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The Eddo

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

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The Eddo

I've been working on this mod lately, so here's another update:

 

* Any thrown Molotovs now cause five fiery pieces of glass fragments to fly out with randomized direction and rotation upon explosion, just like in MP1.
* Molotov explosions now leave behind a unique decal, just like in MP1.

 

EDIT:

 

Second page!

Edited by The Eddo

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The Eddo

Here's an update that took me more than one hour to make:

 

* Removed the "Max shoots TV" feature, it prevented people from watching the Dick Justice episode that appears in the cutscene.
* Replaced all characters' "simulated shooting" commands with the proper weapon animation-playing and ammo-deducting commands from their non-cutscene shooting animations.
(In addition, if the character doesn't already have the weapon he\she is going to fire in the animation, then the character will be given one.)

 

* 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.

* Mona now fires only one bullet instead of two when shooting the bodyguard in the security camera cutscene in "Love Hurts".

 

OP updated!

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The Eddo

Since I'm never satisfied with this mod's features, an update. Excuse the bump though:

 

* Repositioned subtitles to a better position, yet again.
* Improved and polished some of the internal mechanisms for a number of features in the mod.
* Replaced Max's static "lying dead" animation in "A Losing Game" with the one from Max's initial cutscene animation in "There Are No Happy Endings" for consistency.

 

* Replaced Mona's dialogue hack in "Out of the Window" with a (workaround-based) fix that re-enables the actual dialogue trigger in the level which was left disabled by Remedy.
* The Desert Eagle is now silver-plated instead of gold because it's kinda odd to see that even a small-time mobster uses a gold-plated handgun.
* Removed the "bullet wound on Mona's forehead" feature, it makes no sense because it doesn't appear in graphic novel cutscenes.

 

* Fixed the two-handed run and walk animations for all male and female AI characters, they no longer use the one-handed ones when running or walking in some directions.

* Added a new weapon: Vlad's Desert Eagle, a unique new weapon that Vlad now uses in all of his appearances:

 

It's completely the same as the normal Desert Eagle, but only it uses the original gold-plated texture to match the dynamic object mesh in "That Old Familar Feeling".
It uses the Beretta's one-handed shooting animations, because it looks much better when fired with one hand.
It uses it's own shoot and reload sounds, which are both ported directly from MP1.

 

It's available to Max in "That Old Familiar Feeling".
It appears on the top of the Handguns slot when available.
It doesn't share ammo with the normal Desert Eagle, because Max is "compelled to give Vlad his gun back".

 

Max can only carry up to eleven bullets for it, one bullet as spare ammo was needed to allow the player to reload the gun properly.
Max cannot dual-wield it, even if you somehow spawn two pickups of the gun.
Max can still carry the normal Desert Eagle.

 

It's not included in the "best weapons" list because it's a special weapon (and it's statistics are the same as the actual Desert Eagle anyway).
A proper "GetDesertEagleVlad" console command is added.
The weapon is compatible with the "Coder", "GetAllWeapons" and "GetInfiniteAmmo" console commands.

 

And here's a little screenshot for those who demand photographic evidence:

 

fNAHZHm.jpg

 

OP updated!

 

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The Eddo

Emergency update:

 

* Removed the broken "Max switches weapons in 'Out of the Window' level" feature, I never knew that this feature was broken.

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Jeansowaty

Very cool gun you got there ;)

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MaxPaynePro

I have completed this game with this mod (Fixing the Payne) [on DoA]

 

and now trying to complete Max Payne (Restorations) [on Hard Boiled] (because I don't want to be on the secret level)

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The Eddo

New update means new version! Go and get it from the OP!:

 

* Removed the bullet wound on Max's face when he gets shot in the head during the initial cutscene of "There Are No Happy Endings".
(It makes no sense because the texture of the blood looks like it had already trickled down long ago.)

 

* Vlad's Desert Eagle now uses the Sawed-Off Shotgun's shooting animation, which looks a lot more cooler than the Beretta one.
* Reverted the so-called "silver" (A.K.A. gray-scaled) Desert Eagle texture back to the vanilla MP2 one, it wasn't fitting in with the game at all.

 

* Moved Vlad's Desert Eagle to the Secondary Attacks slot, but it still remains a primary weapon.
* Internally renamed Vlad's Desert Eagle, now it is called "DesertEagleVlad" instead of "DesertEagle_Vlad" (reinstallation of the mod is recommended due to renamed files).
* Readded the vanilla MP2 grenade explosion sounds, the MP1 grenade explosion sound now acts as a fourth variation of the sounds.

 

* Fixed some unknown issues with thrown Molotovs and Grenades (mod's fault), now their trajectory should be correct(?).
* Replaced the Grenade pickup collision sound with the one ported from MP1, now the Grenade pickup uses a "softer" and different sound effect from ones that are thrown.
* Weapons in both hands now perform their reloading animations when reloading in Bullet Time.

 

* Cutscene animations now no longer deduct ammo from characters' weapons, so the weapons can be fired as many times as scripted in the code.
* Reloading in Bullet Time when playing as Mona now correctly makes the player invulnerable for the duration of the animation.
* Reverted Max's "lying dead" animation in "A Losing Game" back to original for cutscene-gameplay segregation.

 

* 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.
* Corrected the timings of weapon animations when using Dual Berettas, Dual Desert Eagles or Dual Ingrams.

 

* Restored the unused chamber sound for the Sniper Rifle.
* Changed the color of weapon icon textures to be grey-scaled so any color can be applied on them.
* Weapon icons are now displayed instead of weapon names, like in the PS2 versions of the game.

 

* Removed weapon slot numbers from the HUD, because the Secondary Attacks' slot number's color differs from other slot numbers' color and it cannot be changed.
* Changed the color of Bullet Time Tone Remapping effect texture to be grey-scaled so any color can be applied on it.
* Changed the miscellaneous values for the female animation skeleton to be the same as the male animation skeleton.

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TheSilentEvil
On 8/3/2019 at 1:21 PM, The Eddo said:

New update means new version! Go and get it from the OP!:

 

* Removed the bullet wound on Max's face when he gets shot in the head during the initial cutscene of "There Are No Happy Endings".
(It makes no sense because the texture of the blood looks like it had already trickled down long ago.)

 

* Vlad's Desert Eagle now uses the Sawed-Off Shotgun's shooting animation, which looks a lot more cooler than the Beretta one.
* Reverted the so-called "silver" (A.K.A. gray-scaled) Desert Eagle texture back to the vanilla MP2 one, it wasn't fitting in with the game at all.

 

* Moved Vlad's Desert Eagle to the Secondary Attacks slot, but it still remains a primary weapon.
* Internally renamed Vlad's Desert Eagle, now it is called "DesertEagleVlad" instead of "DesertEagle_Vlad" (reinstallation of the mod is recommended due to renamed files).
* Readded the vanilla MP2 grenade explosion sounds, the MP1 grenade explosion sound now acts as a fourth variation of the sounds.

 

* Fixed some unknown issues with thrown Molotovs and Grenades (mod's fault), now their trajectory should be correct(?).
* Replaced the Grenade pickup collision sound with the one ported from MP1, now the Grenade pickup uses a "softer" and different sound effect from ones that are thrown.
* Weapons in both hands now perform their reloading animations when reloading in Bullet Time.

 

* Cutscene animations now no longer deduct ammo from characters' weapons, so the weapons can be fired as many times as scripted in the code.
* Reloading in Bullet Time when playing as Mona now correctly makes the player invulnerable for the duration of the animation.
* Reverted Max's "lying dead" animation in "A Losing Game" back to original for cutscene-gameplay segregation.

 

* 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.
* Corrected the timings of weapon animations when using Dual Berettas, Dual Desert Eagles or Dual Ingrams.

 

* Restored the unused chamber sound for the Sniper Rifle.
* Changed the color of weapon icon textures to be grey-scaled so any color can be applied on them.
* Weapon icons are now displayed instead of weapon names, like in the PS2 versions of the game.

 

* Removed weapon slot numbers from the HUD, because the Secondary Attacks' slot number's color differs from other slot numbers' color and it cannot be changed.
* Changed the color of Bullet Time Tone Remapping effect texture to be grey-scaled so any color can be applied on it.
* Changed the miscellaneous values for the female animation skeleton to be the same as the male animation skeleton.

I'm getting the following error when I launch the game:

"Exception in engineInit:R_Script: Can't parse assignment to variable "Speed"
in [attributes]/[BulletMP52_Enemy.txt]!
Assignment: "bulletvelocity_mp5dual_enemy"  Format:"%f"

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The Eddo
Posted (edited)
1 hour ago, TheSilentEvil said:

I'm getting the following error when I launch the game:

"Exception in engineInit:R_Script: Can't parse assignment to variable "Speed"
in [attributes]/[BulletMP52_Enemy.txt]!
Assignment: "bulletvelocity_mp5dual_enemy"  Format:"%f"

Like I said in the ReadMe, you must have the "<none selected>" option selected in the "Choose Customized Game" drop-down box of the MP2 launcher if Fixing the Payne's "data" folder is inside your MP2 directory because the game will always load the mod regardless of what you select from "Choose Customized Game". This error happened because when two mods are loaded, files from both mods usually conflict with one another and crash the game.

 

And just for clarity, the mod is working flawlessly on my end:).

Edited by The Eddo

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NikolaySh

Can you make an MP5 model without a sight?

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The Eddo
21 minutes ago, NikolaySh said:

Can you make an MP5 model without a sight?

Sorry, but I cannot do anything about models. And there is no proper tool to work with Max Payne model files anyway.:)

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