Giter Club home page Giter Club logo

biorand's Introduction

BioRand: A Resident Evil Randomizer

BioRand screenshot A new randomizer for the classic Resident Evil games for PC. Supports sophisticated key item placement, randomized non-key items, randomized enemies, randomized enemy skins, randomized NPCs with matching random voices and random background music. All highly configurable and easy to share seeds and configurations.

The randomizer currently only supports the Sourcenext port of all three classic Resident Evil games with the Classic REbirth patch.

How to use

  1. Download the latest release from https://github.com/IntelOrca/biorand/releases.
  2. Extract all the files to a directory of your choice.
  3. Run biorand.exe, press the settings icon on the left and set your RE 1, RE 2, and RE 3 game directory. If browsing, select bio.exe, bio2 1.10.exe or bio2.exe file.
  4. Configure your settings, click seed for a random seed and then click generate.
  5. Run RE 1, RE 2, or RE 3 and select the mod: "BioRand: A Resident Evil Randomizer" from the list.
  6. If you want to play a new seed or configuration, simply update the settings and click generate again.

It is recommended that you enable the in-game debug menu in case you need to reset the room if there is a soft lock (such as a cutscene getting stuck). To enable the debug menu, press F1 while on the REbirth launcher, and then press F5 in the game to access it. This will also allow you to, in desperate circumstances, give yourself a key you need, or cheat for ammo and health.

The mod will generate a sub directory called mod_biorand in your RE installation folder. In this sub directory will be two log files: log_pl0.txt and log_pl1.txt for Leon and Claire respectively. These log files can be used to find out which doors got connected to which doors and where items got placed which may help you diagnose issues or provide a hint if you are stuck or lost.

A .dgml file for both Leon and Claire is also generated which is a directed graph of the map. A DGML file can be converted to an image using third party software such as Visual Studio (+ DGML editor component).

Known issues

  • The game can occasionally crash at the end of playing the sourcenext logo. You can work around this issue by skipping the logo, or disabling movies from the REbirth launcher.

Reporting issues

Please report any bugs, crashes or suggestions by raising an issue on https://github.com/IntelOrca/biorand/issues. Include the seed you were using in your report.

Features

Door randomization

A door rando graph Nearly all doors will be changed to link to different rooms. A graph is constructed to provide an alternative route through the game, key items must still be picked up and doors must still be unlocked.

The randomizer will create 1 to 4 segments that are bridged together with specific rooms (usually bosses). There are options for controlling the number of segments and the average size of a segment. Choosing one segment with the maximum size will generate one very large graph with intertwining rooms, where as 4 segments with a low size will give you a more linear and smaller graph.

The randomizer will also attempt to ensure a room with a box is accessible without needing to pick up any key items from the start or bridge room. Is it possible that some doors will loopback to another room that you could already access. In the cases where there is a loopback to a room where one or more key items were required to loopback, the the door will be locked from the earlier side, thus making it an unlockable shortcut. Doors locked from the inside in the original game may not be locked in a door rando. Depending on the constraints and randomness, some doors may never be connected up and always remain locked.

Not all key items will need to be collected to reach the next bridge room or end, but they may lead to collecting more items such as ammo, ink ribbons, health, or weapons. If a key item is optional for a segment, but is required in a later segment, the key item will be placed again. The amount of usages you get for a key item will depend on how many more times you will need to use it again later in the run, therefore it is safe to discard any item when prompted. A door rando will not ensure enough ammo or weapons are placed before boss rooms, keep this in mind when setting your random item ratios.

If your constraints are too strict, you may get an error for some seeds where it failed to generate a graph that was completable, usually due to the lack of rooms to place items in. If this happens, try another seed or increasing the segment size.

Key item randomization

This randomizer is able to place key items accordingly so that they always appear in a location that can be accessed prior to the door or object that requires the key. Some items crash the game when changing them (such as the locker containing the flamethrower in the lab), and some items do not always spawn in. In the cases where an item isn't always available to pick up, a non-essential item will be placed there (i.e. not a key item or weapon). Only scripted tyrants from the original game will drop items, and these items will also be replaced with a non-essential item.

There are several options that affect how items are placed:

Include documents

Whether or not documents will be replaced with key items or random items. This includes the photos you collect from developing films in the dark room, however the photos will never be key items or weapons due to the fact that, choosing not to pick the item will prevent you from ever picking it up, as you can not develop the film again.

Allow alternative routes

This will spawn key items in such a way that you may not be able to unlock doors or use objects in the same order as the original game. For example, in Resident Evil 2, the heart key might be spawned in the main hall, and the spade key might be spawned in the basement. This means you must first visit the basement before you can visit the library.

Safe key placement

This will ensure all key items are placed within an area of the game that is accessible from the door or object that requires the key item. If this is disabled, lab key items can be placed in the police station. The player must therefore be thorough and check every item to make sure all key items are collected before activating any point-of-no-return.

In Resident Evil 2, there are 3 significant points-of-no-return:

  • The gate leading to the front of the police station.
  • The train / lift transporting you from the marshaling yard to the lab.
  • The train platform at the end of scenario B.

BioRand pretends there are two more points-of-no-return:

  • The door leading to the sewers
  • The cable car transporting you from the sewers to the marshaling yard.

Custom item pool

If not enabled, all the items found in the base game are just shuffled. This means you will find the same number of ink ribbons, handgun ammo, herbs etc. If enabled, the game will replace every item pickup with a random item type and quantity.

Random inventory

Enabling random inventory will change your starting loadout. You can configure up to two weapons that you start off with. The rest of your inventory will contain a random selection of gunpowder, ammo, health, and ink ribbons. In RE 3, you will only be given the reloading tool if there is gunpowder available in the seed. The knife is always provided except in RE 3, where that is by default found in your item box.

Non-key item randomization

Each compatible weapon is randomly placed. Some may not be placed at all. Only ammo for weapons that are placed in the game will be placed. You will not find ammo for a weapon that you will never pick up. The ratio of gun powder, ammo, health and ink ribbons can be adjusted. Setting the ratio to 0 will ensure that items of that kind are never placed. The average quantity of ammo found in each location can be adjusted. Lowest setting will typically give you one bullet per ammo pickup, where as the highest setting will allow a maximum of 60 handgun bullets in a pickup, or 30 shotgun shells.

Enemy randomization

Enemies can be randomized with a difficulty value. An easy difficulty will more likely spawn slower, and easier to dodge enemies such as crows, ivies, spiders, and zombies. A higher difficulty will more likely spawn faster, and more lethal enemies such as cerebrus', lickers, and tyrants. Some enemies are not randomized to prevent crashes.

Player Character

Swap the character you play with any supported character that comes with BioRand. Characters from RE 1, will need an RE 1 game installation in order to use their voice lines. The same applies for RE 2, and RE 3.

Character, voice randomization

Randomizes all NPCs in the game and their voice lines. Voice lines are picked based on the character that is swapped in. Some characters can not be swapped or are only swapped with a limited range of other characters to prevent crashes or cutscene soft locks.

Background music randomization

All background music tracks are shuffled. Music is shuffled by genre, so danger tracks are swapped with other danger tracks, calm tracks are swapped with other calm tracks. Some rooms contining only ambient sound effects, such as the power room in the basement are replaced with music tracks. Custom music can be included, just drop a .wav or .ogg file under data/bgm/custom/{tag} directory next to BioRand. The tag folders can be safe, creepy, or danger.

License

BioRand is licensed under the MIT License.

biorand's People

Contributors

haznut avatar ief015 avatar intelorca avatar pmcdc avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar

biorand's Issues

Room 219 unable to go through door after triggering Ben cutscene

Seed: R220-F4BM-Z1MC27Z

If you enter the room which triggers the cutscene of William infecting Ben, It prevents you from going through one of the doors as it says to go and see ben first.

For me, Although i had the valve handle, it was in the item box, So when i got to the cutscene of ben & william, I couldn't go back to an item box which unfortunately means i couldn't progress as i needed the valve handle in order to continue.

Randomize optional reverse-player sections

  • Leon B can visit Claire's complete route from police station to sewers from the sewers.
  • Claire B can visit Leon's route from police station to sewers from the sewers.

All items in these rooms should be low priority for the other player as it is rare the player would want to backtrack to their areas, but the possibility remains.

Item 501:2 should require the lighter

Reported here: https://www.moddb.com/mods/biorand/downloads/biorand-v121

A key item (C4) was hidden in 501:2 which is only visible after using the lighter on the flare canon after taking the tram. This was a Claire A scenario so she doesn't have the lighter, and the lighter wasn't spawned anywhere. It's still possible to pick the item up if you know exactly where to look, but it's completely invisible which I don't think is fair for a key item.

Seed: R222-PM1C-Z1MMBE9

410 NPC change can crash

Seed: R020-ERXZ-X7TT0E

410:0 (0x12F4) [LeonKennedyBandaged] becomes [LeonKennedyBlackLeather]

Causes a crash.

Room 109 some crow replacement enemies are out of bounds or cannot be killed

Posted here: https://www.moddb.com/mods/biorand/downloads/biorand-v110

Also, I had this bug where the character would appear out of bounds after entering a room. It happened in the RPD hall, after the sewer area, and the ladder that leads to the Sherry section in the rpd basement.
Reloading the room with the debug menu allows to continue.

R120-9UP2-Z1NA59W
Twitch.tv

In that same vod, at 1:02:49, you can see untargettable enemies that can hurt you. There are also silent enemies in some areas too.

No grenade rounds are generated

And there needs to be a bit more balancing with weapons / ammo. You could have a very hand rando, and nothing more than the handgun which is too tough.

Room 601 Soft lock due to early Sherry spawn

Reported here: https://www.moddb.com/mods/biorand/downloads/biorand-v110

Seed: R120-RHGQ-X5FFLEX

AugmentedAntics: So, I got hit with a softlock: on Claire B, Sherry never "left" once getting to the lab. After turning on the power and getting into the elevator, Sherry is there, and the elevator can't be ridden because it's in "emergency mode". I don't have the Master Key, and trying to leave the elevator gives me a "there's no time to go back!" message, so you're trapped in the elevator forever.

re_duke: Also, the sherry softlock in the elevator.. that happens because Sherry was replaced in a cutscene that sets if Sherry is still with you or not. If it's replaced, she will be still marked as partner, and spawn in unexpected places. One of these cutscenes is right after the Birkin G3 fight. I would not change that npc. There may be 1 more but not sure.

Became invisible Sherry

Seed: R121-KVV2-Z1Y6BNC

Playing Claire A. Went into the hall off Chief Irons' office, the one with the tiger taxidermy. At end of hall was a save room. When I came back out my status had changed to Sherry and I was completely invisible, could not leave the room. Had to reset.

Some Lock IDs were duplicated

Seed: R120-9UP2-Z1NA59W

In this seed, the locked door from 119 to 216 uses the same lock ID as the club key door in room 212. This means when the club key door is unlocked, the locked door from 119 to 216 is unlocked. This can allow the player to soft lock as some locks are there to prevent soft locking.

Room 60C for door rando has a camera glitch

When doors are randomized, room 60C (Lab B4 / SE corridor) has a camera glitch when entering from the middle door. You can reset the room by blind navigation to another door, or via the debug menu.

I have looked at the script, and have not found any specific code that causes this to go wrong.

Room 216 Annette swap causes softlock

Seed is R220-1398-Z9GG8MZ

The cutscene where Leon meets Ada for the first time in the police garage is bugged. Annette replaces Ada but she keep walking during the entire cutscene and the dialogue is never finished because of that.
Here's a video showing off the cutscene : https://www.youtube.com/watch?v=MJ4qqPREyXU

(At the end of the video, she stops walking and nothing happens afterward, no matter how long I wait)

Room 300 voice incorrect for Ben

Seed: R221-LEPF-Z16J0CZ

Because there are two different Irons enemy types, you get some seeds where one seed is randomized and another is not. It should ensure both are randomized to the same NPC so that the voices are correctly swapped.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.