Finally, a playable PC port of Quantum Break
Finally, a playable PC port of Quantum Break
It had to be done. And thanks for the compliment! :)
Ok, I found something rather funny today.
In the lever where Max hasnt got a gun, and has to run and hide in the hospital (Chapter 3 part 1 I think), instead of running away, you can trap the goon in the corner and do a takedown. Without any weapons. And then take his gun.
But then things got wierd. The other guys that's after you is invinsible, even in Last Stand mode (which happens, even without a gun).
Unfortunatly, if you takedown the first guy, the other guy just freezes and doesnt allow you to progress.
The mod is great, btw, just a little funny thing I found.
The patch usually fixes this issue.
You know what this world needs? A Max Payne 1 remake on the MAX-FX engine.
Hey Silver, this mod is greatest thing since sliced bread.
Congratulations!
I have this error message when I open it up:
Exception in engineInit:File \DATA\SHAREDTEXTURES\PROGRESS_BAR2_DXT5.DDS not found
What should I do?
Just a quick question: Can you change the character model for the actual story or is it just for DMW?
Just voted for this to be Mod of the year 2013. Good luck Silver!
I don't know, the guy who made this IS called JamesMcCafferyFan...
While a sort-of cover system was implemented into the Payne Effects mod, Silver said it was only a stance, and was basically useless.
I was kinda thinking something between Max Payne 2 and 3, where Woden survives. Since Woden was the one to send Michelle the documents leading to her demise, Max goes on a revenge campain like in MP1 to kill him, tying up all loose ends until MP3.
Hey Silver. I know the levels won't be edited, but will the textures of said levels be?
As Silver said earlier, rigging models to be used in MP2 is tedious, and that it would just slow down the mod.
But Silver, what if some of your dedicated followers were to rig the HD models while you complete the rest of it?
Has anyone attempted to make a program that could achieve this?
Hey Silver, quick question. Nothing to do with this mod, but are scripted shootdodges possible in MP2? As in when Max hung onto the chain in MP3.
But surely he reduce the number of enemies on screen.
Another thing... Could the number of enemies in future levels be toned down? I've recently just completed MP2 again and the level where you have to escort Vinnie in his costume is a Payne (geddit?) in the ***, even with full ammo on both machine guns. So to only have the option of 1 at a time...
Will Max react to bullet wounds in a different way? Say a bullet to the head causes more damage than the leg ect.
Well, you could try to look more into it at a later stage. Right now, though, it's best you keep up the good work. P.s. what kind of features remain for you to complete?
Quick question, Silver. When Max changes weapons, will he put them in his holsters/hold the big gun in one hand ect?
Could the colt 1911 be replaced by Max's traditional Beretta 92FS? Just out of nostalgia.
Hi, me again with another couple of questions. Firstly, will near all other models be updated? (for exemple, the cars, boxes or even the mobsters/enemies be replaced be a higher definition version?)
Next, will you be using other features from previous mods, such as your famous Payne Effects or ever some elements from the Gloriously enhanced mod?
Finally, I know you've already answered this question about Max's shootdodge interaction with other models in MP3 being different to MP2, but is there a way to, say, cancel out a shootdodge once coming into contact with a wall or something? Good luck on the progress, the screenshots look amazing.
So, The_Silver, what kind of progress has been achieved so far? I was wondering if you've seen the developpment videos about Max Payne 3 by Rockstar that explain the animations and different effects. If so, are you using them as a guideline?
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