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The Eddo

[REL|MP] Max Payne: Echo of the Past

Recommended Posts

The Eddo

At last! The Roscoe Bank security guards are back! A total of six dead guards spawn in the bank now, thanks to Remedy Entertainment for the level source file!

 

Snrwdlr.jpg

 

OP updated! Go download the latest version from the first page of the topic right away, but the archive's file size is now 15 MB:sui:.

 

EDIT 2:

 

MaxED (the MP1 level editor) was a very sticky tool to use, but I got it all right in the end.

Edited by The Eddo

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Nickel7
18 hours ago, The Eddo said:

Thank you very much, your appreciation is helpful to me. But unfortunately, the cut things found on the Mobile versions are the same as the ones found on the PC versions.

And, uh- can you send me that "city-ambience.96"? Maybe I can find some use for it in the mod...

The MP5 can be restored, very easily.

I didn't search the console ports of the game. Just went to Dimzet13's YouTube channel where I found this "MP1 PS2 credits" thing and checked it out.

 

That weird sunrise skybox is actually used in the "Max's house" level, it's shows the sun rising as Max nearly executes Horne, just a dumb feature I cut from the mod.

@The Eddo I don't have much time now, maybe this weekend i can upload some stuff and sent them to you, i have to recover a 500gb HDD with a lot of unique beta stuff of Max Payne including concepts, remedy photos, modding tutorials, vídeos taken by the developers, obviously more beta images (some of them aren't in internet), etc.

When im done with that, im going to upload that folder with all that information, also for not loosing it again. Ah yeah, that folder has some images of the old storyline too, i remember an image of Lupino with his original clothes and sh*t, it had long hair, and green eyes xd. And the City-Ambience-96.mp3 present in the android port (apart from the City-Ambience used in the game) is Just a low quality versión, idk if it has any differences.

Edited by Nickel7
Forgot something

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The Eddo
4 hours ago, Nickel7 said:

@The Eddo I don't have much time now, maybe this weekend i can upload some stuff and sent them to you, i have to recover a 500gb HDD with a lot of unique beta stuff of Max Payne including concepts, remedy photos, modding tutorials, vídeos taken by the developers, obviously more beta images (some of them aren't in internet), etc.

When im done with that, im going to upload that folder with all that information, also for not loosing it again. Ah yeah, that folder has some images of the old storyline too, i remember an image of Lupino with his original clothes and sh*t, it had long hair, and green eyes xd. And the City-Ambience-96.mp3 present in the android port (apart from the City-Ambience used in the game) is Just a low quality versión, idk if it has any differences.

Nice, and thank you.

And yeah, Lupino had a real freaky look in the BETA.

Edited by The Eddo

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Jeansowaty

It's impressive how much stuff was cut from the game.

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Nickel7
On 2/17/2018 at 1:20 PM, The Eddo said:

New BETA stuff found! And it's cool enough to be posted in a different post, so sorry for double post.

 

I found an amazing video of MP1 E3 2000, PS2 version:

 

 

 

Two noticeable things are that the subtitles appear at 0:35 and the junkie clothes are different (white instead of green), the video's audio is misaligned though.

Aesir HQ level is also shown in one scene, and a large sign of Aesir Corporation can be seen hung high up on the steel wall.

 

Damn, so many changes! But why Remedy? Why did you cut all of this?

 

Found this amazing video at: https://assemblergames.com/threads/max-payne-1-dreamcast-pc-beta.59779/page-2.

@The EddoHey dude, I have the same video with more quality, take a look: https://mega.nz/#!hdRiACRJ!3uA6YMqaQdimdtYpPsN0kTwxSedEE6uAminQf-nBjaQ

 

(Something totally apart)

(what exactly will allow you to enable this supposed advanced options menu that i heard about?, it can be restored?)

Edited by Nickel7
added a question

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The Eddo
6 hours ago, Nickel7 said:

@The EddoHey dude, I have the same video with more quality, take a look: https://mega.nz/#!hdRiACRJ!3uA6YMqaQdimdtYpPsN0kTwxSedEE6uAminQf-nBjaQ

 

(Something totally apart)

(what exactly will allow you to enable this supposed advanced options menu that i heard about?, it can be restored?)

I don't know what it is, it has some additional options for binding shootdodge in a direction to one key, for example; it allows you to bind the "Shootdodge Left" action to one key.

There's also an option to change the "double click speed" and the ability to bind turning left\right to keys (or mouse), the menu is fully implemented in menu.txt, but it's commented out which prevents it from showing up in the menu.

 

The "turn left\right" part of the commented out code is "double commented out", meaning it still has "//" in the beginning even though the entire menu is disabled.

But I'll just restore it:).

 

And thank you for the video.

Edited by The Eddo

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The Eddo
1 hour ago, Am Shaegar said:

After trying your MP2 mod I wanted to ask for the first game, and I am dighted to see that it already existed. Keep up the good work :)

 

A small wish for this mod is to raise the difficulty further, if possible.

Thank you for your comment, good to have some feedback for the effort I've done.

 

Increasing difficulty is super-possible. Just start MP1\MP2 on the highest difficulty level. "Dead On Arrival", that is. Simple.

 

Besides, have you tried the latest version of my MP2 mod? It has a new feature implemented in it;).

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Liones 54

Tinyupload not working :( please put the file in another site 

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The Eddo
On 8/21/2018 at 6:46 PM, Liones 54 said:

Tinyupload not working :( please put the file in another site 

But, the link works just fineeeeeeeee over here.

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The Eddo

New update! Man, it's been ages since the last one:

 

* Optimized maximum visibility speed for grenades, molotovs and M79 grenades, they will now appear at any amount of game speed.
* Internally "fine tuned" the delay timer that plays the PS2 end credits music.
* Restored the disabled weapon discarding system, all characters now drop their weapon once they run out ammo (with properly working unused animations!).

 

* Restored the commented out "Advanced Settings" menu, use with extreme caution.
* Restored the commented out "Frame Rate Smoothness" slider, change with extreme caution and do note that you won't be able to change this option without this mod.
* Restored the commented out "Level of Detail" slider, change with extreme caution and do note that you won't be able to change this option without this mod.

 

* Fixed the "dropped-by-dead-enemy Pump-Action Shotgun" projectile, now it correctly uses the rifle collision sound instead of the handgun one.
* The health meter now works the other way around with the red color representing the character's health, the E3 2000 HUD had a health bar so I did this.
* Slightly refined Jump to Chapter tooltip texts.

 

OP updated, enjoy! I also removed some things from the To-Do list that cannot be added or make no sense to be added:).

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The Eddo

New update:

 

* Any thrown Grenades now leave a small mark on whatever they collide with, just like when using melee weapons.
* Optimized the hit marks created by thrown Grenades, they should now always appear regardless of direction.
* Changed the Colt Commando bullet model, now it uses the Sniper Rifle bullet model instead of the Beretta bullet model.
* Changed the Sniper Rifle shooting animation for AI characters, now it's the one used by Max.

 

I also removed the entire To-Do list because it's redundant to me now. But the development will still go on, hopefully...

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PMRMaxPayne
On 10/1/2018 at 1:41 PM, The Eddo said:

I also removed the entire To-Do list because it's redundant to me now. But the development will still go on, hopefully...

I wanted Nicolle Horne to say "Nooooooo" :(

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The Eddo
16 hours ago, PMRMaxPayne said:

I wanted Nicolle Horne to say "Nooooooo" :(

Don't worry, I'll add that dialogue into the next version:). Along with MP5, unused sound effects meant for the ending cutscene of "Pain and Suffering" and so much more stuff!

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PMRMaxPayne
7 hours ago, The Eddo said:

Don't worry, I'll add that dialogue into the next version:). Along with MP5, unused sound effects meant for the ending cutscene of "Pain and Suffering" and so much more stuff!

Oh, thank you.

Are you going to do that level of the Punchinello Manor too?

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The Eddo
17 hours ago, PMRMaxPayne said:

Are you going to do that level of the Punchinello Manor too?

Sorry, but I lost the x_devmode.ras file and now the link doesn't work:(.

Even if I got the file, that "Manor_Outside" level won't work anyway. It doesn't load at all.

Edited by The Eddo

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PMRMaxPayne
On 10/4/2018 at 11:10 AM, The Eddo said:

Sorry, but I lost the x_devmode.ras file and now the link doesn't work:(.

Even if I got the file, that "Manor_Outside" level won't work anyway. It doesn't load at all.

Nooooooooooooooooooooooooooooooooooo!

 

"Everything ripped apart in a New York minute."

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The Eddo

Another update!:

 

* All weapons now use one model for both far and near distances, which no longer causes the weapon animations to not display when the camera is far away.
* Fixed multiple reload sounds playing when reloading the Dual Berettas.
* The Jackhammer now ejects a shotgun shell like the Striker does in MP2.

 

OP updated! Have fun!:)

 

On 10/6/2018 at 7:03 AM, PMRMaxPayne said:

Nooooooooooooooooooooooooooooooooooo!

 

"Everything ripped apart in a New York minute."

Yeah, that was my reaction too.

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Nickel7
On 10/15/2018 at 2:32 PM, The Eddo said:

Another update!:

 

* All weapons now use one model for both far and near distances, which no longer causes the weapon animations to not display when the camera is far away.
* Fixed multiple reload sounds playing when reloading the Dual Berettas.
* The Jackhammer now ejects a shotgun shell like the Striker does in MP2.

 

OP updated! Have fun!:)

 

Yeah, that was my reaction too.

Hey Eddo, long time no see, I couldn't restore my 500gb hard drive with all the Max Payne information that I had there, but guess what..... i still have the x_devmode.ras.
there you have it: https://mega.nz/#!NIYGXKAA!hUDi7aOMPYZooRKZklgmqSxRt9TUnsanHXDjIJZd8rw

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The Eddo
10 hours ago, Nickel7 said:

Hey Eddo, long time no see, I couldn't restore my 500gb hard drive with all the Max Payne information that I had there, but guess what..... i still have the x_devmode.ras.
there you have it: https://mega.nz/#!NIYGXKAA!hUDi7aOMPYZooRKZklgmqSxRt9TUnsanHXDjIJZd8rw

Wahoohoo! Thanks, you saved me, man. Now I'mma go all Max-ED on the Manor_Outside.lvl file, probably;).

 

EDIT: (video below not mine though)

 

 

Looks like Remedy broke the LDB and LVL files for Manor_Outside, I believe they require an early build of MP1 and Max-ED (respectively) in order to work. So in short, sorry, but my level idea is a flop:(.

Edited by The Eddo

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cyv233

Amazing Mod, dude!

Can you add the music from trailer 1998 ?

And if you also can add these missing intro logos from the console versions for pc.

It´s just a suggestion from me.

 

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3li0507

 

Y'all gonna see dis

And some interesting sh*t from someone in 3D Realms discord:

The M4 uses the MP5 code base because it was actually a change made in april-may 2001, that's why its a common add in mods and also featured in cheat code lists, althrough it will spawn the M4 the E3 2000 character models had lower poly hands without the separate index finger, this is still present in the E3 2001 trailer IIRC, the Suits were the ones with noticeable changes, their texture and glasses were redone. There's a Suit glass model for some reason as a separate file, never saw that in game. The MAC-10 almost made the final version with no alterations to it's 1998 model, being featured in E3 2001, it was only by the final game that we had the opportunity to see its new model.

 

Edited by (sic)#8CoreyTheHeretic

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The Eddo

Final update for this mod, don't say I didn't warn you:

 

* Fixed a bug where switching from the Sniper Rifle to Colt Commando made Max perform the Colt Commando reloading animation.
* Reverted the E3 2000 Beretta shooting animation to the original one because it's impossible to shoot at enemies while standing behind a corner, Max fires the gun too straight.
* Reverted the E3 2000 Beretta shooting sound to the original one because it doesn't fit in with the other weapons' better sounds.
* Removed the weapon discarding system, it makes no sense because if a character dies while throwing a weapon, the character drops two of them.
(Note: One more senseless thing about this feature is this; Max drops an empty gun, picks up some ammo for that gun and can use it again. No wonder it was cut.)

 

* Reverted the E3 2000 Desert Eagle shooting animation to the original one.
* Removed the "too silent weapon sounds" fix, something was wrong on my end.
* The "coder" console command now sets Bullet Time amount to maximum.
* Internally cleaned up the mod and removed some useless things.

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Braindawg

That video is a gem. It runs in 1080p and 60fps at least so it means there's a working build of this thing for PC SOMEWHERE on this earth. And that probably goes for other R* titles... Just makes you wonder...

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The Eddo

"I lied to myself that it was over... it wasn't over..." - Max

 

* Restored Michelle Payne's "alive" face texture, the game now uses her "death" face texture only when she performs death animations.
* Improved weapon animation resetting, now weapons in both hands have their animations reset instead of only the right one and the animations are now reset instantly.
* Fixed Alfred Woden's glasses alpha texture, the missing glass piece of the glasses is now completely invisible instead of being semi-transparent.
* Fixed the "docks" skybox, now the buildings on the horizon don't look like they are "sunk" in the docks water.

 

* Removed "Max's Sniper Rifle shooting animation for AI characters" feature, short animations prevent a bug that happens with enemies' hands when they move after shooting.
* Removed "Mobster kicks soda machine" feature, as the mobster seems to kick the machine BEFORE the other mobster mocks him "Careful, it might kick back!".
* Removed all of the fake shine, chrome and specular effects from all skins, now they all appear in their true colors.

* Made further internal cleanup to mod files.

 

OP updated as usual, you may now go and get it.
Anyways, so this is it. The real last version of this mod, I'm done with things here...

Edited by The Eddo

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MaxPaynePro

Cool mod, Eddo

 

BTW , If you wrote

 

*Removed spinning camera in Max's death

 

That was not removed in my version.

 

I love your Max Payne 2 mod as well

 

and

 

Guess what , I completed Max Payne 2 with your mod

 

and now I'm trying to complete Max Payne (the first) with your mod

 

 

Just now, MaxPaynePro said:

Cool mod, Eddo

 

BTW , If you wrote

 

*Removed spinning camera in Max's death

 

That was not removed in my version.

 

I love your Max Payne 2 mod as well

 

and

 

Guess what , I completed Max Payne 2 with your mod (on DoA)

 

and now I'm trying to complete Max Payne (the first) with your mod

 

 

 

Sorry , I wanted to edit the comment

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The Eddo

Time for another update, go and get it from the OP:

 

* Renamed the modification to "Max Payne: Echo of the Past", as it should have already been right from the beginning.
* Removed the unrealistic "burst-firing" from the Ingram and Dual Ingrams, now they fire single shots on each press of the Shoot button.
* Removed the "combined" shooting sound of Dual Ingrams, now each gun plays it's own sound.
* Removed all "gangsta", "mobster" and "merc" variations of all weapons' shooting animations from all characters, they're way too "broken-looking" to be actually used in the game.

 

* Mercenaries no longer try to shoot at the player while descending down using ropes in some levels, their shots are never accurate and correctly timed.
* Decreased the collision capsule height for rats to be the same as their collision capsule's radius, so the player doesn't float above the rats when standing on them.
* Junkies and Project: Valhalla test subjects now shout whenever using any weapon, instead of only when using the Beretta.
* Removed all weapon animations from the Sniper Rifle, the animations are way too long to work properly and the gun's chamber pulls itself back automatically.

 

* Replaced the Sniper Rifle's shooting animation with a much more better-looking one that was meant for a cut "burst-fire MP5" weapon.
* Fixed the position of the Sniper Rifle's bullet shell creation, now it falls out of the chamber instead of falling out from the end of the gun's barrel.
* Sniper Rifle's bullet shell now falls out instantly after firing a shot, instead of taking way too long.

* Fixed the incorrect timing of the left hand Beretta's bullet projectile creation when using the Dual Berettas.

 

* B.B. now no longer uses the Desert Eagle shooting animation when using the Beretta.
* Rats can now reload and shoot all weapons properly, especially the Dual Berettas and Dual Ingrams.
* Added light camera shake effects to Sawed-Off Shotgun and M79, and heavy camera shake effects to Jackhammer and Sniper Rifle.
* Increased the look-at blend time to 0.25, now it matches the internal blend time used for character animations and Max's head turns more smoothly.

 

* Picking up an M79 ammo-box now gives you four M79 grenades and picking up a Sniper Rifle now gives you five bullets.
* Removed the chamber sound from the Sniper Rifle because it no longer moves.
* Sniper Rifle's shooting sound effect now slows down when the time slows down.
* Changed distance fogging values in "Fear that Gives Men Wings" to match the ones that were used in the older builds of the level.

 

* Increased the player's health multiplier in New York Minute difficulty level from 0.9 to 1.0 for literally balanced and normalized gameplay.

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NikolaySh

Can you give a link to the old files that were before the updates? I just want to see how the mod looked before the updates.

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NikolaySh

Can you make a mod where only weapons, skins, textures only from E3, Beta version?

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The Eddo
9 hours ago, NikolaySh said:

Can you make a mod where only weapons, skins, textures only from E3, Beta version?

Sorry, but I cannot remove other things from this modification. Besides, they're aren't any BETA weapons, skins or textures in this mod. Not to mention, it's just meant to bring back a few things from the BETA and focuses more on introducing improvements and fixes to the game.:)

Edited by The Eddo

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NikolaySh

I had in mind not this mod change, and the other do. At least the models can be replaced with those that were in E3, Beta version, that is, E3 or Beta pack.

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