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Comment History  (0 - 30 of 33)
Tim1936
Tim1936 - - 33 comments @ Payne Effects 3

I experienced a bug with a near-invincible Max too. To fix it, I edited "AutoHeal" and "InaccuracyMultiplier" parameters in the difficulty.txt inside the unpacked mod. I copied the settings from the original game, and the enemy damage is back to normal now. The AutoHeal settings in Payne Effects 1.5 make the game extremely easy as auto healing is activated if a player's health is less than 100% (for comparison, in the original Max Payne 2 the health will only start regenerating if it drops below 30%).

Here's a link to my edited Payne Effects 3.mp2m (1080p) for those players who don't want to make edits in the mod files themselves:

Mega.nz

What I changed:

1. Removed a black vignette from the screen in 1920x1080 (if you have a different screen resolution, you'll have to edit the file manually (I wrote about the required steps in my message from 15 February 2021).

2. Disabled the bullet-time music.

3. Reverted the damage & health regeneration settings to the levels used in the original game (they can be found in MP2_Init.ras) in order to fix the "Invincible Max" bug.

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ Venom Mod Uniforms for RealRTCW 4.0

Hello RamTos93, I've made a new update to the mod with the changes you requested (Zemph, Deathshead, Himmler, lab scientists etc).

Good karma+3 votes
Tim1936
Tim1936 - - 33 comments @ Payne Effects 3 v1.5 FINAL FULL

If you play in 1080p, I posted my own tweaked Payne Effects 3.mp2m adapted for ThirteenAG's Widescreen Fix:

Mega.nz

Alternatively, you can use my step-by-step guide from 15 February 2021 to edit hud.txt and introductionSprites.h (in the unpacked Payne Effects 3.mp2m) to make the mod compatible with other screen resolutions.

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ Payne Effects 3 v1.5 FINAL FULL

I experienced a bug with a near-invincible Max too. To fix it, I edited "AutoHeal" and "InaccuracyMultiplier" parameters in the difficulty.txt inside the unpacked mod. I copied the settings from the original game, and the enemy damage is back to normal now. The AutoHeal settings in Payne Effects 1.5 make the game extremely easy as auto healing is activated if a player's health is less than 100% (for comparison, in the original Max Payne 2 the health will only start regenerating if it drops below 30%).

Here's a link to my edited Payne Effects 3.mp2m (1080p) for those players who don't want to make edits in the mod files themselves:

Mega.nz

What I changed:

1. Removed a black vignette from the screen in 1920x1080 (if you have a different screen resolution, you'll have to change it manually (I wrote about the required steps in my message from Feb 15, 2021 below).

2. Disabled the bullet-time music.

3. Reverted the damage & health regeneration settings to the levels used in the original game (they can be found in MP2_Init.ras) in order to fix the "Invincible Max" bug.

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ Vice City Extended Features V0.9 AUTOINSTALLER

This a really good mod pack, but I've found several issues with the mods included in it:

1. There are a lot of mistakes (with grammar, vocabulary, spelling & punctuation) in subtitles used in side-missions you added. I've looked through them all and fixed what I could. Here's a link to my "CLEO_TEXT" folder: 

Mega.nz

Could you include my fixes in the next update, please? 

2. The Xbox version of Maverick has bugged door textures (their colour is white, while the rest of the hull is grey).

3. I experienced a crash while playing with this mod. The error message was as follows:

Unhandled exception: c0000005
At address: 00582739

4. Another crash happened during a mission Shakedown in North Point Mall while I was destroying windows in Gash Shop:

Unhandled exception: c0000005
At address: 004454c7

This can be an infamous "Gash Shop Crash" detailed here:https://gtaforums.com/topic/750757-vice-city-the-leftovers-fix/ , but I don't know how to apply the fix to your 2020 version  of Open Limit Adjuster. It was easy enough to edit the version from 2019. Could you add that "EntryInfo" parameter to the Open Limit Adjuster used in this mod in the next update? Without it, the game will crash even outside of Shakedown mission due to vctraffic.asi script that spawns too many NPCs in the mall. 

Good karma+3 votes
Tim1936
Tim1936 - - 33 comments @ Venom Mod Uniforms for RealRTCW 4.0

They may be more historically accurate, but that's about the only advantage those skins have over their Venom Mod counterparts. I replaced RealRTCW models with Venom Mod ones anyway as the latter look much sharper and more detailed, and the textures used in Venom Mod have a higher resolution than those from RealRTCW. Besides, this mod is for people who prefer original HD enemy models. As I haven't been able to find anything similar, I decided to make this mod myself.

I used the model of the first SS guard in Paderborn for comparison:

1. RealRTCW's i_bodyallgemeine.tga (512x512): 204 KB in size, the textures look blurry:

Imagebam.com
Imagebam.com

2. Venom Mod's i_body3.jpg (1024x1024): 672 KB in size, the textures are much more pleasant to look at:

Imagebam.com
Imagebam.com

As I already said in the mod description, I like RealRTCW, but there is still lots of room for improvement in regards to character models used in it. I hope WolfETPlayer will update RealRTCW's uniforms using AI upscale programs or something to bring them on par with the Venom Mod ones.

Good karma+2 votes
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

Hello H3llBaron,

Could you you fix a small grammatical mistake in the name of one of mod folders, please? I'm talking about "Choice your autoexec". You clearly meant to use the imperative mood there, so the correct form is "Choose your autoexec", not "Choice", as the latter is a noun, not a verb.

Good karma+2 votes
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

Hello H3llBaron,

Could you tell me, please, where textures of enemy uniforms are located? I want to port them to RealRTCW as I prefer the textures from your mod more.

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ Payne Effects 3

Update: I've found out how you can disable or stretch the grey vignette shown on the screen when Max is near plot-related items. This sprite is called "LookAt", and its settings can be located in hud.txt. You can either stretch the vignette to fit your screen by editing "Width" and "Height" to match your desired resolution (don't forget to change "Reference Point" to "Center") or disable it altogether by setting DefaultVertexAlpha of "LookAt" sprite to 0.

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ AI Enhanced Textures for Vice City

I second this. After some testing I found out that the bug with the transparent wall in the alley to the left of "Laurence Hotel" is caused by the texture "black.tga" inside od_hotels1.txd. After I deleted it using Magic TXD, the wall reverted back to the default texture, and the bug was fixed. This was the only bugged texture in that file.

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

Hello H3llBaron,

Are there any plans to add subtitles support from RealRTCW to Venom Mod?

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RealRTCW

Is there any ETA for the next update (with fixed subtitles and HQ fonts)?

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ Payne Effects 3

If you're talking about this bug Steamcommunity.com (a black "vignette" stuck in the middle of the screen), this is how I fixed it:

1. Download RASMaster (I used it to unpack mp2m files): Softpedia.com

2. After unpacking the mod, look for two files in "HUD" folder - "hud.txt" and "introductionSprites.h" (both can be opened with Notepad).

3. In "hud.txt", look for the line "ConstantSprite". There'll be a "DefaultVertexAlpha 255" setting below it. Change it from "255" to "0" and save the file. This will turn off a black vignette that is shown in cutscenes and outside of gunfights if you use a Widescreen Fix.

3. To fix blood and other on-screen effects being shown in a rectangle instead of the whole screen (like is shown here: Steamuserimages-a.akamaihd.net ), you'll need to edit "introductionSprites.h" in the "hud" folder. There are 4 "IntroductionSprites" you need to edit: explosion_dirt, blood_soft, blood_heavy, blood_death. Look for the parameters "ReferencePoint", "Width" and "Height". Change "ReferencePoint" from "UPLEFT" to "CENTER", and set your native resolution in the "Width" and "Height" (I used 1920x1080 as my monitor only supports 1080p).

4. After you've done the aforementioned edits, create a new mp2m mod file in RASMaster using a "Create" option, and then place this file in the game folder.

There's still a grey vignette when you are near plot-related items, but it doesn't bother me as much as the two aforementioned cases, so I kept it in my version of the mod.

Good karma+2 votes
Tim1936
Tim1936 - - 33 comments @ Payne Effects 3 v1.5 FINAL FULL

I had this bug too: Steamcommunity.com (a black "vignette" stuck in the middle of the screen). This is how I managed to fix it after receiving some tips from the creator of this mod:

1. Download RASMaster (I used it to unpack mp2m files): Softpedia.com

2. After unpacking the mod, look for two files in "HUD" folder - "hud.txt" and "introductionSprites.h" (both can be opened with Notepad).

3. In "hud.txt", look for the line "ConstantSprite". There'll be a "DefaultVertexAlpha 255" setting below it. Change it from "255" to "0" and save the file. This will turn off a black vignette that is shown in cutscenes and outside of gunfights if you use a Widescreen Fix.

3. To fix blood and other on-screen effects being shown in a rectangle instead of the whole screen (like is shown here: Steamuserimages-a.akamaihd.net ), you'll need to edit "introductionSprites.h" in the "hud" folder. There are 4 "IntroductionSprites" you need to edit: explosion_dirt, blood_soft, blood_heavy, blood_death. Look for the parameters "ReferencePoint", "Width" and "Height". Change "ReferencePoint" from "UPLEFT" to "CENTER", and set your native resolution in the "Width" and "Height" (I used 1920x1080 as my monitor only supports 1080p).

4. After you've done the aforementioned edits, create a new mp2m mod file in RASMaster using a "Create" option, and then place this file in the game folder.

There's still a black vignette when you are near plot-related items, but it doesn't bother me as much as the two aforementioned cases, so I keep it in my version of the mod.

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ Payne Effects 3 v1.5 FINAL FULL

To stop the custom music from playing upon entering Bullettime, delete the line [Message] String = "maxpayne_gamemode->A_PlaySound ( misc, bt_music );"; from the file globalconfig.txt (in the unpacked mp2m file).

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RealRTCW

Hello WolfETPlayer,

I want to ask whether fixes for subtitles (their spelling and timecodes in particular) are going to be a part of the new update. The former I can fix myself as the pk3 files the mod uses can be easily opened with 7Zip, for example. But the incorrect subtitle timecodes are a more serious issue as they are very frequent across all of the levels, and I cannot find them in z_realrtcw_text.pk3\text\EnglishUSA\maps\. Could you tell me, please, where they can be located?

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RealRTCW

For those players who are unsatisfied with the vanilla fonts for in-game documents that RealRTCW still uses ( I.imgur.com - RealRTCW fonts; I.imgur.com - the Venom Mod fonts), the creator of the Venom Mod has offered a quick workaround:

"Replace fontImage_0_12.tga from z_realrtcw_ui.pk3\fonts\ with the same file from the Venom Mod (it can be found in sp_vpak6/fonts)".

I also deleted fontImage_12.dat from the same folder just to be sure, as it was related to the previous version of fontImage_0_12.tga I was replacing. I haven't noticed any visual glitches so far. I can finally read in-game documents without having to squint my eyes.

To WolfETPlayer: would you consider adding those HQ fonts to your mod, please? RealRTCW has the potential to become the most comprehensive mod ever created for RTCW (upgrading every possible visual aspect of it), but it's disappointing that the fonts of in-game documents, one of which a player can come across in the first five minutes of gameplay, still look like they were taken straight out of the vanilla version from 2001 :(

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

Thank you so much, _HellBaron_! I replaced fontImage_0_12.tga from z_realrtcw_ui.pk3\fonts\ with your version (also deleting fontImage_12.dat from the same folder just to be sure, as it was related to the previous version of fontImage_0_12.tga I was replacing). It worked! So far I haven't noticed any bugs with the UI, the menu font is displayed just as it was in the original RealRTCW. Now I'll finally be able to read the in-game documents without having to squint my eyes. It was really jarring to see those low-resolution fonts straight out of 2001 in the mod that upgraded the visual quality of almost everything else. I really appreciate your help with this issue.

Good karma+2 votes
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

Hello _HellBaron_,

I'm still looking for a way to add your fonts to RealRTCW. I really don't like vanilla fonts, and their low resolution lies in stark contrast to the otherwise upgraded graphics of that mod. Could you tell me, please, what folder contains those fonts and how exactly the font file is called?

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

Hello _HellBaron_,

Could you tell me, please, how to add the Venom Mod fonts for in-game documents to RealRTCW? The latter still uses vanilla fonts, and I would like to replace them with yours.

For comparison:

I.imgur.com - RealRTCW fonts;
I.imgur.com - the Venom Mod fonts (the ones I want to add).

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RealRTCW

For comparison:

I.imgur.com - RealRTCW fonts
I.imgur.com - the Venom Mod fonts

It seems that the former still uses vanilla fonts I don't like at all. The Venom Mod fonts are much easier on the eyes.

Good karma+2 votes
Tim1936
Tim1936 - - 33 comments @ RealRTCW

Hello, WolfETPlayer. Could you add high resolution fonts for in-game documents that the Venom Mod uses, please? Every time I launch the first level and open Dr Zee's report, I'm taken aback by that low-poly brown mess straight out of 2001. The Venom's fonts look much nicer, it'd be great to see them in RealRTCW too.

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ Remove (Most) Flashy Screen Effects

How to install this mod bypassing Rockstar Games Launcher? It always verifies game files before launching MP3, and redownloads the flashy effects this mod removes.

Good karma+2 votes
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

I have another question: is it possible to remove green blinding ghosts that Heinrich I summons? They are annoying as hell.

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

That solved my problem (I forgot to rename the files). Thank you!

Good karma+2 votes
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

I've made a video where you can see how I installed it: Youtu.be Could you watch it, please, and tell me what went wrong with my attempt? I did exactly what you told me: I extracted "weapons" folder out of "z_realrtcw.pk3/sound" and put it in "sp_vpak5.pk3/sound". Why did the weapon sounds remain unaffected?

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

I also tried to copy this "weapons" subfolder directly to "sound" folder inside sp_vpak5.pk3 using 7Zip, textures returned, but the sounds still remained the same...

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

I extracted "sound/weapons" subfolder using 7Zip, then did the same with sp_vpak5.pk3 (extracted it from pk3 archive through 7Zip). I put weapons subfolder in sp_vpak5 folder (inside "sound"), made the folder a zip archive again and wrote ".pk3" at the end of its name. I put the new sp_vpak5.pk3 in the Main folder.

However, I failed miserably. As soon as I loaded my save, I was greeted with this:

I.imgur.com

I.imgur.com

The sounds stayed the same as well :((((((((((

What should I do now? Should I use a different program to unpack pk3 archives instead of 7Zip?

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ RTCW Venom Mod

Hello _HellBaron_. Can you help me, please? I want to port weapon sounds from RealRTCW to Venom Mod, but I ran into problems. I tried to unpack z_realrtcw.pk3 and remove everything but sounds, however, after I placed the new repacked z_realrtcw.pk3 to Main folder, the game still played vanilla sounds:((((( What am I doing wrong?

I'm aware that I can integrate RealRTCW with Venom Mod, but the thing is, I only need those weapon sounds from Day of Infamy and nothing else. Basically, I want to combine Venom Mod's graphics with audio from RealRTCW. What is the right way to go about it?

Good karma+1 vote
Tim1936
Tim1936 - - 33 comments @ SWAT: Elite Force

Hello, eezstreet. Could you tell me please which files I need to edit in order to disable the DOA timer? It makes missions too challenging for me, especially if there's a dozen of wounded civilans on the map.

Good karma+1 vote