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Staunton Assassin

[REL|MP] Max Payne: Fixing The Payne

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Staunton Assassin

Max Payne:

Fixing The Payne

by @Staunton Assassin

 

About:

Spoiler

This modification is a sort-of a "remastering project" for Max Payne which aims to fix issues, restore unused content, introduce new content and improve existing content.

 

Features:

Spoiler

- Added a proper Jump to Chapter sub-menu to the "New Game" sub-menu, just like in Max Payne 2. The game needs to be completed on the Fugitive difficulty level once for this option to be unlocked.
- Added proper gethit and falling-to-death sounds to bosses and special story characters by reusing their level-scripted death sounds.
- The burning-to-death sound for mobsters now only plays on mobsters instead of acting as the first variation to the generic burning-to-death sound used for all enemies.
- The burning-to-death sound for mercenaries now only plays on mercenaries and the killer suits instead of acting as the second variation to the generic burning-to-death sound used for all enemies.

 

- The burning-to-death sound for junkies now only plays on junkies instead of acting as the third variation to the generic burning-to-death sound used for all enemies.
- Added proper falling-to-death sounds to enemies by reusing their burning-to-death sounds for the purpose.
- Restored the unused third variation of the "get Painkillers" dialogue which plays when picking up a Painkillers level item in "Roscoe Street Station".
- Restored all of Max's unused death sounds, now Max's death no longer happens with that much level of silence.

 

- Restored the unused second and third variations for the ricochet sounds of clip, shell and weapon projectiles, now they have up to three sound variations instead of the usual one.
- Now all characters in the game have and use their own proper sounds correctly. Previously, a large number of characters were using the generic "mobster" sounds in various cases.
- Fixed Frankie "The Bat" Niagara, Boris Dime and Angelo Punchinello having two death sounds playing when they die, now only the level-scripted death sounds play on them.
- The "lab_junkie" skin now behaves exactly like the "C3_In_Junkie" skin. As a result, the junkies now have a lot much more suitable set of movement animations.

 

- Restored Vinnie Gognitti's unused level-scripted death sound in "Police Brutality".
- Added the previously-missing "level item dropped" particle to Ingram and Sniper Rifle's level item creation projectiles when they ricochet.
- Lead Pipe is now available in Part II instead of being absent, it can be picked up from Frankie's corpse after killing him.

- "Hidden Truths" now uses the "coldsteel" worldsphere instead of not using any worldsphere, this prevents any possible visibility of the game's framebuffer.

 

- The "coder" console command now properly sets the Painkillers to be infinite. Previously, only the weapons were being set to have infinite ammo.
- Restored the unused gethit sounds for Max, but they obviously only work on AI-controlled Max skins.
- Restored an unused texture set variation for the Inner Circle member skin, now there are a total of three different texture set variations instead of the usual two.
- Restored Alex's unused level-scripted death sound in "Live From the Crime Scene".

 

- Restored the unused "The Flesh of The Fallen Angels" music track, now it begins playing at the beginning of the boss fight with Jack Lupino in "An Empire of Evil".
- Restored all of the unused alert dialogues for the killer suits, now there are a total of thirty-two unique and different alert dialogues for them.
- Restored an unused fourth variation of the gethit sound for the mercenary soldiers, now there are a total of ten different gethit sound variations instead of the usual nine.
- SWAT officers and killer suits now use the mercenary soldiers' animations, giving them a much more professional-looking style.

 

- Removed Bullet Time bonuses and New York Minute time bonuses for killing non-hostile characters.
- Fixed the gethit sounds of the "C2_Toilet_Horst" skin, now the skin correctly plays gethit sounds instead of death sounds when taking damage.
- Restored an unused unique "dead body hitting the ground" sound which was meant to play when a character died after falling from a height.
- Added various very small internal improvements to both playable Max skins, the suit Max skin now behaves exactly like the leather jacket Max skin.

 

- Adjusted the position of the model of the second gun appearing in Max's left hand when dual-wielding certain weapons to match the gun in the right hand a lot much more accurately.
- The designs of Max's leather jacket and the leopard jacket underneath it now matches the designs seen in the E3 2000 trailer.
- Decreased the ammo found multiplier on the Fugitive difficulty level's minimum scale from 2.0 to 1.0.
- The credits at the end of the game now feature a new, special and unique music track that can be heard in a special credits video which is only available on the PS2 version of the game,

 

- The "mickey_helper" skin used for the scared mobster who helps Max enter the laundromat in "Fear that Gives Men Wings" now has proper texture set variations just like the "C1_All_Mickey" skin.
- Restored the unused ricochet sounds for the "wood_crate" and "debris_wood_crate" debris projectiles.
- Bullets are now always visible instead of only when the game's speed is lower than normal, now it's properly possible to avoid damage by actually looking for them on the screen and dodging them.
- SWAT officers are no longer set to be invulnerable and no longer have disabled projectile collisions by default, this allows bullet-hit particle effects to play on them when they're hit by bullets.

 

- Restored three unused and differently-colored trenchcoat textures for the "C3_All_Martin" skin; light-brown, light-green and light-blue.
- Restored an unused white coat texture with a brown shirt underneath it for the "C3_In_Luciano" skin.
- Restored an unused purple jacket texture for the "C1_All_Johnny" skin.
- Restored an unused dusty dark-brown jacket texture for the "C2_All_Mickey" skin.

 

- Restored an unused green jacket texture with a light-blue shirt underneath it for the "C2_All_Buck" skin.
- Restored three different texture variations of the coats worn by the chemists involved in Project Valhalla.
- Added a new "GetLeadPipe" console command, it adds a Lead Pipe to Max's inventory.
- Fixed the muzzleflash of the Ingram in Max's left hand when firing the Dual Ingrams, now both Ingrams emit separate muzzleflash particles.

 

- All characters now correctly grin when firing the Sniper Rifle, Ingram and Dual Ingrams.
- Transparent and semi-transparent textures with adult content now completely disappear when Parental Lock is enabled. Non-transparent textures still turn grey, though.
- The AI-controlled Max tied to the chair in the Prologue of Part II no longer wields a Beretta.
- The dead mobster tied to the chair in "The Blood Veins of New York" also no longer wields a Beretta.

 

- The very small-sized blood splatters on the ground that are created by Vinnie Gognitti when he walks or runs in "Police Brutality" now no longer appear when Parental Lock is enabled.

- Restored an unused second variation of the swoosh sound that plays when shootdodging.
- Restored three unused variations of the "melee weapon hits hollow metal" sound, now there are a total of four different decal sound variations instead of one.
- Red bullet holes and red melee weapon marks now appear on the "flesh" material if Parental Lock is disabled.

 

- Fixed switching from the Sniper Rifle to the Colt Commando made Max perform the Colt Commando reload animation.

- The "coder" console command now sets the total amount of Bullet Time to maximum.
- The "flesh" material now uses the same particles and sounds used by the "character" material if Parental Lock is disabled.
- The dead mobster tied to the chair in "The Blood Veins of New York" now uses the "death" face texture correctly.

 

- The AI-controlled Max tied to the chair in the Prologue of Part II now also uses the "death" face texture correctly.
- "Angel of Death", the Prologue of Part II and the Prologue of Part III now use the "asgard" worldsphere, this prevents any possible visibility of the game's framebuffer.
- "Put Out My Flames With Gasoline" now uses the unused "skyscrapers_streetlevel" worldsphere because the restaurant in the level is actually located in Manhattan.
- Fixed the Pump-Action Shotgun level item creation projectile's ricochet sound, now it correctly uses the two-handed weapon ricochet sound instead of the one-handed weapon ricochet sound.

 

- Fixed the "painkiller" weapon's name texture on the HUD which can appear if the player somehow manages to wield it, now it uses it's own proper alpha mask texture which was left unused.
- Any thrown Grenade projectiles now create melee weapon decals upon ricochet.
- Separated the "character" and "flesh" materials' bullet hit particle effects from the generic bullet hit effects, so now the game only disables the appropriate ones when Parental Lock is enabled.
- Fixed the reload sound for the Dual Berettas' having three instances of it playing on each gun when the Dual Berettas are reloaded, now only one reload sound plays on each gun.

 

- The Jackhammer now ejects a shotgun shell every time a shot is fired with it.
- Restored Michelle Payne's "alive" face texture, the game now only uses her "death" face texture when she is performing any of her death animations.
- Fixed the "docks" worldsphere, now the buildings on the horizon no longer look like they are "sunk" in the docks water and changed the position of the entire texture for the worldsphere.
- 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.
- The mercenary soldiers no longer try to shoot at Max when 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.
- The "C3_In_Junkie" skin and the "lab_junkie" skin now play the junkie noise audio whenever they shoot with any weapon, instead of only when shooting with the Beretta.

 

- Fixed the position of the Sniper Rifle's bullet shell projectile creation, now it ejects out of the gun's chamber instead of falling out from the end of the gun's barrel.
- 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 shoot animation when shooting with the Beretta.
- Rats can now reload and shoot all weapons properly, especially the Dual Berettas and Dual Ingrams.

 

- Added the light gunshot camera shake effects to the Sawed-Off Shotgun and the M79, and the heavy gunshot camera shake effects to the Jackhammer and the Sniper Rifle.
- Increased the look-at blend time from fifteen milliseconds to thirty milliseconds. As a result, Max's head now turns a lot much more smoothly when he is within the range of a Look-At Trigger.
- Enabled the frequency scale flag for the Sniper Rifle's shooting sound. As a result, the Sniper Rifle's shooting sound now slows down to correspond to the current level of the game's speed.
- 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 on all scales of the New York Minute difficulty level from 0.9 to 1.0.
- The "ammo in pocket" counter now disappears when the active weapon has infinite ammo, just like in Max Payne 2.
- Message receivers now have the "->" symbols at the end when completed with TAB, just like in Max Payne 2.
- Enemies now use Max's Sniper Rifle shoot animation.

 

- Sniper Rifle shell ejection and chamber sound timing now match Max Payne 2.
- Weapon animations are no longer reset to default, it was cutting off reload sounds.
- Fixed the use animation activating Action Button triggers at the beginning of the animation, now it only activates a nearby Action Button trigger when the left hand has completely reached out.
- Fixed Vinnie Gognitti not using wounded animations when walking or running in certain directions.

 

- Changed the one-handed standing animation for C3_In_Junkie to the one used by the "lab_junkie" skin.
- Street gangsters, suit mobsters and killer suits now use their own and respective standing animations.
- Added New York Minute time bonuses for killing C3_In_Junkie and the "lab_junkie" skin.
- Restored commented out "Advanced Settings" menu and "Frame-Rate Smoothness" and "Level of Detail" sliders.

 

- Restored an unused eighth variation of the death sound for the killer suits.
- The player death music is now a music track instead of a sound, changing the game's Music Volume now affects the track's volume.
- Enemies in the Tutorial level now drop Painkillers on death.
- Restored the commented out footstep sounds and particle effects that were meant to play when Max turned.

 

- Changed the Baseball Bat level item pickup sound to the two-handed weapon level item pickup sound.
- Changed the standing animations for the AI-controlled Max skins used in cinematics to the one used by the actual Max skin.
- Restored all unused "gangsta" and "mobster" variations of the shoot animations for some weapons.

- Max now uses the "mobster" variations of the Beretta and the Desert Eagle's shoot animations, like in the E3 2000 trailer.

 

- Restored the unused animated blood pool effect by making it appear when a character dies after falling from a height.
- Removed the five-hundred millisecond delay between the displaying of each tool-tip when in graphic novel mode.
- Restored the unused Beretta shoot sound heard in the E3 1998, E3 1999 and E3 2000 trailers.
- Added the "Men in Blue" and "Ms. Valkyr" music tracks to the startup level.

 

- Changed Max's weapon in the startup level from Sniper Rifle to M79.
- Restored the unused MP5 by completely replacing the Colt Commando with it to match the Colt Commando's internal name.
- Restored a few instances of commented out sounds meant to play when rats would walk or run in certain directions.
- Restored a commented out line that makes rats jump one metre high when they are killed by an explosion.

 

- Rats now properly drop any weapons they were wielding when they die.
- Reimplemented the Colt Commando as a separate weapon from the MP5.
- Replaced one of the two environment mapping effect textures used for weapons with an unused brighter version of it.
- Baseball Bat weapon icon now points to the left like all weapon icons.

 

- Removed the useless weapon slot numbers from the HUD since the weapon slots have proper names in the game's menu.
- Added proper variations to all of Max's death animations, Max now performs different animations on death and death in wounded state adds further variation.
- Restored the unused second variation of the explosion death animation, this animation now plays when a character is blown up in wounded state.
- Added unique gethit sounds for Vinnie Gognitti by using the level-scripted "gognitti_oof" and "gognitti_argh" sounds.

 

- Restored an unused version of Vinnie Gognitti's heavy breathing sound by adding it as a second variation to the original sound.
- Vinnie Gognitti's AI behavior now matches all other bosses' AI behavior.
- Restored the unused one and a half second-long gethit animation by making "class one" enemy skins use it.
- AI-controlled characters now recover from wounded state to normal state faster.

 

- Added previously-missing proper footstep sounds, particles and decals to the movement animations of all AI-controlled characters.
- Fixed AI-controlled characters not using wounded state animations when running in certain directions with a one-handed weapon.
- Made the "invisible" skin and Rose Payne completely static, they no longer perform animations, play sounds, emit particles, create projectiles and create decals.
- Restored the unused third variation of the "innocent killed" dialogue which plays when an innocent character dies.

 

- Restored the "Carrying:" inventory text string, the game always prints this text when carrying special inventory items but the text string to print was previously always empty.
- Fixed the zeroth inventory text slot's position, now it no longer overlaps with the New York Minute clock.
- Moved the rest of the two inventory text slots downwards accordingly.
- Rose Payne's scream when Max reaches a dead end on the blood trail maze of the Prologue of Part III now no longer plays if Parental Lock is enabled.

 

- The audio for the episode of Address Unknown airing on a TV in "Fear that Gives Men Wings" now no longer plays if Parental Lock is enabled.
- Increased collision capsule radius for dead bodies to be five metres instead of four.
- Increased leaning angle for characters when turning while walking or running to be five degrees instead of four.
- Increased leaning angle for rats when turning while walking or running to be five degrees instead of two.

 

- Made all lines of commands that are triggered at the tenth frame of rats' animations to be triggered at the beginning of the animations.
- Changed the radius and height of the collision capsule used for dead bodies in the rats' animation skeleton data so it matches the rats' collision capsule.
- Removed unneeded sound and particle instances from Vinnie Gognitti's blood decals.
- Restored the unused blood splattering particle effect, this particle effect is now emitted when any blood decals are created.

 

- Added randomized rotation to the blood pool effect.
- Restored the unused congratulatory text strings that were meant to appear after completing the game on Dead on Arrival.
- The game now waits for the restored Dead on Arrival completion text strings to disappear before initializing the Secret Finale level.
- Increased the maximum line limit for gameplay tips from three to four, this unhides a fourth New York Minute completion text string that never appeared despite being printed.

 

- Restored the unused whirling sounds for Max's leather jacket, now they play when Max walks or runs.
- Attempting to pick up a Beretta or an Ingram while carrying full ammo for the respective gun now no longer gives the player the dual version of the gun.
- Fixed the Beretta level item, picking up one Beretta for the first time now no longer instantly gives the player Dual Berettas.
- Added proper distance fogging with unique values to the levels that lacked them.

 

- Adjusted distance fogging values in some of the levels to make the fog more visible.
- Brightened all levels' ambient lighting color values from 32 to 128 to prevent the characters from looking too dark when no pointlights are being cast on them.
- Changed the total debris projectile limit for all levels from four-hundred to five-hundred.
- Increased the debris projectile limit for "Nothing to Lose" from one-hundred in level and twenty per room to five-hundred in level and fifty per room.

 

- Decreased the debris projectile limit for the Secret Finale level from six-hundred in level and two-hundred per room to five-hundred in level and fifty per room.
- Changed the background for the "New Game" sub-menu to prevent Jump to Chapter's Part I level selection options from overlapping with the game's title.
- The Tutorial level features six different enemies to demonstrate strength difference in enemies.
- The characters' animation skeleton no longer uses the "mobster" sounds by default, now it's up to the individual skins to decide which sounds to use.

 

- Added "class eight" for Part I bosses, "class nine" for Part II bosses and "class ten" for Part III bosses, these new classes include increased health values and faster firing rates.
- Increased the health values for all of the enemies to compensate for the increase in the health values of the bosses.
- Restored all of the unused death animations, several characters throughtout the game can now be seen performing them.
- Restored the unused special death animation where the killed character hysterically shoots upwards before falling to the floor.

 

- The scared mobster in "Fear that Gives Men Wings" now uses the appropriate gethit and death sounds that match with the voice used for his dialogues in the level.
- Restored an unused electric guitar sound which was meant to used in either "Ragna Rock" or "An Empire of Evil" by making it play when Jack Lupino dies.
- Restored the unused "frequent death" system, Max now gets 15% health if he dies more than five times within three minutes on the Fugitive difficulty level.
- Changed the pocket sizes for all weapons to be ten times higher than the weapons' clip sizes, just like in Max Payne 2.

 

- Dropped weapons now give half the clip size ammo and ammo boxes now give one and a half times more ammo than the clip size, just like in Max Payne 2.
- The Sawed-Off Shotgun now no longer shares it's ammo with the Pump-Action Shotgun, like it was once intended.
- Restored an unused ammo box texture by replacing the Sniper Rifle's ammo box texture with it.
- Increased the number of Painkillers that Max can carry from eight to ten.

 

- Painkillers, Lead Pipe and Baseball Bat are now properly dropped when a character dies while wielding any of the aforementioned weapons.
- Performing forward evasive rolling dodges now launches Max farther, like it was once intended.
- Restored an unused unique sound that was meant to play when performing a backward evasive rolling dodge.
- Enabled shootdodging with the Sniper Rifle, just like in Max Payne 2.

 

- Max now selects Colt Commando as the best weapon instead of Jackhammer.
- Added "State of Payne", "Triangular Bells", "Underground", "Cop Chase" and "E3 2000 Video Soundtrack" by Tero Kostermaa A.K.A. Teque.
- Restored the unused weapon discarding system, all characters now drop their current weapon when they run out of ammo for it.
- Increased Bullet Time threshold from 0.1% to 10%.

 

- Bullet Time now takes four minutes to regenerate from empty to maximum.
- Performing a shootdodge now triggers Bullet Time which can be turned off at any point in the shootdodge.
- Removed the scripted slow motion sequences from all of the animations of the evasive rolling dodges.
- Restored the unused "turn off penalty" factor for Bullet Time, now turning off Bullet Time results in a 10% penalty.

 

- Removed the requirement of 1% of Bullet Time for performing a shootdodge.
- Music tracks are now audible in Bullet Time, but in low volume.
- Increased fade time for music tracks when entering and exiting Bullet Time from 0.5 to 1.0.
- Increased heartbeat sound interval time in Bullet Time from 1.25 to 3.75.

 

- Restored unused screen flash when exiting Bullet Time.
- Changed the music track in the final cinematic of Prologue of Part I to the reprise version of the game's theme song.
- Changed Max's face expression in the final cinematic of Max's house level to a bit more painful one.
- Restored the unused one-handed "on activate" animation for suit mobsters, mercenary soldiers, trenchcoat mobsters and killer suits.

 

- Recreated the cut "burst-fire MP5" weapon as faithfully as possible by using all of the leftover assets.
- Restored unused weapon switching for mercenary soldiers, now they can run out of ammo for the Colt Commando and switch to the Desert Eagle.
- The MP5's shooting frequency is now four times faster than the Colt Commando, it's bullet spread matches the Jackhammer and it's bullet damage matches the Ingram.
- The "burst-fire MP5" is slightly more accurate than the Colt Commando, but it obviously shoots very slowly.

 

- The Bullet Time bonuses given for killing enemies and bosses now vary with each enemy and boss class.
- Restored the unused "health bonus for killing characters" system, killing enemies and bosses now earns Max very small amounts of health that vary with each enemy and boss class.
- Made the Ingram and Dual Ingrams twice more accurate than before to compensate for the removal of the unrealistic "burst-firing" from them in one of the previous updates.
- Restored an unused explosion sound by making it play when a grenade fired from the M79 hits something and explodes.

 

- Low-caliber bullets now create small-sized blood splatters and particles while medium and high-caliber bullets create medium and large-sized blood splatters and particles.
- The bullets fired by the chopper chaingun now create very large-sized blood splatters upon hitting a character to match it's particles and decals.
- The audio for the two junkies talking about the weather in the beginning of "Fear that Gives Men Wings" now still plays if Parental Lock is enabled.
- Removed the "Loading" text from the generic level loading screen to match all other levels' loading screens.

 

- Changed the game speed interpolation time when entering and exiting Bullet Time to match the screen flash values.
- Restored unused texture set randomization flag for all skins, now each skin texture is selected from each texture set instead of whole set.
- Added variations to the death animations of all female characters.
- Moved the original distance fogging values used in the final build of "Fear that Gives Men Wings" from that level to "Ragna Rock".

 

- Changed the health values of all Max skins from 60 to 100 to compensate for the increase in the health values of the enemies and bosses.
- Changed the threshold health needed for entering wounded state for all Max skins to be 20.
- Lead Pipe and Baseball Bat level item creation projectiles play melee weapon hit sounds on ricochet.
- Pilate Providence, Joe Salem and Vince Mugnaio now shoot with their weapons a lot faster than they used to do before due to their much more powerful "class nine" statistics.

 

Known Issues:

Spoiler

- The blood trail maze in the Prologue of Part III might be slightly more difficult to complete when Parental Lock is enabled because it makes the platform at the end of each blood trail invisible.
- Due to the inability to extensively edit the game's levels, the Colt Commando and the Sawed-Off Shotgun do not have any ammo boxes of their own despite each gun having a separate ammunition supply.
- The special death animation where the dying character hysterically shoots upwards before falling down to the floor does not take into account how much ammo is left in the active weapon's clip.
- Max slightly rotates horizontally after he lands on the ground during one of the two shotgun death animations where he rolls over in mid-air and lands facefirst on the ground.

 

- Because of the very high amount of changes done to the game by this modification, there might be some possible issues if any saved games that were saved with this mod are loaded without it.
- Moreover, there can be some possible issues if any saved games that were saved without this mod are loaded with this modification.
- If the game's Sound Channels setting in the game's launcher is set to less than High, the new jacket whirling sounds might possibly cause other sounds to get cut off while Max is running.
- A very few of the unused animations that were restored are very slightly visually deformed, but it's not that much of a big problem since they work properly and look quite good for the most part.

 

- Due to AI-controlled characters now having proper footstep sounds, particles and decals, there might be possible performance issues and very slight increase in the game's overall main memory usage.
- Moreover, the new texture set randomization flag, which has been enabled for all of the skins present in the game, might also increase the game's overall video memory usage, but very slightly.
- The size of the Ingram's model looks abnormally larger than the model's actual size when it is dropped after Max or another character has performed the discard weapon animation for the Ingram.
- Discarded weapon projectiles act the same as debris projectiles, this means they are removed once the room/level limit for debris projectiles has been reached to avoid possible performance issues.

 

- The ammo for the Sawed-Off Shotgun can be quite hard to collect up due to the separated ammunition supply from the Pump-Action Shotgun and the reduced amount of ammo found from picking it up.
- While the Lead Pipe, Baseball Bat, Colt Commando, Sniper Rifle and Painkillers weapons have been reimplemented into the game due to certain features, the original ones still exist within the game.
- The MP5 and the "burst-fire" MP5 create the Ingram's clip projectile when reloading because there wasn't any clip projectile for the MP5 and the "burst-fire" MP5 existing within the game's files.
- Because various enemies are now using the MP5 and the "burst-fire" MP5, the Colt Commando is now slightly more rare to obtain, and maybe only possible to obtain from the mercenary soldiers.

 

Credits:

Spoiler

E3 2000 trailer-styled designs for Max's leather jacket and the leopard jacket underneath it - The Silver at ModDB
"State of Payne", "Triangular Bells", "Underground", "Cop Chase" and "E3 2000 Video Soundtrack" - Tero Kostermaa A.K.A. Teque, the music tracks are freeware from www.teque.planet-d.net
The rest of the modification - Staunton Assassin

 

Download:

http://www.mediafire.com/file/vfflfpx5eof72wl/MaxPayne.FixingThePayne.zip/file

Edited by Staunton Assassin
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Inadequate

No screenshots?

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gts.

What's the leftovers here? Are you using unused content?

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ermaccer

 

 

Porting stuff from Max Payne 2 to Max Payne is very easy since both games use the same game engine and the same file formats.
Every planned feature above is 100% possible to add.

yeah

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Helegad

* Removed cigarette from a trenchcoat enemy to help make the game safer for younger and\or sensitive players.

 

Are you f*cking kidding me?

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cp1dell

Some of this stuff sounds good, but there's a handful of unnecessary changes and gameplay softeners that sour the rest of the mod.

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Ash_735

* Removed cigarette from a trenchcoat enemy to help make the game safer for younger and\or sensitive players.

giphy.gif

 

I mean there's good fixes here that you should show off in a video, but this one? It's a game where you're killing people en mass John Woo style.

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Staunton Assassin

 

* Removed cigarette from a trenchcoat enemy to help make the game safer for younger and\or sensitive players.

 

Are you f*cking kidding me?

 

 

See my answers below:

 

 

* Removed cigarette from a trenchcoat enemy to help make the game safer for younger and\or sensitive players.

(insert image here)

I mean there's good fixes here that you should show off in a video, but this one? It's a game where you're killing people en mass John Woo style.

 

 

There's a Parental Lock option in this game which, when enabled, removes all of the adult content not suitable for younger and\or sensitive players (but the game is still playable).

It does a good job removing the adult content but I think it doesn't remove that cigarette from that trenchcoat mobster, so I decided to do this.

 

And I cannot make a video for this, sorry.

You must play the mod to find out.

 

What's the leftovers here? Are you using unused content?

Max's death sounds and fire death sounds.

Max's "get hit" sounds.

Vinnie Gognitti's death sound.

Killer Suit alert dialogues (a total of 32).

Mercenary "get hit" sound.

Alex's death sound.

"The Flesh of Fallen Angels" music track.

Unused Inner Circle member texture.

"The pills would make the pain go away for a while" inner monologue.

Health bonuses.

A "THUD!" sound after falling to death.

 

And TONS, and I mean TONS of other UNUSED and BETA content.

Damn, Remedy cut out so many things I can't describe, there are LOADS of unused enemy skin textures in the game files, but I don't know how to restore them so they are untouched.

 

True Fact: The game files contain Mona Sax's face texture, meaning she was originally meant to appear in-game, not only in graphic novel .

 

We should make a BETA topic for this game, I think.

 

By the way, here's a complete list of weapons that are now obtainable early in the game, I got this idea when I saw Max use a Sniper Rifle in the E3 1998 trailer.

 

Weapon: Found in:

Sawed-Off Shotgun Roscoe Street Station (on a dead transit cop slumped over his desk)

Ingram Same as above, comes with a box of Ingram Ammo

 

Sniper Rifle Playing it Bogart (on a fat mobster lying dead in a bed), comes with two boxes of Sniper Rifle Ammo

Ingram Same as above, but without an ammo box

 

Five Molotov Cocktails Angel of Death (on a fat mobster lying dead in the basement)

Colt Commando Same as above

 

Two Grenades Angel of Death (on a mobster in a dark blue suit lying dead in the basement)

Jackhammer Same as above

Edited by The Eddo
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ermaccer

 

 

"The pills would make the pain go away for a while" inner monologue.

Are you sure it's unused? I believe i heard it in Roscoe Station.

Edited by ermaccer

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Staunton Assassin

 

"The pills would make the pain go away for a while" inner monologue.

Are you sure it's unused? I believe i heard it in Roscoe Station.

 

No, you usually either hear "the pills would ease the pain" or "the pills would hold the pain back for a while" without this mod, this new dialogue was unused so I restored it. :)

Edited by The Eddo

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B_Smiles

Ey, your mod broke my game and it dispatched two detectives to my house, how could you?!

jk, this is actually pretty good! Ive only played for a couple hours yesterday and heard a lot of dialogues already. Have you thought about making some minor map edits too? For example removing the large cupboard blocking the dining room in max's house?

Also, which levels were missing their skyboxes?

Edit

Why are the weapons so shiny?

Edited by B_Smiles

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Staunton Assassin

Have you thought about making some minor map edits too? For example removing the large cupboard blocking the dining room in max's house?

I'm afraid I can't do that, the game levels are in .LDB format, a format that no program can edit, so levels cannot be edited.

 

Also, which levels were missing their skyboxes?

An Empire of Evil

Nightmare (first level of Part II)

Angel of Death

The Drug Trip (first level of Part III)

Hidden Truths

 

Why are the weapons so shiny?

You mean the ones that appear lying on the ground? The game already has this, it's not my mod's feature.

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Helegad

I feel like you're changing things just to prove you can. It's an M rated game about some poor schmuck's family being brutally slaughtered by druggos and his quest for revenge. A cigarette doesn't make an iota of difference, and if you're a "sensitive" player, maybe you should stick to E ratings.

 

Max says "bullsh*t" in one comic panel, that's really inappropriate and it might offend some sensitive players too, better go hunt that one down pronto.

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Staunton Assassin

I feel like you're changing things just to prove you can. It's an M rated game about some poor schmuck's family being brutally slaughtered by druggos and his quest for revenge. A cigarette doesn't make an iota of difference, and if you're a "sensitive" player, maybe you should stick to E ratings.

 

Max says "bullsh*t" in one comic panel, that's really inappropriate and it might offend some sensitive players too, better go hunt that one down pronto.

Parental Lock disables the following:

 

Blood

Graphic Novels (all of them)

Images with adult content (this includes those dirty magazines and posters lying around in Lupino's Hotel)

Dialogues with adult content (this includes Lupino's shoutings and more)

 

I am not changing things just to prove I can, I just wanted to remove the only thing Parental Lock couldn't; the cigarette.

I DO NOT play with Parental Lock on by the way and I know removing the cigarette doesn't make a lot of difference, it's just a minor edit, that's all. :)

 

Look here for more info on Parental Lock:

 

http://www.imdb.com/title/tt0291337/parentalguide

 

EDIT:

 

Parental Lock can be enabled from the game launcher by adding a password to it and the only way to disable it is to retype the password.

Edited by The Eddo

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B_Smiles

Max says "bullsh*t" in one comic panel, that's really inappropriate and it might offend some sensitive players too, better go hunt that one down pronto.

Not to mention the dead baby, the syringes of valkyr lying about [someone could prick themselves], rico muerte and that hooker, oh! and the mess left by those addicts in max's home. That could trigger someones ocd D:

Edit hmm parental lock does that..

Edited by B_Smiles

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Helegad

Who the f*ck plays this game with Parental Lock on anyway? Cigarettes aren't offensive either, you're a big baby.

 

crying-babies.jpg

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Staunton Assassin

I am NOT a big baby, I'm just appreciating Parental Lock which makes the game safer for younger and/or sensitive players.

 

Cigarettes not offensive? Cigarettes have killed millions of people, and this poison is STILL killing people.

We cannot let children smoke and die like that.

 

Now stop whining about cigarettes, the air is already polluted enough.

Edited by The Eddo
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Jinx.

-since the cigarette feature is not optional I changed my words. soz helegad-

 

Cool mod, Eddo! Atleast you did something pretty original for once! Good luck :)

Edited by Jinx.
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Staunton Assassin
On 7/27/2017 at 8:03 PM, Jinx. said:

it's still an addition to that optional mode. Atleast he didn't change it in the normal mode (THANKFULLY)

Regardless of Parental Lock being on or off, the cigarette will never appear now.

But hey, smoking kills, you know? Max said it in the first level by saying "it's bad for the baby".

 

On 7/27/2017 at 8:03 PM, Jinx. said:

Cool mod, Eddo! Atleast you did something pretty original for once! Good luck :)

Thank you very much, Mr. Jinx. :)

Edited by The Eddo

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Jinx.

Then I must change my words. Soz Helegad.

 

Sorry but this decision is really sh*t. I mean keeping it for Parental Lock would make more sense, but outside it? Nah man, that is wrong. Even though smoking isn't good, this decision is really bad. I'd make an optional file to restore it back :)

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Helegad

Eddo is the sort of guy who walks past someone enjoying a cigarette away from everyone else and still goes COUGH and gives them a stupid look.

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cp1dell

Besides the cigarette crap, can we talk about the changes the bullet time, Max's health, and other things that make the game generally easier for no good reason? Restoring beta content is cool, but "restoring" gameplay nerfs should be optional or something.

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Staunton Assassin

Eddo is the sort of guy who walks past someone enjoying a cigarette away from everyone else and still goes COUGH and gives them a stupid look.

:angry:

 

@Helegad: Happy now, Helegad? I restored the DAMN cigarette! And the cigarette will only reappear in the next version of this mod, not this one, now quit whining and get the hell out of this topic.

 

Besides the cigarette crap, can we talk about the changes the bullet time, Max's health, and other things that make the game generally easier for no good reason? Restoring beta content is cool, but "restoring" gameplay nerfs should be optional or something.

 

I made Bullet Time last for 20 seconds because I wanted it to match GTA's Adrenaline Pill effects.

And this mod's goal is to make Max Payne more like it successors, Max Payne 2 has regenerating Bullet Time and Shootdodging that doesn't drain Bullet Time so I added these two features in.

 

Heartbeat sound was quite annoying, so I removed it and allowed gameplay music to be heard in Bullet Time as well.

 

Max's health was originally meant to be 100, this is a BETA feature.

 

Health bonuses were disabled so I enabled them again.

Besides, isn't it useful to get a +75 health bonus after a boss fight? This feature really proves it's usefulness when you win a boss fight with no painkillers left and there are more mobsters coming for you.

 

None of these are "nerfs" nor they are supposed to be "nerfs", they are just nice little gameplay additions.

 

By the way, here's a feature I forgot to mention:

 

* The mobster at the vending machine in "Playing it Bogart" now kicks the machine instead of messing with it's buttons (animation was in the game but unused).

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cp1dell

Yeah they were in the beta, but probably removed because they made the gameplay too easy. Just because it was in the beta version of the game, doesn't mean it should be restored.

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Reyks

I really like the idea of this mod and I appreciate the work you've put into it, but I must say the gameplay improvements and generally stuff that makes the game easier should be made optional...

 

Maybe include an .ini switch or perhaps a separate version with only the essential bug fixes.

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Staunton Assassin

Unfortunately, MP engine doesn't support that .ini stuff.

 

Max's health was 60, and now it's 100, the health has been only increased by 40% and you can still get torn up by Ingram bullets in a 2-3 seconds like in the original game.

I found no difference in difficulty when I played the game, it remains as difficult as before.

 

However, the next version may include modifications to the game's difficulty levels.

 

Health bonuses can be quite useful if you don't have any painkillers left or if wish to conserve painkillers for later use.

 

EDIT:

@Helegad: I have reported you for including an image in your post that is disgusting, disturbing and inappropriate.

Edited by The Eddo
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Jinx.

Yeah, I'd keep the health bonuses. They are pretty useful in case you have low health. And same for the other MP2 stuff too.

 

I'd remove the in-game music from the Bullet Time, though. It gave you that feeling that the time has slowed down.

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Helegad

This mod is rubbish. It's not "the leftover fixes", it's just "Eddo's custom MP game". At least be honest with your title.

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Staunton Assassin

Get the hell out of this topic, both of you.

 

@Helegad: Why don't you do everyone a favor and F*CK OFF THESE FORUMS?!? You're an annoyance! I feel SICKENED whenever I see a post from you!

 

@fannys: Get your DISGUSTING AND INAPPROPRIATE avatar and signature outta here! God, you should be banned for such an immoral thing! And I recently upgraded to Windows 7.

 

Sorry, but this had to be done, you two deserve this rant!

 

EDIT:

 

@Jinx.: Mod progress update.

 

Time now slows down with music, so now when the time slows down, music slows down as well.

 

Hitman: Contracts-like death sequence implemented.

 

Removed spinning camera when Max dies.

 

Increased the variety of Max's death animations.

 

Getting ready to hack painkiller "ammo" limit.

 

Getting ready to convert MP2 weapons to MP1.

 

EDIT 2:

 

Then I must change my words. Soz Helegad.

Sorry but this decision is really sh*t. I mean keeping it for Parental Lock would make more sense, but outside it? Nah man, that is wrong. Even though smoking isn't good, this decision is really bad. I'd make an optional file to restore it back :)

 

The reason why I removed the cigarette was that the cigarette stays stuck in that trench-coat mobster's mouth when he dies, that's the actual reason why I did this, feels like he glued it to his mouth.

Edited by The Eddo
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