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The Eddo

[REL|MP2] Max Payne 2: Fixing the Payne

Recommended Posts

The Eddo
-----------------------------
Max Payne 2: Fixing the Payne
by The Eddo
-----------------------------

Features:

* Shootdodging now really doesn't require any Bullet Time at all, the threshold value is now set to 0% (was set to 0.01% in the original game).
* Fixed game difficulty-related bug where you would get akward amounts of ammo when playing on the "Detective" difficulty level.
* Fixed Dead Man Walking, Jump to Chapter and New York Minute modes' shoddy level initializations, now all levels are loaded the same way the game starts a new game.

* All HUD elements on the left side are now spacious and the remaining ammo text has been slightly repositioned, they no longer look like they're "morphed" into each other.
* Corrected HUD, graphic novel and probably menu sounds, now the way they are played matches the first Max Payne game.
* Fixed "Coder" console command, infinite painkillers are now properly given (this bug here too?).

* Mona now has two more lines of dialogue in "Out of the Window" to match her three dialogues in the end of "Blowing Up" (she has only one line in the original game).
* Sounds and ambient tracks are all now perfectly audible, some sounds weren't even audible in the original game! Prepare for the best sound experience ever.
* Corrected the ammo issues of the picked up weapons and ammo-boxes:

Picking up a Striker ammo-box now gives ten bullets instead of twenty.
Picking up a Striker itself now gives ten bullets less than in the original game, it gives five bullets now.

Picking up a Sawed-Off Shotgun now gives two bullets instead of four (this bug here too?).
Picking up an Ingram now gives thirty bullets instead of forty-five.

* Fixed damage sounds of the one-armed variant of Vlad, they are now correctly the one used by the two-armed variant of Vlad.
* Fixed the second nightmare level's skybox, it previously didn't exist, now it's the one used in "There Are No Happy Endings".
* Restored the exclamation mark sign, complete with proper position and size ala MP1, and Remedy packed the unused texture into a .DDS, which means better texture quality.

* Restored the "tip" sound from MP1, the sound file is in the game in higher quality (or is it?) but it went unused.
* The Grenade "weapon" is now given as well at the beginning of "Love Hurts".
(The game normally gives you the "ammo" for Grenades, but doesn't give you the "weapon" Grenade.)

* The "GetBeretta", "GetDesertEagle" and "GetIngram" console commands no longer give you the dual versions of the weapons, now you only get the single ones.

* Added twelve new console commands, the first three were present in MP1, but missing in MP2:

"NoClip" - Allows you to walk through dynamic objects.
"NoClip_Off" - Turns off NoClip.
"GetInfiniteAmmo" - Sets all weapons and painkillers to be infinite.

"DebugLight_Off" - Turns off the big white debug light, which can be turned on with the "DebugLight" command.
"DrawCollisions_Off" - Turns off collision visualization, which can be turned on with the "DrawCollisions" command.
"GetBerettaDual" and "GetDualBeretta" - Gives you Dual Berettas.

"GetDesertEagleDual" and "GetDualDesertEagle" - Gives you Dual Desert Eagles.
"GetIngramDual" and "GetDualIngram" - Gives you Dual Ingrams.
"GetMelee" - Gives you the secondary weapon Melee.

* Sound effects now take two seconds longer to fade after the player dies.
* Bullet Time reload cams are now skippable, so no need to wait for Max to complete his not-so-amazing stunt now.

* Cinematics are now instantly skippable, keep any key held down while a level is loading to insta-skip the cutscene before even a single frame is rendered.
* Added "get damage" sounds to Max and Mona, the damage sounds are in the game but they went unused, except for Max's sounds.
* Vlad's Desert Eagle in "That Old Familiar Feeling" now has seven bullets instead of ten, because he shot Mona once and then shot Woden twice.

* Rifles, ammo-boxes and painkillers now have separate pickup sounds ported from MP1.
* Added a new, separate Bullet Time bonus for killing boss enemies (it is only 0.05 higher than the bonus given for killing commandos).
* Grenade explosion sound now sounds awesome, like in MP1 (ported from MP1 itself), the original grenade explosion sounds are still used by other things in the game.

* Pool balls are now physically as dense as hard plastic, not as dense as glass.
* Heavily improved some motion-capture cutscenes by adding new code and uncommenting some special lines of code that was written but went unused, see "Cutscene Changes" below.
* All AI-controlled Max and Mona models are now no longer shoddy recreations of their playable variants, they are now significantly improved in the terms of:

Behavior (unique and better AI behavior in combat, they now use the same behaviour as the one used by the AI-controlled Max in "Out of the Window")
Animations (all of the ones normally used by the playable models, including the shoot anims)
Damage sounds
And many other internal statistics

* Added one new Molotov explosion sound (ported from MP1), now there are three of them in total.
* Painkiller bottles now sound like they're made out of metal and you can even hear the pills rattle inside them now! Credits to The_Silver at ModDB for the sound file.
* Grenade pickups now have a proper collision sound, the sound used for it is the one when you throw a Grenade and it collides with something.

* Molotov pickups now have a proper "glass bottle" collision sound.
* Jump to Chapter now gives you all of the weapons that were possible to collect in the level before the one you selected to play.
(Which means if you select "A Sign of Her Passage", all of the weapons that were possible to collect in "No 'Us' in This" will be available to you.)

* Mona's weapons from "The Genius of the Hole" now carry over to "A Losing Game".
(I wasn't sure about the amount of ammo so I did a long playthrough of the game and used the amount of ammo I collected so far in each level as the static pre-set setting.)

* Max and Mona now have complete access to all of the weapons and their ammo-boxes, see "Pickup Additions" below.
* Vlad's left arm is 0.25 more vulnerable than usual in "That Old Familiar Feeling", it's strange how his arm was suddenly completely healed.
* Killing Bravura and Winterson in "The Depths of My Brain" now gives you the new "boss" Bullet Time bonus.

* "The Depths of My Brain" also uses the skybox from "There Are No Happy Endings" now.
* Mona now has a Desert Eagle in the initial cutscene of "Love Hurts" and switches to the Dragunov afterwards since her crouch animation in the cutscene is one-handed.
* Vinnie Gognitti's costume now has dynamic shadows, normally the skin is set to use a single static shadow.

* Bullets are now clearly visible during gunfights and when you pause the game, so now you can avoid damage by dodging them.
* Restored a special Sniper Rifle bulletcam triggered when you shoot an enemy while in scope mode with maximum Bullet Time efficiency, this is in the game but it went unused.
(Note: This bulletcam was already coded to be skippable by Remedy when I discovered it, so I just re-enabled it without editing it's settings.)

* Fixed game bug where the player was only given a Beretta when starting some levels using Jump to Chapter.

* Uncommented two lines of code that allow Max and Mona to be invulnerable while shootdodging, just like in MP1.
* Fixed all of the incorrections in the player shoot animations' code, now all weapons are fired correctly at their correct timings and with their intended muzzleflashes.
* Repositioned subtitles to the bottom of the screen.

* All Mona skins now use a more "girly" standing animation when wielding one-handed weapons, and the animation actually fits her.
* All Dead Man Walking levels now use the correct skyboxes that were used in the levels' storyline versions.
* Changed all Manor levels' sky color to dark-blue to match the E3 screenshots used as the survillence camera screens in "Love Hurts".

* Fixed all Mona skins' heads, the bullets no longer pass through them.
* Added an indoors ambient track to "On a Crash Course", it was missing previously, credits to The_Silver again.
* Max now looks wounded in the second nightmare level, this was done to match the graphic novel cutscene.

* Soft thunderclaps may now be heard among the loud ones.
* The Sawed-Off Shotgun's collision sound is now correctly the one used for small weapons, it previously used the "large weapon" collision sound.
* The ammo-boxes use the "small weapon" collision sound, previously they didn't have any collision sounds.

* Mona's forehead now always has an old, healed bullet wound on it (reference to MP1), it doesn't appear in graphic novel cutscenes though.
(The texture is already in the game and used, so I just extracted it out of the files and renamed it.)

* The female doctors now wear surgical masks during "Bravura's operation" security camera cutscene in "Too Stubborn to Die", the masks are in the game but they went unused.
* The skyboxes of "A Criminal Mastermind" and "On a Crash Course" now use the horizon texture of the skybox used in "A Mob War" since these levels take place in the Bronx.

* The sky is now stormy black in "Too Stubborn to Die", "On a Crash Course" and "A Losing Game".
* The "dream" skybox's dark-blue sky texture now the same as the other dark-blue sky texture used for other skyboxes.
* The Grenade and Molotov throwing animations of AI-controlled characters now work the same way as the player's throwing animations.

* Max now keeps an eye on Mona during "Love Hurts" and Mona's pain meter also appears on the HUD but it doesn't fill because Mona is coded to be invulnerable in that level.
(I considered removing Mona's invulnerability Remedy coded into the level, but since she can get killed too easily thus breaking the level's script, I left it as it was.)

* Removed screen darkening when the player dies.
* Max now switches between a number of weapons during "Out of the Window", he still uses the M4 Carbine in "The Genius of the Hole" however (blame Remedy for no .LDB editing).

* Kaufman's head damage multiplier is now internally separate instead of being under the "Torso" damage multiplier section.

Cutscene Changes:

* Uncommented one line of code that triggers one of Max's serious face expressions in Max's animation code in the first level's initial cutscene.
* The "hospital_ambience" ambient track now plays instead of "rain_indoors" during the cutscene where Max finds the dead security guard.
* Removed excessive ammo from the Beretta given after Max picks it up from the dead security guard.

* Uncommented two lines of "change motion blur" in the cutscene where the commando shoots Jim Bravura.
* Uncommented two coupled lines of "fade-to-and-from-black" in the same cutscene.
* Uncommented three lines of the cinematic "SLAM!" sound effect in the same cutscene.

* Corrected the outside ambient track in "Elevator Doors", now "rain_medium" is used instead of "rain_heavy".
(Normally, if you enter the warehouse and then exit it, the game starts playing "rain_medium" instead of "rain_heavy".)

* Max now accidentally shoots and blows up the TV in "Elevator Doors" during the cutscene where he investigates the sounds coming from the TV.
(The most damaging and accurate bullet projectile is created during the animation so the TV always explodes.)

* The Ingram-wielding cleaner's cutscene animation in "Elevator Doors" now has "simulated shooting", like in all other cutscene animations.
("Simulated shooting" means the animation will only play the particle effect, sound effect and create the bullet projectile, but will not animate the weapon and deduct ammo.
 This was done to make the Ingram easier to obtain since the animation deducts a lot of ammo from the cleaner due to it's coding.)

* The "rain_medium" ambient track now plays during initial cutscene of "A Criminal Mastermind" and later changes into the indoors ambient track when Max gets into the building.
(The outside ambient track was missing previously.)

* Uncommented tons of lines related to face expressions and shooting sound effects in Vinnie Gognitti's introduction cutscene animation's code in the same level.
* Uncommented ten more face expression lines in the code of Vinnie's cutscene animation of the level's ending cutscene.

* Fixed a missing Desert Eagle bullet when Vlad fires the last bullet in his introduction cutscene.
* Fixed missing Ingram muzzleflashes in Vinnie's introduction cutscene.
* Fixed three missing Ingram bullets in Vinnie's introduction cutscene.

* The indoors ambient track now plays in the ending cutscene of "A Criminal Mastermind" because the "combat" music track gets annoying afterwards.
* Fixed missing fades in the initial cutscenes of "The Depths of My Brain" and "No 'Us' in This".
* Max no longer wields a Beretta in the cutscene where Bravura and Winterson are interrogating him in "The Depths of My Brain".

* Max and Mona now no longer wear their headsets in the ending cutscenes of "The Million Dollar Question" and "The Genius of the Hole" as they're not needed anymore.
* Max now drops his gun in the ending cutscene of "The Million Dollar Question" as his open hands in the cutscene's animation clearly suggest.
* Fixed missing bullets when Max and the cleaners shoot at each other in the initial cutscene of "The Things that I Want".

* Uncommented several lines of "simulated shooting" in Max's animation code in the ending cutscene of the same level, and thus, Max now shoots at the van.
* Also fixed the missing bullets when Max shoots at the van.
* Again, fixed the missing bullet when Max shoots the cleaner in the initial cutscene of "In the Middle of Something".

* Nicely optimized the initial cutscene of "Blowing Up":

Max now grunts when the ammoboxes explode and send him flying.
Max grunts again when he lands on the floor.
A proper landing "dustcloud" particle effect now plays when Max hits the floor.

* Uncommented two lines that make music and sound effects fade to complete silence in Max's animation code in the same level's ending cutscene.
* The AI-controlled Max no longer wields a Beretta when jumping from the window in "Out of the Window".

* Fixed missing fade in the initial cutscene of the second nightmare level.
* Uncommented three lines and corrected two lines in Vlad's animation code in the initial cutscene of "There Are No Happy Endings":

The Desert Eagle shoot sound effect and particle effect now plays when Vlad fires the gun, the commented code was coded to play the Beretta sound so I changed to Desert Eagle.
The cinematic "SLAM!" plays in the background the moment Vlad fires the gun.
A "WHOOSH!" sound effect plays slightly before the fade to white after Max is shot.
The screen instantly turns red after fading to white and then fades out to the dreamscape, as per the developer's comment left in the code.

* Also fixed Max's eyes in the same cutscene, they're now closed properly.

* A red bullet wound now appears on Max's head right when the bullet hits him in the same cutscene, it was missing previously.
* Max now correctly has a Beretta in his inventory at the beginning of "Love Hurts" as the initial cutscene clearly shows.
* Max holds the Beretta with his left hand when helping Mona climb over and later shifts it to his right hand while he's offscreen.

* The bald bodyguard Mona sneaks up to and kills in the same level now wields a handgun as his right hand's animation suggests, and gave him a Desert Eagle to wield.
* "Rain_heavy_windy" ambient track now plays in the ending cutscene of the same level and later changes into the player death music when Max realizes who Mona is working for.
* Heavily improved the initial cutscene of "That Old Familiar Feeling":

The unused "city_rainy" ambient track now plays in the background, which sounds a lot like the one heard in the ending graphic novel cutscene of "Love Hurts".
A small blood stain can be seen on the floor near the stairs, this was done because that's where Max is hit in the back of his head by Mona in the graphic novel cutscene.
All of Max's weapons and a painkiller bottle can be seen lying on the floor behind Max, but they don't depend on what you collect in the previous level though.

Mona's Desert Eagle, which she dropped in the graphic novel cutscene, can be seen lying on the floor.
Another blood stain can be seen on the floor near Mona's corpse.
A Desert Eagle shell can be seen lying on the floor near Vlad, but it's not visible though.

Fixed incorrect timing of Max's serious face expression, the expression now appears when the camera cuts to his face, not a second before the camera cuts back to Vlad.
Fixed Mona and Woden's eyes, they're now closed properly, what kind of dying is that?
Woden's angry face expression now lasts until the part where he is shot.

Proper blood also gets splattered on the floor when Woden is shot.
Max and Vlad scream when the bomb explodes and they fall, they also grunt after landing.
The ambient track changes into the "rain_indoors" one when the camera cuts to the cellar.

Vlad now grabs his left arm (while grunting) after getting up and kicking Max, letting the player know of his weak point.
(The sub-animation I used for this feature is in the game but it went unused, but it wasn't meant to be used here.)

"Max's Duty Corrupted" now plays when Max is picking up the Desert Eagle, implying that now he's just lost it.
A Desert Eagle is now spawned at the end of the cutscene so picking up a second Desert Eagle correctly gives you Dual Desert Eagles.
(The usual Desert Eagle that Max normally gets through the level's code is removed.)

* The unused "warehouse_inside_rain" ambient track now plays during Vlad's dying cutscene instead of plain silence at the end of the final level.

Pickup Additions:

* Added the following pickups to "Out of the Window":

A Beretta ammo-box and a Kalashnikov ammo-box on a wooden palette outside the room you start the level.
A Desert Eagle ammo-box and an M4 Carbine ammo-box on a second wooden palette next to the one with the Beretta ammo-box.
An Ingram ammo-box on a third wooden palette near the balcony with a view of the explosion in the condemned building.

A Sawed-Off Shotgun and a Shotgun ammo-box on a big crate near the third wooden palette.
A Sniper Rifle and six Sniper Rifle ammo-boxes on the balcony where Mona sees Max jump from the window.

* Added a Striker, four Striker ammo-boxes and a Sniper Rifle in the room leading to the electricity control room of the funhouse in "A Losing Game".
* A Sawed-Off Shotgun, a Dragunov and a Dragunov ammo-box now can be found on the sofa in the middle entrance hall of Woden's manor in "Love Hurts".

* Added the following pickups to "In the Middle of Something":

Three Dragunovs and two Dragunov ammo-boxes in the room above the one full of ammunition where Max says "Close to overkill. Hardcore professionals".
Two Dragunovs and three Dragunov ammo-boxes in the second room on the fourth floor with two Sniper Rifle ammo-boxes.

* The pickups that appear on the balcony in "Out of the Window" are now visible in "Blowing Up" as well, but they can't be reached.
* Conversely, a dead cleaner's Beretta can also be seen lying on the top of the condemned building in "Out of the Window".

* Added a Dragunov and a Dragunov ammo-box in the apartment with the mobster who is afraid of heights in "A Mob War".

Installation:

1. Put the "data" folder right next to "MaxPayne2.exe".
2. Start the game by clicking on "MaxPayne2.exe" or by using the shortcut on your desktop (if it exists), and wait for the launcher to appear.
3. IMPORTANT! Select "<none selected>" in the Choose Customized Game drop-down box (if it's greyed-out, which happens when the game finds no .MP2M files, skip this step).
4. Click on "Play".

Credits:

The whole mod - The Eddo
"Painkiller rattle inside bottle" sound (actually, it's the painkiller pickup sound from Max Payne 3), pickup-based hacks etc. - The_Silver at ModDB

 

Download from here: http://s000.tinyupload.com/index.php?file_id=23111522419384994229

Edited by The Eddo

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The Eddo
Posted (edited)

Minor update:

* Added the "GetMelee" console command.
* Fixed the ReadMe, now it mentions every single feature of the mod with complete details because I made the ReadMe in a rush.
* Fixed the subtitles position, now they're at the bottom of the screen.

 

OP updated.

Edited by The Eddo

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The Eddo

Emergency update: Turns out I screwed up some non-level loadscreens, so I fixed them all, go get the fresh one.

Also, the ReadMe mentions all features now (okay, this time for real, I think).

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The Eddo
Posted (edited)

UPDATE! Yay! Okay, okay, nothing really big:

 

* Changed all Manor levels' sky color to dark-blue to match the security camera screens in "Love Hurts", which were probably taken during the game's development.

* Fixed missing fades in some cutscenes, darn it Remedy.
* Fixed an issue where Alfred Woden's corpse would get stuck in the floor if you skipped the initial cutscene of "That Old Familiar Feeling".

 

* The ending part of Mona's theme now plays in the ending cutscene of "There Are No Happy Endings", and thus it's perfect now.

* Removed the "Grenade leaves a mark" feature after realizing it doesn't work at all.

* All of Max's weapons now appear lying on the floor in the initial cutscene of "That Old Familiar Feeling", the amount of weapons lying around don't depend on what you picked up in the "Love Hurts" level.

 

More updates later...

Edited by The Eddo

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The Eddo
Posted (edited)

Emergency update: Fixed the screwed up parameter values of the new music playing command I added to the animation code of the ending cutscene of "There Are No Happy Endings", I accidentally swapped the start position and fade time values.

 

Go get the new one!

Edited by The Eddo

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PMRMaxPayne

"* Vlad now grabs his left arm after getting up and kicking Max in the initial cutscene of "That Old Familiar Feeling", letting the player know of his new weakness.
(The sub-animation I used for this feature is in the game but it went unused, but it wasn't meant to be used here.)"

 

 

Well where was it supposed to appear?

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The Eddo
Posted (edited)
On 5/17/2018 at 1:55 AM, PMRMaxPayne said:

"* Vlad now grabs his left arm after getting up and kicking Max in the initial cutscene of "That Old Familiar Feeling", letting the player know of his new weakness.
(The sub-animation I used for this feature is in the game but it went unused, but it wasn't meant to be used here.)"

 

 

Well where was it supposed to appear?

Eh, I don't know, Remedy just left it in without any clue whatsoever.

Anyways, I've been working and making the mod better! So scratch everything and get the new update:

* Fixed the ReadMe... yet again, really includes everything now, including cutscene changes and pickup additions.

* Significantly updated the mod, I can't even tell how many things I've added, just check the OP.

Edited by The Eddo

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Eevee™ 🎲

Hope this doesn’t turn out like your other threads, this one looks promising.

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CoolMods
2 hours ago, Eevee™ 🎲 said:

Hope this doesn’t turn out like your other threads, this one looks promising.

What happened?

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The Eddo
2 hours ago, Eevee™ 🎲 said:

Hope this doesn’t turn out like your other threads, this one looks promising.

Well, what you're waiting on for? Go get it! The link is in the OP.

P.S: Here's a little upcoming feature I forgot to post about, it will be included in the next release:

* A wound will appear on Max's head after getting shot by Vlad in "There Are No Happy Endings", this feature will utilize the carried-over-from-MP1 command C_AnimateTexture (changes a character's texture to another one).

 

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The Eddo
Posted (edited)

UPDAAAAAAAAATE!:

* A red bullet wound now appears on Max's head right when the bullet hits him in the initial cutscene of "There Are No Happy Endings", it was missing previously.
* Kaufman's head damage multiplier is now internally separate instead of being under the "Torso" damage multiplier section.

Note that the Mona theme playing at the end of "There Are No Happy Endings" has been removed and the wound feature has been added instead, I didn't do this because of limitations, just a design choice.

 

Go get the new version from OP now!

Edited by The Eddo

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The Eddo

Emergency update:

 

* Fixed crash while "There Are No Happy Endings" was loading due to an oversight I made in the "bullet wound" feature coding.

 

OP updated.

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PMRMaxPayne

Can you make the M4 and some other weapons shoot faster? Because the M4 in the first video game had a higher fire rate.. And maybe you could also change the weapon skins and sounds with the ones from Max Payne 1, and maybe some character's skins like Max Payne or Vinnie Gognitti...I don't know but sometimes I want Max Payne 2 to be more similar to Max Payne 1.

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Braindawg

It's so nice to see some people are still messing around with Max Payne 2! I remember the days of levels4you with all the crazy mods people used to post there... Damn nostalgia.

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The Eddo
Posted (edited)
8 hours ago, PMRMaxPayne said:

Can you make the M4 and some other weapons shoot faster? Because the M4 in the first video game had a higher fire rate..

That would mess up the difficulty and balancing of the game, and I don't want Helegad to scream "YOU SCREWED UP DIFFICULTY! -10 out of 10 by IGN!" again like he did in the Restorations Pack thread.

 

8 hours ago, PMRMaxPayne said:

And maybe you could also change the weapon skins and sounds with the ones from Max Payne 1, and maybe some character's skins like Max Payne or Vinnie Gognitti...I don't know but sometimes I want Max Payne 2 to be more similar to Max Payne 1.

Most of the MP1-to-MP2 porting merely consists of simple copy-pasting but skins would need editing in 3DS Max or some other tool to work in MP2 since it's animation engine is FAR more advanced than MP1, you can use the Classic Payne mod by Zom-B at ModDB however.

 

Still though, let's see what I can do...

 

55 minutes ago, Braindawg said:

It's so nice to see some people are still messing around with Max Payne 2! I remember the days of levels4you with all the crazy mods people used to post there... Damn nostalgia.

Thanks, man, it's good to know that someone appreciates my stuff.

Edited by The Eddo

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PMRMaxPayne

Ok I remember I tried with the Classic Payne mod and the Valkyre Rage mod (the bad thing is that the texts are in another language), both trying to make MP2 similar to Max Payne 1, but both of them crashed in some levels and I couldn't finish the video game with those mods. Maybe you can try to fix them...Also in the Valkyre Rage mod there were remakes of the levels of the first video game, which it looks cool, but for some reason after the Roscoe Street Station level I couldn't go to the next one, the game was stuck in a cut scene.

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The Eddo
Posted (edited)

Well, according to my Googling about that mod, it died during the development. That's why it's so "half".

Edited by The Eddo

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The Eddo

New planned feature: With the help of a nice little hack, I can make Max\Mona walk instead of running when firing any weapon;).

 

All I need is your opinion, should I add it or not?

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PMRMaxPayne
On 6/8/2018 at 6:14 AM, The Eddo said:

New planned feature: With the help of a nice little hack, I can make Max\Mona walk instead of running when firing any weapon;).

 

All I need is your opinion, should I add it or not?

I think it's better when you are running and shooting, but I don't really know. I should first watch a demonstration about how it's going to be in the game. Unless you are referring when Max/Mona goes on bullet time. Because I think MP2's bullet time really needs to be slower.

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The Eddo
Posted (edited)
18 hours ago, PMRMaxPayne said:

I think it's better when you are running and shooting, but I don't really know. I should first watch a demonstration about how it's going to be in the game. Unless you are referring when Max/Mona goes on bullet time. Because I think MP2's bullet time really needs to be slower.

Nope, I'm not talking about Bullet Time. Here's how it works:

 

Just keep the Shoot button pressed, the player's current weapon's shoot animation code will automatically switch the player's animation set to the other, "combat" one on the current weapon's shoot animation's frame 0, and the animation set will go back to normal after the animation ends.

 

All animations will be the same in the "combat" animation set EXCEPT the running ones as they will be replaced with walking ones.

So, what's your decision?

 

EDIT:

 

Scratch this feature as I tested it today and realized it doesn't work, if you Shootdodge and fire the current weapon, the animation set changes but the animation's last frame isn't played which leaves Max\Mona stuck in the "combat animation" mode. This can be fixed by shooting again but that would be a waste of bullets.

 

Suggestions are always welcome, however.

Edited by The Eddo

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PMRMaxPayne
On 6/13/2018 at 1:38 AM, The Eddo said:

Scratch this feature as I tested it today and realized it doesn't work, if you Shootdodge and fire the current weapon, the animation set changes but the animation's last frame isn't played which leaves Max\Mona stuck in the "combat animation" mode. This can be fixed by shooting again but that would be a waste of bullets.

 

Suggestions are always welcome, however.

Well, maybe you can do something with the bullet time to make it slower just like MP1.

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The Eddo
Posted (edited)
4 hours ago, PMRMaxPayne said:

Well, maybe you can do something with the bullet time to make it slower just like MP1.

Sorry, but shooting enemies automatically makes Bullet Time slower, and I don't want to remove this feature by making BT already slower.

 

So unfortunately, deal with it.

Edited by The Eddo

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PMRMaxPayne
On 6/15/2018 at 10:38 PM, The Eddo said:

Sorry, but shooting enemies automatically makes Bullet Time slower, and I don't want to remove this feature by making BT already slower.

 

So unfortunately, deal with it.

OK.

I've been thinking...what about if instead of replacing the weapon models from MP1 on MP2 somehow you also add the weapons that MP2 didn't have like the Jackhammer or the M79.

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Jeansowaty
On 6/24/2018 at 9:15 PM, PMRMaxPayne said:

OK.

I've been thinking...what about if instead of replacing the weapon models from MP1 on MP2 somehow you also add the weapons that MP2 didn't have like the Jackhammer or the M79.

I was about to suggest that, good one. 

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