming out. Having purchased a copy of the game on Steam many years ago and simply waiting. And they want 15$ for it? No discount for customer loyalty for waiting so long? Why do people who have never owned the game get a discount?Even a few bucks would've been nice considering the same DLC is only 12$ on PSN.

Look at Metro Redux, they gave people pretty large discounts for owners of the original versions and those were almost entirely reworked in a myriad of ways.

And most other games that have transitioned have either given the DLC free to current owners or a significant discount.

Far eclipsing Capcom's work.


But what do we expect? I'm sure it's all do to the management rather than the actual developers.

The quality of their work , PC or not has been steadily declining more and more with each release generally.

It still blows my mind how Revelations 2 can't run a locked and stable 60FPS on PS4/XBO. Same thing with REmaster.

I always wanted to try the Lost In Nightmare levels because I heard they were better than anything in the main game, which as a fan of the previous entries and even RE4, it was garbage. I was expecting something completely different but it was just RE4 with annoying co-op mechanics and less depth.

I had never been so disappointed in a video game in my entire life until that point.

The only trailer I ever saw was the original one, so really I only have myself to blame but really it was a huge disappointment.

I was so elated when REmake got a release across multiple platforms, and playing through it now...man this is what we deserved, and nobody bought Zero which was also fantastic. Hopefully they port that and make an actual RE game for RE7 or remake 2 and 3, I don't really care about RE:CV(or CVX) but I suppose that could come later.

I played RE:Rev2 recently I was surprised at how much less action-y it is in comparison to the rest of the recent games(5,6). Oh, and it wasn't downright terrible like RE5 and 6, it was pretty good. Then again when I had my 3DS, I loved RE:R.



Everyone buy this game and convince Capcom that we want the OLD RE BACK, but better than ever.

Give us REmake2 and 3 together. DO IT.

Please? ;__;

If this was up to people like you. We'd still be playing RE1 clones. And people would still be complaining just as they always did.

Not a single one of these games is objectively bad. And i'm sick of people like you claiming it to be so because it's not made to your exact designs and expectations.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
If this was up to people like you. We'd still be playing RE1 clones.

GrumpyCatGOOD.gif

Give me more like Bio1-3. Less like Bio5-6.

Bio4 is also in the 5-6 pile but at lest gets a semi-pass by being good instead of action-a-minute.
 

Fantasmo

Member
If this was up to people like you. We'd still be playing RE1 clones. And people would still be complaining just as they always did.

Not a single one of these games is objectively bad. And i'm sick of people like you claiming it to be so because it's not made to your exact designs and expectations.
Yup. The market decides. People got sick of RE1 style horror and the games started transitioning.

I know I was sick of it after Re2. I think I'm ready for another transition, but it looks like Capcom has a smaller team doing the Revelations series.

Capcom needs another new hit series IMO.
 

Alo81

Low Poly Gynecologist
xposting from the co-op thread about the game

I feel like there might be some confusion in the thread that should be cleared up a bit.

The original RE5 release did not have Co-op on PC. However, remnants of the co-op code were still present in the game and modders simply needed to find a way to enable it making co-op a recognizable reality for the game.

Since RE5 was a Games for Windows Live game, they wanted to transition off of it and bring it to Steamworks. When doing so, one of the first things they did (according to a changelog they left in the games install directory) was to "Ripped out the Split Screen code." Currently, Sectus is working on a splitscreen mod for Steamworks RE5 and is running into quite a few roadblocks that he might not run into if he would have had the ripped out splitscreen base to build off of.

A person might think "Well, then just download the old version and use that if you want to play splitscreen." The issue is that with the Steamworks port, Capcom also ported over the Gold Edition DLC to PC which had previously never been released there. If someone wants to play that content splitscreen, they will not have that option.

So, to be fair, from a front facing view the only changes in RE5 are that
  1. The game was ported to Steamworks and had GFWL stripped out
  2. The DLC was ported over and can now be purchased for the PC version

So technically, nothing was really stripped from the game based on what Capcom was originally promising in the purchase package. The problem is that a step was taken to remove code (perhaps it helped with project management to just strip out everything they deemed non-essential, I don't know the reason) that would have been a huge boon to the modding community to help keep the current release at feature parity with the previous release.

I wouldn't throw Wbacon under the bus here for what he's said. He isn't a programmer, he's a community rep. If the developers told him the code "simply does not work on a PC." and that "if you plugged in two Xbox controllers, RE5 has no way of figuring out which gamepad controls which character" he doesn't have a reason to doubt them up front. We, as a community though, do absolutely have a reason to doubt that. That reason being, we know it's possible because someone had already done it.

So that's where this stands right now. Lets hope Capcom does something to help splitscreen come to PC since RE5 is very majorly a co-op game and is hugely benefitted by splitscreen.
 

Xpliskin

Member
I should have kept my mouth shut.

So they took the cue from the Rev2 co-op thread and completely stripped coop functionality from the new build.

See what happens when you're talkative.
 

Jawmuncher

Member
I should have kept my mouth shut.

So they took the cue from the Rev2 co-op thread and completely stripped coop functionality from the new build.

See what happens when you're talkative.

If that's the case it doesn't make much sense.
Since the only reason they got flak for Rev 2 was because it was advertised as having splitscreen until the last minute. For RE5 they could have just left well enough alone and let modders have at it. Since the GFWL version didn't have split-screen officially either.
 

Xpliskin

Member
If that's the case it doesn't make much sense.
Since the only reason they got flak for Rev 2 was because it was advertised as having splitscreen until the last minute. For RE5 they could have just left well enough alone and let modders have at it. Since the GFWL version didn't have split-screen officially either.


That's the point, everything points to them not wanting modders to tinker with their products.

There never has been any official modding support, and the EULA you have to sign before playing their games on PC makes it clear that they don't allow it officially.
 

Nerrel

Member
After what happened to Revelations 2 I was sure Capcom learned their lesson. I guess not. These decisions being made are for no good reason, quite baffling really. This is the most ridiculous thing I have ever seen. They can't even throw the modding scene a bone and let them do the work that they are unwilling to do themselves. Honestly, removing this code doesn't seem to be for the right reasons at all.

Agreed. I was really looking forward to a splitscreen run, since local coop is where this game shines. It's a much better experience with two players.

I appreciate that Capcom updated the game when they didn't have to, but charging $15 for old DLC and denying users the ability to use features that are standard on consoles is really upsetting. They keep finding themselves on the opposite side of their fans just about every time they do anything on PC.

If wbacon wants to say that the splitscreen code didn't work at all, he's going to have to explain this.
 

Fantasmo

Member
That's the point, everything points to them not wanting modders to tinker with their products.

There never has been any official modding support, and the EULA you have to sign before playing their games on PC makes it clear that they don't allow it officially.
Well then maybe if they want to get in good graces with their fans, they might want to consider not only allowing mods, but reviewing their EULA to make it 100% official. Since modders are actually improving their products while it's "too difficult and expensive for them" and all, ya know!
 

diffusionx

Gold Member
I bought the DLC. it's expensive, but RE5 is a good game and this is good DLC and it's nice to have a complete version on this. I guess I've become a glass half full type of person, at least in gaming circles.
 

Jawmuncher

Member
That's the point, everything points to them not wanting modders to tinker with their products.

There never has been any official modding support, and the EULA you have to sign before playing their games on PC makes it clear that they don't allow it officially.

Well then maybe if they want to get in good graces with their fans, they might want to consider not only allowing mods, but reviewing their EULA to make it 100% official. Since modders are actually improving their products while it's "too difficult and expensive for them" and all, ya know!

This pretty much sums it up. Modding helps a game keep legs more than anything. So I find it odd they would be agaisnt considering their fan base is quite big for it. They need to reevaluate their take on pc.
 

isamu

OMFG HOLY MOTHER OF MARY IN HEAVEN I CANT BELIEVE IT WTF WHERE ARE MY SEDATIVES AAAAHHH
C'mon wbcapcom what's the hold up on the migration tool? Throw us a bone buddy.
 
Just wanted to bump this to let everyone know that there's now a mod to remove the filter without removing the HUD as well, works great it seems.
16990404421_94f71bd2dc_o.png

Fix here: http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=445773#pid445773
 

isamu

OMFG HOLY MOTHER OF MARY IN HEAVEN I CANT BELIEVE IT WTF WHERE ARE MY SEDATIVES AAAAHHH
Nothing on the tool yet? Jesus Christ....
 

Shantom

Member
Everyone buy this game and convince Capcom that we want the OLD RE BACK, but better than ever.

Give us REmake2 and 3 together. DO IT.

Please? ;__;

Controversial opinion time: I don't want old RE back if it means dropping the excellent TPS mechanics of RE6. I want RE7 to be RE6 but with better level design.
 

randomwab

Member
Any word on the GFWL save transfer tool? It's been well over a week now and not a peep from Capcom, and it might seem ridiculous but it's stopping me from touching the DLC because I don't want to start over again when I have a save with all but one achievement unlocked just waiting.
 

finley83

Banned
Any word on the GFWL save transfer tool? It's been well over a week now and not a peep from Capcom, and it might seem ridiculous but it's stopping me from touching the DLC because I don't want to start over again when I have a save with all but one achievement unlocked just waiting.

Dead Rising 2 lost GFWL a month back and still hasn't got the save transfer tool. I wouldn't hold your breath.
 

Mr_Zombie

Member
Any word on the GFWL save transfer tool? It's been well over a week now and not a peep from Capcom, and it might seem ridiculous but it's stopping me from touching the DLC because I don't want to start over again when I have a save with all but one achievement unlocked just waiting.

I find it weird that they released the patch (and it was even delayed due to the certification process) and yet did not released a tool to transfer saves and achievements. Those things should be released simultaneously. I really don't want to start the game from scratch now in order to play some Mercs. :(

Also, I've just launched the game to try it again. It still looks fabulous (that top notch image quality, good looking models and textures), cut-scenes direction is great and it's really hard to go back to old RE gameplay after playing RE6, Rev1 and Rev2 for hours. I kept pressing LBM to use knife or tried to dodge enemies by pressing space and direction.
 

wbacon

Capcom USA
I still think it's pretty funny that wbacon hasn't posted since. The guy is neat for interacting with the community for Capcom's PC stuff lately but I guess you can't really come back to this thread after a reply like that.

Sorry for the belated reply - lots of other stuff going on in the background that kept me away from checking in.

Perhaps I could have done a better job at explaining the situation in my original response, and I do apologize for causing unnecessary confusion and commotion that came out of the post. That clearly was not the intent. We're also well aware that a community mod exists for the vanilla GFWL version that enables split-screen coop mode, among other things. We don't live in a vacuum ;-)

To lift the proverbial curtain a bit, the issue came to light when two code bases -- the vanilla RE5 GFWL source and new Gold Edition expansion from the console version -- had to be merged.

The ReleaseNotes text somewhat uncovers this, but merging discrete code base from two different platforms introduced all sorts of knock-on bugs that has complicated the latter half of the development process. Even before reaching that point, a decision was made early into the development process to remove extraneous, non-functional, or otherwise orphaned code base that would further complicate the project down the road. The remnant split-screen code was one of those affected areas that was known to have some level of compatibility issues with the GE expansion (again, this was previously a console exclusive content).

Phase 1 of the actual work began in summer of 2014 starting with the Steamworks migration of the vanilla RE5. Porting the new Gold Edition expansion kicked off in December after the base game became functional, which is what's partially documented in the release notes. This is where development becomes ‘interesting’ as the developers inject new functionality and content that was originally not part of the PC code base. As any coder can attest to, fixing bugs, adding new features, or making changes to an existing code will break other parts of the game -- it's akin to playing a virtual whack-a-mole game. Cycle continues as devs add new features/fix bugs, run the build through QA, find new issues, fixes them again, and repeat the process until the game eventually becomes stable.

In any case, we understand some users would like the option to go back to the original GFWL version in order to play using existing fan-made mods, DX10 executable (for the Nvidia 3D glasses), or continue working on those LIVE Achievements. We plan on reinstating the original GFWL build later this week which will become accessible through Steam's BETA tab. A step-by-step guide on how to access the beta branch will be posted on Steam forums when the branch becomes active.

In addition, stay tuned on the Steam Community announcement for an upcoming patch which will address some of the issues that came to light post Steamworks migration. The patch will also include the save data import functionality.
 
Thanks for the update wbacon, it's a pretty rough spot with everyone wanting split screen back but the solution of an older branch being made available seems like a good compromise. Really I don't think Capcom is responsible for features which were not advertised at all but were modded in, so I think just doing that step is admirable.

On another note I love the cursor aiming method so much in RE5 and also in RE4 Wii Edition. It really feels like the style of games were made for it even though it came later. I wish RE4 Ultimate HD also had a free cursor so you could 'pre-aim' but the solution it has now is pretty good.
 

Sectus

Member
Good to hear a patch is incoming. I really hope the collision bug is fixed in the patch as that's been frustrating to play with. I had a run of Lost In Nightmares where most of the guardians got stuck around corners.

A bit more info about the collision bug for people who aren't aware, this is how it looks like: https://www.youtube.com/watch?v=dZwqSzRIiC4

It happens only when framerate is above 30fps, and it's especially bad when playing online as it'll cause enemies be out of sync more often than they should (due to an enemy being stuck for a client due a corner, and then suddenly teleport to the correct position based on host, or the other way around where it's stuck for host and not stuck for client, so it'll keep teleporting to its stuck position).

If you play Lost In Nightmares at 60fps or higher, you'll see the bug at its worst. For some reason, it seems to trigger a lot with the guardians.

This bug did not happen in the original RE5 PC release, so I suspect there was a fix for it there (based on the releasenotes.txt it sounds like the porting team used RE5 Gold Edition as base, and then moved over RE5 PC code to it).
 

robgrab

Member
Awesome, no more shit filter.

The main problem with removing the color filter is it also removes the contrast. I prefer having the color filter removed though because I can always use ReShade/SweetFX/MasterEffect to tweak it the way I want it to look. It's too hard to do when it's already had a bunch of post processing applied. It's funny that there are options within the game that add different post processing "looks" but none that simply remove it altogether.
 

isamu

OMFG HOLY MOTHER OF MARY IN HEAVEN I CANT BELIEVE IT WTF WHERE ARE MY SEDATIVES AAAAHHH
Sorry for the belated reply - lots of other stuff going on in the background that kept me away from checking in.

Perhaps I could have done a better job at explaining the situation in my original response, and I do apologize for causing unnecessary confusion and commotion that came out of the post. That clearly was not the intent. We're also well aware that a community mod exists for the vanilla GFWL version that enables split-screen coop mode, among other things. We don't live in a vacuum ;-)

To lift the proverbial curtain a bit, the issue came to light when two code bases -- the vanilla RE5 GFWL source and new Gold Edition expansion from the console version -- had to be merged.

The ReleaseNotes text somewhat uncovers this, but merging discrete code base from two different platforms introduced all sorts of knock-on bugs that has complicated the latter half of the development process. Even before reaching that point, a decision was made early into the development process to remove extraneous, non-functional, or otherwise orphaned code base that would further complicate the project down the road. The remnant split-screen code was one of those affected areas that was known to have some level of compatibility issues with the GE expansion (again, this was previously a console exclusive content).

Phase 1 of the actual work began in summer of 2014 starting with the Steamworks migration of the vanilla RE5. Porting the new Gold Edition expansion kicked off in December after the base game became functional, which is what's partially documented in the release notes. This is where development becomes ‘interesting’ as the developers inject new functionality and content that was originally not part of the PC code base. As any coder can attest to, fixing bugs, adding new features, or making changes to an existing code will break other parts of the game -- it's akin to playing a virtual whack-a-mole game. Cycle continues as devs add new features/fix bugs, run the build through QA, find new issues, fixes them again, and repeat the process until the game eventually becomes stable.

In any case, we understand some users would like the option to go back to the original GFWL version in order to play using existing fan-made mods, DX10 executable (for the Nvidia 3D glasses), or continue working on those LIVE Achievements. We plan on reinstating the original GFWL build later this week which will become accessible through Steam's BETA tab. A step-by-step guide on how to access the beta branch will be posted on Steam forums when the branch becomes active.

In addition, stay tuned on the Steam Community announcement for an upcoming patch which will address some of the issues that came to light post Steamworks migration. The patch will also include the save data import functionality.

Thanks for reply wbacon. If I may ask, can you tell us whether or not the upcoming "Old GFWL version" will re-instate the ability to play online *Without* the region restriction that was introduced with the Steamworks version?

Similarly, will the upcoming patch for the Steamworks version remove the region restriction and allow us to play the game online with worldwide players again?

Please ask the devs to address this issue wbacon, because there was no reason to implement regional matchmaking. The game's online activity was already quite empty and it was difficult to find a Mercenaries game before, but now it's a straight up ghost town due to regional matchmaking.

And yes, please ask them to expedite the release of the import save utility this week. Plenty of people are still holding off playing the game because of it.
 

GuardianE

Santa May Claus
Sorry for the belated reply - lots of other stuff going on in the background that kept me away from checking in.

Thanks, wbacon. It's good to hear that patch is dropping for save migration.

Is there any ETA on cards, backgrounds, and emoticons? Also, will you guys be updating the digital instruction manual for the Gold Edition?
 

wbacon

Capcom USA
I really hope the collision bug is fixed in the patch as that's been frustrating to play with. I had a ...<snip>.

Thanks for the details, and I will share this information with the developer to see if it's something that can be addressed. I believe the issue was also called out in the official bug reporting thread, but not to the extent or details you have provided here. Thank you.
 

Sectus

Member
Thanks for the details, and I will share this information with the developer to see if it's something that can be addressed. I believe the issue was also called out in the official bug reporting thread, but not to the extent or details you have provided here. Thank you.

Thank you! I'll be super happy when this bug is fixed.
 

TheBlade

Neo Member
Sorry for the belated reply - lots of other stuff going on in the background that kept me away from checking in.

Perhaps I could have done a better job at explaining the situation in my original response, and I do apologize for causing unnecessary confusion and commotion that came out of the post. That clearly was not the intent. We're also well aware that a community mod exists for the vanilla GFWL version that enables split-screen coop mode, among other things. We don't live in a vacuum ;-)

To lift the proverbial curtain a bit, the issue came to light when two code bases -- the vanilla RE5 GFWL source and new Gold Edition expansion from the console version -- had to be merged.

The ReleaseNotes text somewhat uncovers this, but merging discrete code base from two different platforms introduced all sorts of knock-on bugs that has complicated the latter half of the development process. Even before reaching that point, a decision was made early into the development process to remove extraneous, non-functional, or otherwise orphaned code base that would further complicate the project down the road. The remnant split-screen code was one of those affected areas that was known to have some level of compatibility issues with the GE expansion (again, this was previously a console exclusive content).

Phase 1 of the actual work began in summer of 2014 starting with the Steamworks migration of the vanilla RE5. Porting the new Gold Edition expansion kicked off in December after the base game became functional, which is what's partially documented in the release notes. This is where development becomes ‘interesting’ as the developers inject new functionality and content that was originally not part of the PC code base. As any coder can attest to, fixing bugs, adding new features, or making changes to an existing code will break other parts of the game -- it's akin to playing a virtual whack-a-mole game. Cycle continues as devs add new features/fix bugs, run the build through QA, find new issues, fixes them again, and repeat the process until the game eventually becomes stable.

In any case, we understand some users would like the option to go back to the original GFWL version in order to play using existing fan-made mods, DX10 executable (for the Nvidia 3D glasses), or continue working on those LIVE Achievements. We plan on reinstating the original GFWL build later this week which will become accessible through Steam's BETA tab. A step-by-step guide on how to access the beta branch will be posted on Steam forums when the branch becomes active.

In addition, stay tuned on the Steam Community announcement for an upcoming patch which will address some of the issues that came to light post Steamworks migration. The patch will also include the save data import functionality.

Thank you for the response. It's now clear why certain parts of the code were removed during the merge. Could you please ask for split-screen to be added? Many people would appreciate it. If you can't then if possible, grant me access to the source code and I'll probably get it done promise. : D

Regards.
 

Miker

Member
Just wanted to bump this to let everyone know that there's now a mod to remove the filter without removing the HUD as well, works great it seems.


Fix here: http://forums.pcsx2.net/Thread-PCSX2-Widescreen-Game-Patches?pid=445773#pid445773

Just tried this and I get a black screen with the HUD during gameplay. Looking at the link, it seems to be an AMD issue. Has anybody with an AMD card gotten this to work?

EDIT: Yup, that method doesn't work on AMD cards. I'm now using ENB, as detailed here: http://pcgamingwiki.com/wiki/Resident_Evil_5#Remove_filter. You also have to add a line in GeDoSaTo to get ENB and it to play together.
 

BONKERS

Member
Sorry for the belated reply - lots of other stuff going on in the background that kept me away from checking in.

Perhaps I could have done a better job at explaining the situation in my original response, and I do apologize for causing unnecessary confusion and commotion that came out of the post. That clearly was not the intent. We're also well aware that a community mod exists for the vanilla GFWL version that enables split-screen coop mode, among other things. We don't live in a vacuum ;-)

To lift the proverbial curtain a bit, the issue came to light when two code bases -- the vanilla RE5 GFWL source and new Gold Edition expansion from the console version -- had to be merged.

The ReleaseNotes text somewhat uncovers this, but merging discrete code base from two different platforms introduced all sorts of knock-on bugs that has complicated the latter half of the development process. Even before reaching that point, a decision was made early into the development process to remove extraneous, non-functional, or otherwise orphaned code base that would further complicate the project down the road. The remnant split-screen code was one of those affected areas that was known to have some level of compatibility issues with the GE expansion (again, this was previously a console exclusive content).

Phase 1 of the actual work began in summer of 2014 starting with the Steamworks migration of the vanilla RE5. Porting the new Gold Edition expansion kicked off in December after the base game became functional, which is what's partially documented in the release notes. This is where development becomes &#8216;interesting&#8217; as the developers inject new functionality and content that was originally not part of the PC code base. As any coder can attest to, fixing bugs, adding new features, or making changes to an existing code will break other parts of the game -- it's akin to playing a virtual whack-a-mole game. Cycle continues as devs add new features/fix bugs, run the build through QA, find new issues, fixes them again, and repeat the process until the game eventually becomes stable.

In any case, we understand some users would like the option to go back to the original GFWL version in order to play using existing fan-made mods, DX10 executable (for the Nvidia 3D glasses), or continue working on those LIVE Achievements. We plan on reinstating the original GFWL build later this week which will become accessible through Steam's BETA tab. A step-by-step guide on how to access the beta branch will be posted on Steam forums when the branch becomes active.

In addition, stay tuned on the Steam Community announcement for an upcoming patch which will address some of the issues that came to light post Steamworks migration. The patch will also include the save data import functionality.

If you guys are actively developing the code base, it'd be great if you could fix bugs like the AA outline bug (Which may be related to the following .exe naming), as well as the extremely poor choice of .exe name. "Launcher.exe" already exists as a profile for Nvidia drivers for a profile called "Launcher", essentially nullifying any RE5 specific code changes in the Biohazard 5 and Resident Evil 5 profiles respectively .


It's imperative that you guys simply rename the .exe to re5dx9.exe/bh5dx9.exe

Examples>
Untitled1.png


Very few of those hex values are pertaining to just the 3D Vision for the old DX10 build just an FYI. The majority are game specific and could very well be tied to issues this build of the game is currently having.

You guys also from this change broke HBAO+ from driver side (Not like it was an official feature). But according to Nvidia it's super easy to implement anyway, so not like it would be difficult for you guys to simply download the HBAO+ libraries and put it in the game now
Which would be free advertising for both parties, World of Warcraft just added HBAO+ as well.

I don't think it costs anything either(Literally any registered developer can download it. Which is a free program and free to download) beyond giving them a license to advertise your title with HBAO+ unless you wish to modify the sources. Which does cost some money. (And of course adding it to your license agreement)
 

Alo81

Low Poly Gynecologist
If you guys are actively developing the code base, it'd be great if you could fix bugs like the AA outline bug (Which may be related to the following), as well as the extremely poor choice of .exe name. "Launcher.exe" already exists as a profile for Nvidia drivers for a profile called "Launcher", essentially nullifying any RE5 specific code changes in the Biohazard 5 and Resident Evil 5 profiles respectively .


It's imperative that you guys simply rename the .exe to re5dx9.exe/bh5dx9.exe

Examples>
Untitled1.png


Very few of those hex values are pertaining to just the 3D Vision for the old DX10 build just an FYI. The majority are game specific and could very well be tied to issues this build of the game is currently having.

You guys also from this change broke HBAO+ from driver side (Not like it was an official feature). But according to Nvidia it's super easy to implement anyway, so not like it would be difficult for you guys to simply download the HBAO+ libraries and put it in the game now
Which would be free advertising for both parties, World of Warcraft just added HBAO+ as well.

I'd like to second the importance of this post. Simply changing the name of the executable to re5dx9.exe would be a big boon by allowing us to use the specific profile.
 

Nerrel

Member
Hi all,

The original GFWL version is now accessible through Steam.

Full details here:
http://steamcommunity.com/app/21690/discussions/0/618458030682937808/

I appreciate that you're keeping us informed and checking in, but it's extremely disappointing that this is the final answer on splitscreen. For me, it essentially means I waited all this time for the Steam update for nothing.

RE5 is a coop game, and the coop is best when sitting by with a friend that you can share a screen with. Being denied that ability makes the game substantially less fun.

Going back to the old version means reinstalling the dead GFWL service, dealing with all the hassle that entails, being unable to use the new content, and having to mod the game, all for the sake of enjoying a feature that was standard on every other release of the game.

The responses you've given us are framing things as if it's unthinkable that Capcom will even attempt adding new code for splitscreen into the Steamworks version to replace the old code that was broken. The response fans gave over splitscreen being cut from Revelations 2 made it clear that PC gamers want local coop as much as anyone else, and I'm not sure why Capcom thinks it's OK to omit it on this platform and no others. Especially considering that the online player base isn't as big on PC as consoles.
 

Roscoe

Neo Member
Controversial opinion time: I don't want old RE back if it means dropping the excellent TPS mechanics of RE6. I want RE7 to be RE6 but with better level design.

Truth!

You can have suspense and inventory management but you don't need to go back to tank controls. I think Rev2 had the idea with what it tried to do.
 

Werewolf Jones

Gold Member
We can have both, you know. They could just easily remake RE2 in the style of REmake to appease the old fans and polish up on everything wrong with RE6 and deliver a superior experience in RE7 but this is Capcom, so...

I'm curious though, is anyone playing RE5 Gold? I just started picking up Mercs again it's been years since I played it on Xbox. Mercs Reunion is just too good.
 
Sorry for the belated reply - lots of other stuff going on in the background that kept me away from checking in.

Perhaps I could have done a better job at explaining the situation in my original response, and I do apologize for causing unnecessary confusion and commotion that came out of the post. That clearly was not the intent. We're also well aware that a community mod exists for the vanilla GFWL version that enables split-screen coop mode, among other things. We don't live in a vacuum ;-)

And I apologize for my rude assumptions. Making the GFWL build available as an optional download was fantastic of you. Could you expand on what you mean by 'backing up the installation files' when switching between GFWL and Steamworks builds? Do you mean backing up everything in "Steam\steamapps\common\Resident Evil 5" and then just placing the files back in there when switching back to the Steamworks build?

Hopefully a change in name for the executable and HBAO+ implementation are on the horizon for the Steam build after the first patch goes out.
 

isamu

OMFG HOLY MOTHER OF MARY IN HEAVEN I CANT BELIEVE IT WTF WHERE ARE MY SEDATIVES AAAAHHH
wbacon, in light of the new info you've given us, do you by any chance have an ETA on the steamworks patch? Perhaps Monday or Tuesday?
 
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