stop with could not load library messages if you're not installing the mod on this version
Half-Payne is a Half-Life mod that aims to bring some gameplay bits from Max Payne. It ended up as interesting way to replay the game and this is the first time ever I tried to mod the game by dwelling into it's source.
Here's the list of all changes that have been made:
Painkillers and player's health
Dual Berettas - new weapon
Desert Eagle - revolver replacement
Classic viewmodel bobbing
Black Mesa Minute gamemode
Score Attack Game Mode
Custom Game Modes
Half-Payne latest update brings iconic Ingrams, more Max Payne soundtracks and custom game modes.
This devastating submachine gun was one of the must fun to use in the original Max Payne games and now it comes to Half-Payne. Ingram is (in)famous for insane rate of fire and terrible accuracy, and in Half-Payne it uses the same ammo pool as MP5 and Berettas, so use is wisely. The best use case is as an alternative to shotgun. Just like Berettas, Ingrams can be dual wielded and have the same approach when it comes to shoot and reloading animations - only the gun that has ammo in the magazine will shoot and the only gun that will be reloaded is one that actually needs it. It's very fun to use and doesn't feel unbalanced compared to other weapons. The picture below shows locations where you can find Ingram.
The idea came to me about a week before the release. I remembered the complain long time ago that there could be more Max Payne music, so I decided to fill most of the game with it. Most of tracks and ambience are from Max Payne 3, because the original game didn't have much to include. You can hear Killer Suits from Max Payne 1 at the beginning of video above and it's actually played in this particular moment, so music slowmotion effects described in the previous article apply here.
I think the reason why this wasn't done before is because I didn't want to derail from the original Half-Life too much, but let's be honest: there are only a couple of titular Half-Life tracks that are worth it, which is simillar to Max Payne 1 lack of notable tracks, and Half-Payne has derailed from Half-Life enough to be considered as it's own thing, so I stopped caring about this too much.
(to be honest I still feel weird about Half-Life/Max Payne/1/3 music mix, they all have very distinctive styles which makes me think that Half-Payne as a mod is just not sure what it wants to be)
New entity has been implemented that allows to end Custom Game Mode sessions by activating and touching this GOAL marker. Inspired by Metal Gear Solid 2 VR Missions, the idea was proposed in the previous article to add more variety for short custom game modes. It feels more smooth making player run to the goal instead of ending the session instantly. Another good use for GOAL marker is to direct player to the arbitary place. GOAL marker can be placed with custom game mode configs and activated by specifying a set of conditions that player has to meet.
Thanks a lot to my buddy Kiori-tan for making the requested mesh, despite it being a simple one, I'm always glad when this kind of work can be delegated so I can focus on other things.
KennyGilberto250 suggested help with providing spanish subtitles for Half-Payne, which required me to implement support for multiple subtitle languages. These are included in this update and you can switch to them in advanced options or with 'subtitles_language sp' cvar.
Another new batch of custom game modes came in with this update, most interesting ones are highlighted:
Several fixes were made to existing gameplay mods:
New config sections include:
Config sections changes and fixes:
I'd say this update is not really mindblowing but still feels important with bringing some more Max Payne stuff and also tools that will allow me to include more custom game mode scenarios, and more fixes/polishment. Unfortunately, almost the whole november has been wasted due to bad personal state, which means more stuff could get into this update.
I also want to thank everyone who voted for this mod so it managed to get into Top 100 this year, which also helped to get the Best Crossover award. This is very important for me because I aimed to get into Top 100 from the moment I released the Definitive Update. This award, despite not giving mod more attention, makes me know that time spent working was indeed worth it. If you really want to appreciate how much work went into all of it - how about you also try the first version ever released on JUN 12th 2016?
While it feels like Half-Payne is not getting more attention and people don't really record their experience with the mod, I don't let it to ruin my motivation yet. I still have several other crazy ideas in mind, some of them being mentioned long time ago, but still not implemented. Stay hooked! I'll get back to work in a couple of months and most likely make another article to show the new stuff. Teasers or WIPs may appear on my Twitter way before that. Here are several major scraps from my TODO list that I might work on:
As usual I'm always open to suggestions and support. If you'd like to contribute for the mod, preferrably by mapping - contact me.
Plenty of new game modes were planned for the next update, but so it's happened that I focused on something else entirely.
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