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BioHazard 2 PC (SourceNext) - P-TYPE (1.5) MOD v. 0.15 - How to get the Magnum Revolver?

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Uploaded by on Sep 16, 2011

This is not a major update but a small status report to let you all know that despite my inactivity the project is still alive and kicking :)! Actually, thanks to your feedback I'm working on more then 10 things at the same time lol. This small section of the Lab is actually the most completed part from the thing's I'm putting together so I decided to make a small video, hope you'll enjoy it!

CHANGES: two new 1.5 rooms playable: G-Capsule Room and East Lab Corridor (the best I could make ATM), two old 1.5 rooms revised: Frozen Lab (Yup, it is a legit 1.5 room :)! I added text and got rid of the fog/frost - now it looks exactly like on Curator's first video), VAM Lab (improved cam/boundry setup and item placement, added moths for fun), added BioHazard 1 menu soundset (thank you Resevilnemesis30!), improved the ingame menu look by adding 1.5 font to the places where it fits the best and doesn't mess the other features of the menu (thank you John!), added new 1.5 zombie soundset that you can hear in the G-capsule room (a hybrid of my old one and the one I used for the BioHazard 1 P-type Mod failed project), added a 100% working Magnum Revolver (regular Magnum slot with Colt S.A.A. model/altered texture/partly reloading animation, changed capacity, added proper small/large avatars) and corresponding Magnum Rounds (small/large avatrs is the courtesy of HecRPD, thanks mate!), many RDT hacks and so on...

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Uploader Comments (SeiyaK0u)

  • This is great! Any progress with Zeiram or Gorgoda yet? The original different bosses for Leon/Elza to fight yet? Or how about the Sewers and RPD Streets? I'm really liking your videos, you and martinbiohazard are doing a great job with all of these videos.

  • Unfortunately there won't be any Zeiram or Gorgoda nor Gorilla (Baboon) enemies untill I figure out how to create low polygon models and save them to TMD format, sorry :/! The Sewers and RPD Streets are the areas that we have less info/screens of even compared to the Basement area, so for now - baby steps, mhkay? Thanks for the feedback mate :)!

  • Im so glad to see another update. =3

  • You will see more quite soon ;)!

  • Where's the link for these rooms?

  • There's none as I didn't include them in another Sample. It would be great to save something for the final release too, wouldn't it ;)?

Top Comments

  • Don't worry, I'm not good at giving up ;).

  • You are resi 1.5s last hope! Don't give up!

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All Comments (45)

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  • @TyrantT003 It can be a S&W 686 .357 Magnum with wood grips... The 686 has the same design as the 629, but different frame, L (medium-large) for the 686 and N (large) for the 629... The strange thing is, when equipped, the gun looks like an old single action revolver, not like a modern double action like the 686 or 629...

  • wheres the link to try your epic mod out? Im dying to play at least a bit of re 1.5

  • where i can download the 1.5 (Rooms, Weapons, Skins, Item Images, Inventory) mod to my BH2 game?... or maybe it will be a patch for the PSX trial? i want to download but i need an earlier or the most recently... and one thing... the model of the magnum (S. REDHAWNK) is like one in BH3 & the aiming speed after firing is a little bit faster than the Desert Eagle from main game... an one other thing... you must enable the debug menu for rendering the flags... because the character traspass the room

  • why the Magnum Revolver, which is a Smith & Wesson Model 629 Classic use .357 magnum bullets? in Resident Evil 3: Nemesis and in real life it uses .44 Magnum bullets.

  • Are you gonna include the alpha Leon in the final release as well?

  • @SeiyaK0u Oh okay no problem, I just was curious because of the custom animations and this new Revolver. I wasn't sure if there was anything shown yet that wasn't on you tube yet, so I thought I would ask since we only had concept art of them and no game play footage. But no problem, I look forward to seeing more of 1.5 from you and anyone else.

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