To play this mod properly be sure that you have all video settings at max
Disarm an enemy to heal yourself a bit
Crouch or Slide to a wall to enter a cover stance
Jump when shooting to perform the slide moves
Perform a Knife kill to gain the Action secondary weapon
To use the Action weapon keep the secondary shoot key pressed
Don't use bullettime when shooting the Action weapon to avoid boring slowdowns
You have to do nothing to enter Rage mode, simply shoot while in deep bt
The best way to introduce my mod is to show some really new feature, so in my mod there is:
The FL feature stands for FreeLook (maybe it's better to call it FFL, fake free look, but anyway...).
So in example when you run backward max will run facing the camera, and it's the same for all the other directions. Basically I've edited all the stardand animations and rotated them to the movement direction using only milkshape. I've edited more than 50 animations (complete with _mov file). =)
However shooting forward while the legs are running backward is a bit strange so I made that when shooting you enter the combat-anims that are simply the original movement animations, so when shooting you temporarly face the target, and when you stop shooting you return to the freelook anims.
I've also made that if you run too much time the character will become tired, so you will start hearing a breathing sound and if you continue running after a while he will stop, but then you can restart running.
Ok ok this is not really a feature, I was forced to do this becouse the new anims that I made are not looping (I used milkshape, it was a hell...) and so they are only ultra long anims, but they will finish after (long) time, so you are forced to stop moving for an instant, but then you are free to immediately restart. I can assure that it's absolutely not annoying, but it's here, and I can't do too much more than making it more "beautiful" by adding breathing sounds...
So I also made new jump and dodge anims for when you are shooting, the jump forward-left-right are now a slide move in wich max starts sliding on the ground (anim by Dalte, with camera by me ) while being able to continue shooting, and also if you slide when facing an enemy you will start the slowmotion. The other jumps (backward left-right) are the simple original dodges. If you jumpup when shooting you will perform a front kick that can knock back the enemy.
The other new moves are the shootdodges, I made roll shootdodges like the ones in Katana mod, and they all starts with max facing the movement direction, exactly like stranglehold.
Another feature inspired by stranglehold is the dynamic bullettime during the shootdodges, so if you perform a shootdodge while looking to the environment you will have the standard timescale, but if you look to an enemy while shootdodging you will start the slowmotion.
I also included a simple cover stance, if you quickly press the crouch button when facing an object the cover system will detect the height of the cover and you will enter the right stance pose (crouched or stand cover). You can also enter the cover mode with the slide move, ie if you slide to a wall you will finish with the stand cover stance. When you enter the cover mode you have a few seconds in wich you are invulnerable so you can take a breath before your next move.
When you reach the deep bullet time press Reload and you will see Max unleashing his rage.
A short and powerfull stream of adrenaline pump in his veins, every shoot is "heavier", the time slows down a lot, the screen flashes and shakes violently, the colors turns to red, the camera zooms in and you have unlimited ammo for the entire duration of the deep bt. The best description is: "For a few seconds this place was armageddon!" >-D
PS: In the video you can see also the Blood On Screen feature. When you are hit the screen will become covered by blood, you can understand the how harmful is the shot taken by the texture shape, since it changes accordingly with the calibre of the bullet that hit you.
Epinephrine Syringe Healing System
I replaced painkillers with Epinephrine pack, when you press the paikiller key max will holster his gun, he will extract an epinephrine syringe and he will use it in his wrist (like in FarCry 2), then he will drop the empty syringe and return to the previous gun (complete with new and used skin item, subanim made by me using milkshape and level item). In the video you can see also the new red bt bar, the new SigSauer and the deep bt adrenaline effect. |:)
This feature is part of the Action secondary weapon and it will be activated if you shoot this weapon when holding a dual-handed gun.
This new feature slows down the time a lot (0.01, it's basically stopped), Max pulls out a P90 and as long as you keep pressing the shooting key of the secondary weapon (for around 10 seconds at most, you will see a countdown in the bottom right corner) you can mark every bodypart of the enemies in wich you want that Max puts a bullet after releasing the shoot key (you will see a red target appearing on the enemy bodypart), then you release the key (or the time finish) and the time turns back to normal speed, you will hear nothing for less than a second and then Max will shoot the needed bullets in less than a second hitting the enemy in the specific places that you decided (marked with the red target), everything highlighted with special slowmotion to better appreciate the bloodbath.
Mark & Execute
This feature is part of the Action secondary weapon and it will be activated if you shoot this weapon when holding a one-handed gun.
This feature is heavily inspired by the feature with the same name in Splinter Cell Conviction, sadly due to engine limitations it's not exactly the same, however it's ultra cool anyway. B)
New character model
When Max goes home after work he surely undress of his jacket, he loosens his tie, he makes himself more confortable by pulling off his shirt etc, like every worker at the end of the day, so here's the jacket-less Max Payne model, you will use it in the max's apartments levels. It was textured, fixed and vertex weighted by me, but the initial rigg is by Andersen (thank you again mate).
I also rigged mona to the male skeleton so in the mona's levels you will be able to perform all the male actions while keeping the feel of the original game. And yes, I've vertex weighted all the new models, so when you run using mona you can see her boobs (and shoulder holster) bouncing... :P
More screens soon.
New Burning Death
I've created a new ultra cruel Long Burning Death. After waving his hands on air the enemy will not die, but instead he will slowly crawl on the ground rattling in agony, he will shout a few random pain sounds and he die after about thirty seconds of agony. And thrust me, after the animated textures update your sadistic needs will be satisfied after seeing this burned body asking for help when in fact he is condemned to a painfull death. |:)
I've added a new headshot hitpoint with different decals, particles and gore effect depending from the calibre of the bullet. The pistol will make only blood and a few little flesh pieces, the rifle will make lot of brain pieces and blood, the shotgun will throw blood head debris and brain pieces everywhere, and the sniper rifle will make a mixture of the rifle and shotgun effects.
Video coming soon.
Blood On Screen
When you are hit the screen will become covered by blood, you can understand the how harmful is the shot taken by the texture shape, since it changes accordingly with the calibre of the bullet that hit you. Also a special blood texture appears when you die.
When you directly hit an enemy with the Grenade Launcher or when an enemy steps above a Grenade when it explodes (or he is less than one meter distant) he will be gibbed with two possible deaths: one makes him disappear and leaves only a couple of bone pieces and chunks, brain, colon, eye, hand, limb, muscle and upper torso. And the other death makes him disappear and leaves only a couple of bone pieces and chunks, head, brainpiece, guts, hand, hart, kidney, ribs and lower torso.
Both the deaths includes particle effects, flesh pieces, burning chunks, gore decals, flies sound ecc, and do not overwrites the usual explosion death (that will happen when not in theese two specific situations).
When shooting with the SWAT Knife secondary weapon Max performs a orizontal slash hitting the throat of the enemy making him dying while trying to stop the blood that escapes from his neck and that creates a growing bloodpool.
Also if you succesfully kill an enemy with the knife you will recieve a random health bonus (from full health to at least 40 points) to compensate the risk that you taken.
It's a very simple feature that it sould have been in the original game becouse it's realistic and natural, when you are very close to an enemy instead of shooting you he will perform a melee exactly like the player (with proper different animation for the one or two handed weapons).
I've also included a PlayerAura so you will be able to break the glass and other objects when running or shootdodging against it (so you can shootdodge through a window smashing the glass like in MP1).
I've also created a new way of displaying the grenades explosions, so if a grenade throws a lot of debris into the air you will see them bouncing on the ground and staying here (so i.e. after a FragGrenade explosion you will see more than a houndred of various debris and a lot of sparks (that slowly goes out) besides the standard crater).
- The original beretta slider is fully animated with real animation (not skin item)
- When in deep BT you will hear a special heartbeat sound
- Molotov running death redone with custom anim made by me
- I've completely redone the battledust feature so it will be different from every weapon (and so hopefully less annoying)
- Disarm weapon fixed with new correct disarmed stance
- Max ammo count is now increased a little
- There are new blood effects and decals (with new warious wall blood decals if there's a wall near the back of the target)
- I've replaced all the scopes with a very high quality version (Eotech, Aimpoint, ACOG, MIL-DOT, dragunov)
- Now the scoped weapons will create a tracer when shooting to the enemies while looking through the scope
- The silenced pistol now has a special tracer (like in SC Conviction)
- When sniping in deep bt you will have 2 special cameras that will let you appreciate your kill in ultra slow-mo
- Also you have to take account of the gravity-force if your target is far away from you (mostly Mona's levels)
- Now there are a lot of new burning death voices and shells sounds (and other various replaced sounds)
- New grenade decals (more material based)
- New shotgun specific decals
- New particle effects (with better cardboard and metal particles)
- I've also fixed a lot of errors of the materials (shoot through, collides etc.)
- there is also a new better shells smoke particle different for the various shells
- I've optimized the engine to load faster and to be less stressed if there's a large amount of physical Items interacting into the game world
And other features that I still have to write down here, coming soon. B)
Now it's time to talk about weapons, so here's a few informations:
Holster: Yes, with this secondary weapon you can store your weapons and leave your hands free at any time, when in "holster mode" max will start smoking and slowly healing himself, if you move or shoot the guns will instantly reappear but you will interrupt the healing action.
SWAT Knife: This new secondary weapon is a SWAT Folder Knife with proper sounds, custom death, model customized by me and shooting animation created by me (starting from a punch anim by Dalte).
Double Mag: Now the original ColtCommando has a Double Mag that can carry 60 rounds before reloading.
Winchester Model 1887: This is the Winchester model 1887/1901 lever action rifle, it replaces the sawedoff, and it's basically the same that you can see in Terminator 2 used by Schwarzenegger. Obviously I recreated also the spin lever action that he performs when riding his Harley-Davidson Fat Boy.
Grenade Launcher: It's a Stand Alone M203 GL (a standard GL for the picatinny rail) and it's a secondary weapon, so you can use the standard weapons and if needed you have always a grenade launcher ready to fire. When clicking Max puts away the current weapon, pulls out the GL, shoots a mid range grenade (with proper 40mm grenade model) that explodes on impact, and then he gets back to the weapon that you were using before. Fast, easy and deadly, what's better?
Model made and textured by me by starting from various m4 and m16.
SigSauer P226 Silenced: Here's the replacement for the old silenced beretta, a SigSauer Silenced, the "federal gun" with an high detailed sound suppressor, and it's also fully animated thanks to evolvercobra.
Remington 870 Marine: One of the best pump action shotguns, the Remington 870 nickel plated with synthetic stocks.
MP5A2: One of the variants of the famous MP5 submachine gun, it features a fixed buttstock and a "SEF" trigger group, it has also an ACOG reticle.
Z-M Weapons LR300: A very cool rifle with Aimpoint reticle, sound suppressor and vertical front grip.
H&K G36C: The compact version of my favourite rifle, the Heckler & Koch G36 model, it features a high stopping power and an Eotech reticle.
AMP DSR-1: This is an awesome sniper rifle that was very hard to find, but it was worth it. It's basically the same model that you can find in GTA The Ballad Of Gay Tony.
NOTE: Obviously I made silenced weapons realistic (otherwise there's no reason to use them...), so you can kill an isolated enemy without alerting the others (however if the "alert\" is scripted I can't do anything). But don't pretend to hit something in front of an enemy, or to kill an enemy that is talking to another one, without being detected (as I said, I made them realistic).
Now here's the new high detalied reticles:
Here's the new cardboard bullet-hit particle, it features more realistic lighting, real paper falling textures and tweaked performance:
Here's the new metal bullet-hit particle, it's faster and more detailed:
And much more.
Here's an example of the new decals for the shotguns:
and for the grenades:
Other decals screens coming soon.
DYNAMIC DEBRIS SYSTEM
And here's the new dynamic debris system with optimized performace:
and this is the result of a few fraggrenades and a few 40mm grenades shot in the same spot: