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

Mar 16, 2011
6,492
0
590
For people who haven't played / didn't know, you can put the aiming to cursor aiming under Keyboard&Mouse Controls and it emulates how the Wii version of RE4 works 1:1 (where the cursor is screen at all times and you can aim your shot prior to actually stopping to aim). Actually the KB/M controls have a lot of effort in RE5 PC, having the inventory binded to 1-0 and having full natural inventory control with the mouse (even down to click dragging items to combine them) is pretty nice.
 

ClaptoVaughn

Member
Apr 24, 2014
1,157
0
340
Did they put in a way for mouse users to display a laser instead of that grotesque crosshair? I remember you needed a mod to get the laser working in the original game. Or was that patched eventually?
 
Mar 16, 2011
6,492
0
590
Did they put in a way for mouse users to display a laser instead of that grotesque crosshair? I remember you needed a mod to get the laser working in the original game. Or was that patched eventually?
Sadly I don't believe there is anyway outside of modding. I think this

was their reference when making the KB/M controls even though it doesn't make much sense outside of cursor mode (wii style mode).
 

Elija2

Member
Aug 16, 2012
7,811
0
0
Huh, now I'm wondering if I should play through the game with KB+M instead. The controls sound a lot better.

I'm pretty sure there's a mod out there that changes the reticule back to laser, but I don't know if it works with the Steamworks version.
 

Sectus

Member
Aug 31, 2005
4,690
0
0
www.youtube.com
wow, that's awesome, thanks a lot for your efforts, keep us updated
Unfortunately, I'm not getting good progress. I can get local splitscreen working with proper splitscreen view and working controls, but I hit 3 obstacles:
- I can't get the view to properly switch between splitscreen and cutscene view whenever it should. I have a few ideas on how to fix this at least.
- After quitting to the main menu, most or all of the inventory will most likely be reset.
- After playing for many hours, player two would simply fail to spawn after going to main menu once.

The last 2 problems are kinda major, and I think they're caused by the game thinking player two is supposed to have their unique savegame rather than being a "guest" (like on ps3, or like on 360 if they're not using a gamertag). I'm not sure how to proceed to fix those issues, and with me hitting random other bugs in the game (it keeps crashing on my second computer) I'm becoming less motivated to mess with it.
 

Jawmuncher

Member
Sep 2, 2010
61,693
14
790
Isla Nublar
Huh, now I'm wondering if I should play through the game with KB+M instead. The controls sound a lot better.

I'm pretty sure there's a mod out there that changes the reticule back to laser, but I don't know if it works with the Steamworks version.
If you liked playing RE4 on the Wii then RE5 will be right up your alley with the KB&M controls. I don't use KB&M much when I game but back when I got the 1000GS on the GFWL version they became second nature and were quite a nice change of things.
 

Dizzy-4U

Member
Feb 7, 2008
11,840
1
0
38
The bats have gotten nails (that stick out like a sore thumb, IMO) and the DX9 version has terrible evironmental filtering on the trees sticking out like a sore thumb compared to DX10's "blur" filtering that smooths them into the sky.

The only good thing about DX9 is the better textures on the characters compare to DX10 (see their clothes textures). And maybe mayyyyyyyyyyyyyybe being able to run on about 10 year old computers since DX9 is required for most EVERY PS360 port out there. Otherwise I'd like DX10 back.

The whole "oh well we need the .exe to self-boot with no version select for controllers" is a bit bullshit. You're telling me Steam can't have the controller up-down-A/B select on a pop-up menu from Steam before launching the appropriate .exe?
I see. Yeah, it would've been nice to have the option at least.

Still, I'm guessing the game is still missing at least one patch since there is no residentevil.net implementation yet, so hopefully they'll bring DX10 back along with it.
 

Unai

Member
Jan 30, 2011
4,872
1
0
Unaí/MG
For people who haven't played / didn't know, you can put the aiming to cursor aiming under Keyboard&Mouse Controls and it emulates how the Wii version of RE4 works 1:1 (where the cursor is screen at all times and you can aim your shot prior to actually stopping to aim). Actually the KB/M controls have a lot of effort in RE5 PC, having the inventory binded to 1-0 and having full natural inventory control with the mouse (even down to click dragging items to combine them) is pretty nice.
This would be very nice to know dozens of hours before some years ago...
 

strafer

member
Apr 2, 2010
58,967
1
610
Sweden
Huh, now I'm wondering if I should play through the game with KB+M instead. The controls sound a lot better.

I'm pretty sure there's a mod out there that changes the reticule back to laser, but I don't know if it works with the Steamworks version.
the mouse and keyboard is actually pretty great.

I'm currently playing through 6 with mouse and keyboard, also works great.
 

Sectus

Member
Aug 31, 2005
4,690
0
0
www.youtube.com
Not sure if this is mentioned yet, but if you look at where the game is installed you'll notice Capcom made a funny oversight. There's a development change log of the port in the file called ReleaseNotes.txt

It's fun to read through, but also a bit sad when you see stuff like "Ripped out the Split Screen code."
 

Not Spaceghost

Spaceghost
Jan 16, 2009
12,258
2
965
Space
RE5 M+KB controls are really top notch, I'd recommend them over the controller almost instantly.

Those wanting to import your save, wait just a bit.
Any idea if this will come soon? I have like 60 hours in RE5 and almost everything unlocked except like 4 achievements. Would hate all that effort to go to waste.
 
Sep 28, 2012
400
34
540
34
Ventura, Ca
biohazardmercenaries.com
I didn't notice it in the main game, but I might have just not seen it, but I definitely saw it in Lost in Nightmares, I noticed the Anchor enemies get stuck in a few instances, the most notable occurrence was a moment when the enemy in the crank dungeon was stuck along his path and couldn't move until I alerted him. I don't know what they changed to make it happen though, I think the anchors are now counted as a physical object might be it as I recall in the original the anchors would something clips through things, but been noticing now it seems their anchors are getting caught on things.

I didn't get to 4-1, or play Versus Mode, so I cannot comment on these. With Capcom, I bet they will patch it is enough people identify it, it's not a big problem (the anchors getting caught), but it is notable as something they may want to fix, it more just takes you a quick moment and makes the encounters a slight bit easier, but nothing game breaking or took me that out of it.
After playing literally thousands of hours on the PS3/360/PC versions -- I've found that PC has the most bugs like this. Enemies get stuck / glitched on different maps in different ways.
 

Elija2

Member
Aug 16, 2012
7,811
0
0
Not sure if this is mentioned yet, but if you look at where the game is installed you'll notice Capcom made a funny oversight. There's a development change log of the port in the file called ReleaseNotes.txt

It's fun to read through, but also a bit sad when you see stuff like "Ripped out the Split Screen code."
Wow, you're not joking. That's literally what it says. Why would they purposefully remove that feature? That patch note looks like it's from last December too so this was recent. I can't believe that in the year 2015 Capcom are still giving PC players the shaft.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Feb 14, 2009
56,116
0
800
Not sure if this is mentioned yet, but if you look at where the game is installed you'll notice Capcom made a funny oversight. There's a development change log of the port in the file called ReleaseNotes.txt

It's fun to read through, but also a bit sad when you see stuff like "Ripped out the Split Screen code."
Cheat Codes don't work. :( Got my hopes up for not having to wait to unlock all chapters with my GfWL save.
 

TheBlade

Neo Member
Oct 10, 2011
14
0
0
Unfortunately, I'm not getting good progress. I can get local splitscreen working with proper splitscreen view and working controls, but I hit 3 obstacles:
- I can't get the view to properly switch between splitscreen and cutscene view whenever it should. I have a few ideas on how to fix this at least.
- After quitting to the main menu, most or all of the inventory will most likely be reset.
- After playing for many hours, player two would simply fail to spawn after going to main menu once.

The last 2 problems are kinda major, and I think they're caused by the game thinking player two is supposed to have their unique savegame rather than being a "guest" (like on ps3, or like on 360 if they're not using a gamertag). I'm not sure how to proceed to fix those issues, and with me hitting random other bugs in the game (it keeps crashing on my second computer) I'm becoming less motivated to mess with it.
Hi, I remember the first bug happening when I worked on the Split-Screen patch years ago for the original GFWL release. I think I was the one that actually fixed it. Cannot remember how though since it was long ago, I'm pretty sure it was the standard split-screen flag used in Wilsonso's trainer? or it was something to do with accessing the actual split-screen inventory menu itself which those files suggest may have been removed.

Goodluck, I hope they just patch it in officially.... #REREV2
 

Nyoro SF

Member
Jul 5, 2011
11,408
0
585
Not sure if this is mentioned yet, but if you look at where the game is installed you'll notice Capcom made a funny oversight. There's a development change log of the port in the file called ReleaseNotes.txt

It's fun to read through, but also a bit sad when you see stuff like "Ripped out the Split Screen code."
LOL... well, at least he's keeping track of his progress :p
 
Mar 16, 2011
6,492
0
590
Not sure if this is mentioned yet, but if you look at where the game is installed you'll notice Capcom made a funny oversight. There's a development change log of the port in the file called ReleaseNotes.txt

It's fun to read through, but also a bit sad when you see stuff like "Ripped out the Split Screen code."
Woah I think this is actually worth hosting here in case they remove it. This is pretty neat.

http://pastebin.com/ttX4YcAJ

- Ripped out the Split Screen code and Motion Controller code (Menus for Split Screen may still exist)

- Menus for Split Screen shouldn't be there anymore (PJW 12/12/2014)

- Removed split screen call
Pretty lame that it was like the first thing they removed pretty much.
 

Mr_Zombie

Member
Jul 25, 2009
7,839
0
0
Poland
mrzombie.deviantart.com
Not sure if this is mentioned yet, but if you look at where the game is installed you'll notice Capcom made a funny oversight. There's a development change log of the port in the file called ReleaseNotes.txt

It's fun to read through, but also a bit sad when you see stuff like "Ripped out the Split Screen code."
Force All starting inventory locations in Mercenaries and Versus to show in D-Pad configuration (regardless of player's Keyboard/Mouse settings) - Does not affect Coop modes or Merc Reunion
Have anyone checked this out? I don't like the sound of this. I liked that in Mercenaries mode the game recognized whether you were using K/M or gamepad and sorted items according to the control method. This note seems to tell that this was removed :|
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Feb 14, 2009
56,116
0
800
Sounds like instead of the items moving, they stay in the same 6 positions as the controller.
 

isamu

OMFG HOLY MOTHER OF MARY IN HEAVEN I CANT BELIEVE IT WTF WHERE ARE MY SEDATIVES AAAAHHH
Jun 7, 2004
10,783
3
1,850
Waiting for that save import tool.....
 

FLD

Member
May 28, 2011
1,336
0
550
It's so weird going back to this game after 6 and Rev2, I forgot you couldn't shoot while moving.
I never had an issue with that personally but one thing I do miss from 6 and Rev 2 is being able to slash with the knife with a single button press. Having to ready it first is kind of annoying.

Also, early on I kept getting hit because I kept trying to dodge backwards from enemies' attacks like in Rev 2. I miss that move so much now. :(
 

ghostlyspice

Member
Dec 27, 2012
204
0
0
Iowa
I never had an issue with that personally but one thing I do miss from 6 and Rev 2 is being able to slash with the knife with a single button press. Having to ready it first is kind of annoying.

Also, early on I kept getting hit because I kept trying to dodge backwards from enemies' attacks like in Rev 2. I miss that move so much now. :(
When I originally played it I didn't have an issue with that either but it was kind of a shock going back cause I forgot. I keep doing that with the knife too, and reloading is two buttons as well, keeps throwing me off. Haha! :)
 

wbacon

Capcom USA
Sep 9, 2014
272
0
370
San Francisco, CA
Not sure if this is mentioned yet, but if you look at where the game is installed you'll notice Capcom made a funny oversight. There's a development change log of the port in the file called ReleaseNotes.txt

It's fun to read through, but also a bit sad when you see stuff like "Ripped out the Split Screen code."
The release note left in there was an unfortunate oversight . :-(

To clarify though, the split screen code that was ripped out from the PC build is from the console version.

As some of you may know, MT Framework is our multiplatform development tool/engine that is utilized across several platforms. The aforementioned split-screen code is an orphaned code base from the PS3/Xbox 360 SKU which simply does not work on a PC.

The crux of the issue is that the PC code base has no concept of multiple controllers. In other words, if you plugged in two Xbox controllers, RE5 has no way of figuring out which gamepad controls which character -- or what happens if one player uses a KB+M versus a gamepad. It's a difficult problem to solve since the original game's logic wasn't designed with multiple controller devices in mind.
 

plagiarize

Banned
May 24, 2006
41,139
1
0
RE5 M+KB controls are really top notch, I'd recommend them over the controller almost instantly.



Any idea if this will come soon? I have like 60 hours in RE5 and almost everything unlocked except like 4 achievements. Would hate all that effort to go to waste.
Unless of course you have a razer hydra and map them similarly to RE4 Wii controls. That's *the* best way to play 5. You can probably achieve something similar with a Wiimote and Nunchuck if you have the appropriate Bluetooth adaptor and software. The only thing keeping the PC version from being the clear best was this content, which is now in place. I'm waiting to import my save files and then dusting off my hydra to play through Lost in Shadows with the *best* control method.
 

scitek

Member
Aug 23, 2005
17,119
12
1,230
El Paso, TX
twitch.tv
Unless of course you have a razer hydra and map them similarly to RE4 Wii controls. That's *the* best way to play 5. You can probably achieve something similar with a Wiimote and Nunchuck if you have the appropriate Bluetooth adaptor and software. The only thing keeping the PC version from being the clear best was this content, which is now in place. I'm waiting to import my save files and then dusting off my hydra to play through Lost in Shadows with the *best* control method.
I was using GlovePIE to play this game with a Wiimote/Nunchuk years ago. https://www.youtube.com/watch?v=B4yR8j6nxRM

The instructions on how I did it are in the description, but the links are probably dead.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Feb 14, 2009
56,116
0
800
The release note left in there was an unfortunate oversight . :-(

To clarify though, the split screen code that was ripped out from the PC build is from the console version.

As some of you may know, MT Framework is our multiplatform development tool/engine that is utilized across several platforms. The aforementioned split-screen code is an orphaned code base from the PS3/Xbox 360 SKU which simply does not work on a PC.

The crux of the issue is that the PC code base has no concept of multiple controllers. In other words, if you plugged in two Xbox controllers, RE5 has no way of figuring out which gamepad controls which character -- or what happens if one player uses a KB+M versus a gamepad. It's a difficult problem to solve since the original game's logic wasn't designed with multiple controller devices in mind.

So, while you're here. Status of the GfWL Migration tool and why you didn't do what From did (GfWL client loads, sign in. Save as Steamworks, then beta-patch to full Steamworks) for Dark Souls?
 

Nyoro SF

Member
Jul 5, 2011
11,408
0
585
So capcom wasn't on holidays.

This sounds like a one man job, poor guy.

Very insightful.
Yeah I suspected for a long time when Capcom began the shift of their PC titles starting with USF4 that it was a one-man effort, just judging by the work time, fixes given and responses sent out.

The release note left in there was an unfortunate oversight . :-(

To clarify though, the split screen code that was ripped out from the PC build is from the console version.

As some of you may know, MT Framework is our multiplatform development tool/engine that is utilized across several platforms. The aforementioned split-screen code is an orphaned code base from the PS3/Xbox 360 SKU which simply does not work on a PC.

The crux of the issue is that the PC code base has no concept of multiple controllers. In other words, if you plugged in two Xbox controllers, RE5 has no way of figuring out which gamepad controls which character -- or what happens if one player uses a KB+M versus a gamepad. It's a difficult problem to solve since the original game's logic wasn't designed with multiple controller devices in mind.
It's nice to see you here officially. And thanks for the explanation of split screen removal and controller assignment.
 

Parsnip

Member
Feb 5, 2010
9,228
0
0
Finland
The crux of the issue is that the PC code base has no concept of multiple controllers. In other words, if you plugged in two Xbox controllers, RE5 has no way of figuring out which gamepad controls which character -- or what happens if one player uses a KB+M versus a gamepad. It's a difficult problem to solve since the original game's logic wasn't designed with multiple controller devices in mind.
Since RE5 and REREV2 are both MT Framework, and you guys added splitscreen to REREV2, is there any chance that it could make its way to RE5 as well?
 

Alo81

Low Poly Gynecologist
Jun 24, 2012
13,143
0
640
steamcommunity.com
The release note left in there was an unfortunate oversight . :-(

To clarify though, the split screen code that was ripped out from the PC build is from the console version.

As some of you may know, MT Framework is our multiplatform development tool/engine that is utilized across several platforms. The aforementioned split-screen code is an orphaned code base from the PS3/Xbox 360 SKU which simply does not work on a PC.

The crux of the issue is that the PC code base has no concept of multiple controllers. In other words, if you plugged in two Xbox controllers, RE5 has no way of figuring out which gamepad controls which character -- or what happens if one player uses a KB+M versus a gamepad. It's a difficult problem to solve since the original game's logic wasn't designed with multiple controller devices in mind.
It's hard for me to understand this since I just recently played through the whole game splitscreen in the GFWL version. I don't doubt that it's a difficult problem, but I don't think it's unsolvable and its a huge disappointment that PC players aren't given the effort required for split screen play. It's stuff like this that often change PC versions of games from being absolutely definitively the best way to play, to instead being a great version - with caveats. I'd hope that something will be done to allow players to play splitscreen.

I was using GlovePIE to play this game with a Wiimote/Nunchuk years ago. https://www.youtube.com/watch?v=B4yR8j6nxRM

The instructions on how I did it are in the description, but the links are probably dead.
This is great to see. Thanks for posting this, I'll have to give it a try.
 

Unai

Member
Jan 30, 2011
4,872
1
0
Unaí/MG
Is it possible to speak with someone random that I'm playing with? I have a mic connected, but I'm not really sure if I can just speak and the other person will listen, or what else I should do.
 

CrAzY FiNgErS

Member
Nov 16, 2010
959
0
0
It's hard for me to understand this since I just recently played through the whole game splitscreen in the GFWL version. I don't doubt that it's a difficult problem, but I don't think it's unsolvable and its a huge disappointment that PC players aren't given the effort required for split screen play. It's stuff like this that often change PC versions of games from being absolutely definitively the best way to play, to instead being a great version - with caveats. I'd hope that something will be done to allow players to play splitscreen.
Agreed. I was looking forward to at least some people modding this version to get splitscreen, but to completely remove all the splitscreen code from this version seems like a measure to stop the modding scene from coming up with their own solution. Why was it removed in the first place? Just because it's code from the console version doesn't necessarily mean that it can't be used as starting point to create an official splitscreen mode. If we can't have an official splitscreen mode at least modders could take a crack at it. This is so frustrating to deal with. I play PC games exclusively on a big screen TV and I take offense that stuff like splitscreen has been removed from PC in many official AAA releases. It has taken the modding scene to restore this feature on the PC and it's a crying shame that others have to do what the big game companies should have done in the first place.
 

Bl@de

Member
Aug 4, 2014
5,851
198
435
I didn't want to replay the game so soon (finished the Gold Edition on PS3 last year) but damn ...


4K Resolution, Ultra Settings, 4xAA (options), 16xAF (note: Vsync is enabled so it would be even higher^^)
No jaggies anywhere (not even on fences), super crisp image, only one slowdown during a cutscene in Scene 01)

This is truly a different game.
 

Sectus

Member
Aug 31, 2005
4,690
0
0
www.youtube.com
The release note left in there was an unfortunate oversight . :-(

To clarify though, the split screen code that was ripped out from the PC build is from the console version.

As some of you may know, MT Framework is our multiplatform development tool/engine that is utilized across several platforms. The aforementioned split-screen code is an orphaned code base from the PS3/Xbox 360 SKU which simply does not work on a PC.

The crux of the issue is that the PC code base has no concept of multiple controllers. In other words, if you plugged in two Xbox controllers, RE5 has no way of figuring out which gamepad controls which character -- or what happens if one player uses a KB+M versus a gamepad. It's a difficult problem to solve since the original game's logic wasn't designed with multiple controller devices in mind.
PC version does at least have some code for handling multiple controllers. There's an array defining which controller ID each player is using, and if you change player two's ID from -1 to 1, then you'll have two controllers controlling player 1 and 2. As you said, that won't work with kb/m (similar to the limitation in Rev 2), and I've only tested this with xinput controllers.

I was able to get splitscreen coop working fairly well except for a major problem with the game thinking player two is supposed to have their own savegame. I have no idea how difficult this would be to get working overall, but it's a shame the feature isn't there. I really wanted to play through the game in splitscreen with my girlfriend like I did with Rev 2.

One solution which would be unlikely but would be great, is if there was some kind of source code access to the modding community. There's plenty of really talented programmers in the community with time on their hands to fix bugs and finish features. It's definitely a lot faster to program with C++ than compiled assembly code.
 

Aklamarth

Member
Jan 2, 2010
865
16
540
The fucking game doesn't support resolutions higher than 1080p ( the benchmark runs but the actual game seem to crash everytime is a FMV).

Crapcom strikes again.
 

Lime

Member
Apr 27, 2008
26,894
0
0
The fucking game doesn't support resolutions higher than 1080p ( the benchmark runs but the actual game seem to crash everytime is a FMV).

Crapcom strikes again.
Use Gedosato, you can run it in whatever resolution you want to
 

Kammie

Member
Oct 12, 2006
2,404
0
0
Buenos Aires, Argentina
Has there ever been a mod to adjust the FOV in this game?

After playing RE6 I was kind of spoiled by it.

There's a few stages in this game that for some reason have the camera more zoomed out, and it plays so much better.
 

Saikyo

Member
Jan 11, 2013
1,632
0
420
...or you could leave the split screen code alone but not acessible for general gaming.

Let the modders try to fix it themselves.
 

Lime

Member
Apr 27, 2008
26,894
0
0
Has there ever been a mod to adjust the FOV in this game?

After playing RE6 I was kind of spoiled by it.

There's a few stages in this game that for some reason have the camera more zoomed out, and it plays so much better.
Wilsono's trainer has camera adjustment. it no longer works with the new update but maybe he or she will fix the trainer.