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MaxShadow09
MaxShadow09 @ SWAT: Elite Force

You already unlock new equipment every mission. Are you using the "AllMissions" campaign? You have everything unlocked there, you have to use the SWAT4+TSS campaign.

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MaxShadow09
MaxShadow09 @ SWAT: Elite Force

What campaign are you using? The SWAT4+TSS works fine and has all the briefings. The AllMissions doesn't, probably because most custom missions don't have any briefing.

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MaxShadow09
MaxShadow09 @ SWAT: Elite Force

Thanks LeRutY. I also noticed that if you open SwatEquipment.ini and change "MeleeDamage" to 0, it won't count as harming civilians.

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MaxShadow09
MaxShadow09 @ SWAT: Elite Force

Oh, I didn't notice they waited a bit. The delay must be really low, because they enter while the gas is still visible. One or two more secounds would be more realistic, so the gas has enough time to dissipate.

Another thing I'd like to suggest (although this one is mostly personal preference), I think the melee attack should not count as "harming" the hostages on the final score. Cuffing a hostage forcibly seems more humane than spraying his face with pepper gas, but since there isn't a way to hand cuff a non-cooperating civilian, the melee attack is the closest alternative. The punching animation doesn't look very harmful either.

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MaxShadow09
MaxShadow09 @ SWAT: Elite Force

I was looking for a mod which added the vainilla missions to SSE, and found this one. Now I'm not coming back. This is so cool, some changes are subtle, others are more significant, but none of them break the core gameplay, and they all contribute to a better experience. This is what SWAT 4 should have been from the start. You did an excellent job.

Since you're still working on this, I'd like to make a few suggestions:

- In the vainilla game, AI officers are inmune to equipment grenades, regardless of their headgear. Do you think you could do something about that? Maybe the game doesn't have the animations or the required logic to make AI officers choke, so a better option would be to prevent them from entering gassed rooms, and suspending their combat logic when they are caught up in a flashbang.

- The wiki says that, despite popular belief, suspect NPC are never inmune to flashbangs. Later in the game you encounter some enemies with tactical helmets. It would be cool if they were inmune to flashbangs, as it will force you to pick the best grenade for each situation.

- There isn't any way to tell your AI teammates to switch to their secondary weapon right? Maybe you could add a voice command for that?

You probably have your hands full already, and I don't even know if these things are possible with modding, but if you ever find the time to take a look at them, I think they would make the mod even better. Anyway, keep up the good work! I'm looking forward for 6.1 :)

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MaxShadow09
MaxShadow09 @ Skirmish Plus

It shouldn't be too hard to port this to MoWAS 2. The units are the same, and the maps are pretty much the same too. However, I left the game, and I haven't even finished this one yet. If I ever make a MOWAS 2 version, it won't be soon.

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MaxShadow09
MaxShadow09 @ Skirmish Plus

Actually I only updated it for the units included in Cold War 1.6.0. Theres a newer version, but I haven't updated it yet. I uploaded what I have anyways. This is the changelog:

- Updated CW units for Cold War 1.6.0.
- Added USA and GERMANY from German Soldiers Mod as playable factions (WIP)
- You now get a free infantry squad when the mission starts.
- Fixed a few minor problems.
- Replaced the ugly "stub" icon with an empty one.
- CW russian enemies now use a Shilka instead of a Tunguska.

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MaxShadow09
MaxShadow09 @ Skirmish Plus

Officially it supports Cold War 1.5.9 I think. I updated it for the newer versions, but never uploaded it. Cold War Realism is not supported, only the original Cold War. It may or may not work, I haven't tried it.

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MaxShadow09
MaxShadow09 @ DemonSteele

Awesome mod. My only complain is that Shihong doesn't work well with a joystick. I can trigger special attacks with Hae-Lin, but they don't work for Shihong. It works fine with a keyboard.

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MaxShadow09
MaxShadow09 @ Weapon Wheel v1.54

Oh nevermind, I had to use GDCC. Now it compiles BUT it's not working anyway. I mounted D4D with the new weaponwheel file but the wheel doesn't show any weapons. It's empty :/ I don't know what I'm doing wrong.

EDIT: Nevermind x2, I had to put the weapons in weapon_list_custom. Anyway, the problem with up and down selection still exists. The selection dot dissapears when I move the joystick to the up and down quadrants. Any idea of why that happens?

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MaxShadow09
MaxShadow09 @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Is there any practical way to make this compatible with other mods? I would like to use this with Doom(4)forDoom, but when I use both mods, the crosshair dissapears.

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MaxShadow09
MaxShadow09 @ Weapon Wheel v1.54

Also, I have another problem. I can't select anything that is directly up or down. The rest of weapons work fine. I saw someone else reporting the same thing, and he said it happens when you use give all, but I'm not using any commands and the problem still exists. This happens with joystick, I haven't tried mouse or wheel. Do you know what's the problem?

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MaxShadow09
MaxShadow09 @ Weapon Wheel v1.54

Hey man I need some help. I'm trying to add a weapon wheel to D4D, but I get a lot of errors when I try to compile:

Line 1 in file "C:\Users\Mario\AppData\Local\Temp\ SLADE3\DEFS.acs" ...
C:\Users\Mario\AppData\Local\Temp\ SLADE3\DEFS.acs:1: #library must come before anything else.
> #library
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WWFUNCTIONS.acs:3: Invalid directive.
> #pragma
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WWFUNCTIONS.acs:4: Invalid directive.
> #pragma
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WWFUNCTIONS.acs:158: Invalid return type.
> function fixed
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WWFUNCTIONS.acs:158: Invalid variable type.
> function fixed absfixed (fixed
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WEAPONWHEEL.acs:3: Invalid directive.
> #pragma
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WEAPONWHEEL.acs:4: Invalid directive.
> #pragma
> ^
C:\Users\Mario\AppData\Local\Temp\ SLADE3\WEAPONWHEEL.acs:38: Invalid declarator.
> fixed
> ^

I'm using the latest ACC version (1.55). This is my list:

{
// {actor name, sprite name, display name, total ammo name, ammo-in-weapon name},
{"D4DFist", "NONE", "Fists", "NONE", "NONE"},
{"D4Chainsaw", "WPPKA0", "Chainsaw", "NONE", "NONE"},
{"D4Pistol", "WPPKB0", "Pistol", "NONE", "NONE"},
{"D4Shotgun", "WPPKC0", "Shotgun", "D4Shells", "NONE"},
{"D4SuperShotgun", "WPPKD0", "Super Shotgun", "D4Shells", "NONE"},
{"D4Repeater", "WPPKL0", "Repeater", "D4Bullets", "NONE"},
{"D4AssaultRifle", "WPPKE0", "Assault Rifle", "D4Bullets", "NONE"},
{"D4Chaingun", "WPPKF0", "Chaingun", "D4Bullets", "NONE"},
{"D4RocketLauncher", "WPPKG0", "Rocket Launcher", "D4Rockets", "NONE"},
{"D4PlasmaRifle", "WPPKH0", "Plasma Rifle", "D4Cells", "NONE"},
{"D4VortexRifle", "WPPKM0", "Vortex Rifle", "D4Cells", "NONE"},
{"D4BFG", "WPPKI0", "BFG", "D4BFGAmmo", "NONE"},
{"D4StaticRifle", "WPPKK0", "Static Rifle", "NONE", "NONE"},
{"D4LightningGun", "WPPKN0", "Lightning Gun", "D4Cells", "NONE"},
{"D4GaussCannon", "WPPKJ0", "Gauss Gun", "D4Cells", "NONE"},
{"D4CarrionCannon", "WPPKO0", "Carrion Cannon", "D4Carrion", "NONE"}
};

Do you know what's the problem?

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MaxShadow09
MaxShadow09 @ Weapon Wheel v1.54

- snip -

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MaxShadow09
MaxShadow09 @ Europe at War

Quizas la version de Steam sigue siendo 7.1, y las actualizaciones solo son correcciones de errores que no cambian el numero de version.

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MaxShadow09
MaxShadow09 @ Europe at War

Is the German AI broken for Ardennes maps? Every time I play on those maps 2v2 as USA or BRIT, my ally pushes normally, but the germans stay at their base. They train infantry units, but they don't seem to move to capture.

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MaxShadow09
MaxShadow09 @ German Soldiers Mod [MP Mod]

Hey Blub0r2k, great mod! It's one of my favorites. I just want to say that I found a very little bug. All the vehicles with low caliber cannons (like AA) prefer to use AP rounds against infantry. Even if you change their current ammo type, they pick AP again when they reload. This, however, is easely fixed by adding a few lines to "resource/set/target/ammo.set".

In the three "human" blocks, just add this:
{"shell fg" {ground}}
{"shell he" {ground}}
{"shell fg"}
{"shell he"}
below "{"shell he" {ready_for_shot}}". Apparently, the "{ready_for_shot}" tag only works for single shell cannons, so all AA guns skip the HE ammo types and switch to AP. Keep in mind that I found this in the MoWAS1 version, perhaps you already changed that in the newer versions.

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MaxShadow09
MaxShadow09 @ the Far East War

I like the mod, but I think it has some serious balance issues. The Chinese army is underpowered, they can't bring any mobile vehicle until they build an armor factory. Even the AI is stupid when playing as them. I tried 2v2 with 1 hard ally and two normal enemies, and I couldn't win. When I played with the Japanese, 2v2 all normals it was much easier.

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MaxShadow09
MaxShadow09 @ CS16Client v1.01 (for singlecore devices)

Great work a1batross! Too bad it doesn't work in my device :c Its weird, the original Xash3D works fine. I guess this one needs more memory, it just crashes when loading a map.

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MaxShadow09
MaxShadow09 @ Skirmish Plus

No, it's for MOWAS only.

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MaxShadow09
MaxShadow09 @ Skirmish Plus

Yeah, there are conflicts because some MOWAS units and decorations make the game crash when playing with the Cold War mod. However, I removed them in this mod, and also included a little patch to allow playing MOWAS maps in CW. It should work fine (at least it does in on my end). I installed the game back, so I'll try to start updating it again one of these days.

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MaxShadow09
MaxShadow09 @ Valour

Hey Normand, aren't you going to upload your old Valour for MoWAS1 again? I miss it :/ It probably didn't have half of the features of this one, but it had some pretty cool vehicles.

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MaxShadow09
MaxShadow09 @ Yapb 2.72 addons for Xash3D Android (outdated)

This is to be used with the first public release of CS1.6 port? Or there is another newer version?

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MaxShadow09
MaxShadow09 @ Half-Life 2 Substance

Yeah I remember the Fortune's device, although I don't remember Snake using it :| but I haven't played any MGS in a long time.

The thing is that the shockwave doesn't fit well in Raiden either :P (Although I haven't played MGR, perhaps he uses something like that there?). I was thinking in Fox because I like to use Raiden as him, but Raiden is the default character. Perhaps its better if you leave that power like it is. Anyway, that "taunt" thing is a waste of a power slot. There should be something else that could be added to the Ripper mode. Perhaps the ability to block bullets in front of him when using melee, quickly draining the energy reserve? Thats a classic ;)

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MaxShadow09
MaxShadow09 @ Half-Life 2 Substance

First of all, great mod! I used to play it a few years ago, I see you improved it a lot. Its my favorite SP mod so far c: However, the addition of new classes produced some... redundancies. I would like to give you some suggestions that might improve the mod.

- Both Snake and Raiden have an invisibility power, and both work exactly the same. If I have to choose one, I'll prefer to see stealth in raiden because I like to play it as Fox, and he has invisibility. Perhaps snake should have another power, OR you could make them a bit different. For example, you could make Raiden's invisibility not consume energy, but instead consume health at a higher rate than when he's visible, letting him use it as long as he wants. Also, he should stop losing health when visible. That's how Fox invisibility worked in the MGS1 VR Missions.

- Snake shockwave is a bit out of context, at least with the MGS world. I think thats a power for Raiden. Fox had a shockwave power that also damaged him. He used it in his battle against Snake, and is also useable in the MGS1 VR Missions. Snake should have another power, or at least swap it with the Raiden "Taunt".

- Boss camouflage is not only unnecessary, but also a bit annoying. When you're trying to snipe enemies while crouched, the camouflage activates blocking your ability to fire, and forcing you to move. It also has zero gameplay advantage, as there are other classes with a better stealth ability.

- Liquid is fine as the pure damage class. However, his berserk ability is almost the same as Raidens melee, but without the health loss. If you change the way Raiden works like I suggested, then they would be exactly the same. I would like to say that he should have another power, but I really like punching enemies and watching them explode :v This is another redundancy, but I really don't know how it could be improved.

- Theres a small bug that sometimes make you walk much slower. I think it mostly happens with Raiden.

- I think that Gordon's flashlight and Boss night vision should be stated in their description, as those are their real F abilities.

Thats all. I don't know if you're still working on this, but if you do, I think these changes would improve the mod and make each class more unique. Anyway, keep up the good work :)

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MaxShadow09
MaxShadow09 @ Half-Life 2 Substance

Any chance of running this with the HL2 episodes? I tried it before with SMOD and it didn't work well, NPCs were mute most of the time.

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MaxShadow09
MaxShadow09 @ Stargate - Empire at War: Pegasus Chronicles

Still no luck. I ran the compability check, and it said I had to install the RAM-Fix, shaders, and clean my mod and FoC data folder. So I did, but its still crashing. If I run the compability check again, it says I haven't installed the RAM-Fix, but I did more than once. My data folder is not clean for some reason, but I don't want to reinstall the game. I really doubt that there is a problem in my installation, I didn't touch anything there. Anyway, thanks for the answer.

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MaxShadow09
MaxShadow09 @ Stargate - Empire at War: Pegasus Chronicles

For some reason this doesn't work for me :/ I downloaded the launcher, and with it all the updates. But everytime I start the mod, it crashes before the menu. Any Idea what it could be? All the other mods work fine.

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MaxShadow09
MaxShadow09 @ Star Wars - Galaxy At War

I have read the description, and I'm not asking why those objets aren't in the Demo. I want to know if you're still working on the AS1 mod, or you'll just focus on the AS2 one.

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MaxShadow09
MaxShadow09 @ Star Wars - Galaxy At War

I see there are some missing objects I saw on youtube, probably from the AS2 demo. I'm wondering if you're gonna keep updating the AS1 mod, or you will work on the AS2 one only?

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