![]() Fixed the weapons not upgrading properly No, there won't be a Vanilla version of this. Tell me if you find any more, i'll see if i can do something about it. If the guns don't show up mid-campaign, you likely need to start a new campaign. The Ingram counts as a pistol, but if you try to dual-wield it, the wielder will only fire two single shots with them at a time (pretty sure iridar would need to include akimbo animations for auto pistols to fix this bug, i can't do anything about this) I don't believe i can fix this without extensive re-working of the models and textures. Giving the meshes flat shading instead of smooth shading makes them look mostly better, with the caveat being that any cylindrical parts of the models look like this. The weapon meshes look kind of odd when you import them into the editor with smooth shading settings most likely because the original Max Payne models weren't meant to be used with modern PBR games. If you're using something like Idle Suppression, the user fires 3 bursts of two shots, which is obviously more shots than the two weapons can physically hold It has a higher min-max damage range than the Primary version (4-8 damage, when it should be 5-7) I've enjoyed all of them to varying amounts.-The Secondary version of the sawn-off has a few small issues when dual-wielding: Both DLC-worthy affairs.Įverything I mentioned is worth checking out. My favourite mods for Max Payne 2 are probably Mona the Assassin and the two 7th Serpent Genesis mods. ![]() That said, the mechanics of shooting in multiple directions was really cool and really something that should've been exploited more in future games, including Max Payne 3. Equilibrium (Hall of Mirrors) was a better match but it turns out that the film doesn't translate to a game very well - the whole gunkata principle comes across as even dumber. I mean why? Go for the actually classic John Woo flicks. Adapting Mission Impossible (mod name = MI2: New Dawn). but I guess the only ones that aren't super cheesy today are the deliberately humorous ones like Polar Paradise.įor Max Payne 2 they really went above and beyond with the total conversions, but again I question more the directions they went in rather than the talent involved. Not to shit on the hard work because it was all very impressive how they turned a shooter into a brawler/hack&slash + shooter. While it's interesting when modders make their own stories with custom assets, they were extremely corny. There were other cool mods for the time like Katana. I think the Kung Fu mod is the absolute gold standard for being mechanically interesting and fitting the game (given that the gameplay is inspired by HK action movies). I remember the Postal and Star Wars mods being decent fun (for like 10 mins each but you know). There used to be a thriving modding scene (in which I really just consumed and didn't participate in). If you don't want your username credited, let me know. The goal is to shine a light back on all this hard work people have done for free on a game from way back when.ĮDIT: Thanks to everyone who answered! I'll refer to you based on your username. What about you guys? What mods would be worth highlighting? Any suggestions would be credited in the video, of course. The MP2 version of it is also great, but if you have for some reason never tried this, you have to. You're Neo, and your only goal is to Fuck. The total conversion mod? It's exactly what it sounds like. And honestly? It does it really well! I find myself conserving ammo and Payne Juice ™ in this mode. ![]() The FPS mod is exactly what it sounds like. I feel like they both change the game juuuust enough to make it worth replaying again. My two faves are: the FPS Mod and the Matrix Total Conversion mods. The next goal would be to cover mods that the community has come to love over the years. I'm working my way through recording MP1 gameplay and should probably be done that by the end of the week if I keep at it.
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