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User avatar   Uber Modder Uber ModderMember since: 06.01.2010, 12:10Posts: 1161Location: Safe House Likes: 2
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 12.10.2011, 19:56 
With overwrite i meant the "level" folder itself,not whats inside. It actally adds only the mission.xml from the qualitiy mod. ;)
And like i said it works perfect. :D


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  Beginner BeginnerMember since: 30.08.2011, 21:18Posts: 47 Likes: 0
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 12.10.2011, 20:42 
My comment was a quote from Maldo on his blog - I have no idea about these things! Ok, please let me know how I do it because I would love to start using them together right away if it is fine to do it?
User avatar   Uber Modder Uber ModderMember since: 04.05.2011, 17:12Posts: 1218Location: Belgrade Likes: 6
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 12.10.2011, 21:56 
Well! I just want to inform all of you, my mod is working together with new Maldo's V3.0. Tom explain and I tested a few levels, it is working like a charm!
So, to install it, just copy my folder "Levels"over Maldo's folder and that's it, there is nothing to overwrite. :)


  Beginner BeginnerMember since: 30.08.2011, 21:18Posts: 47 Likes: 0
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 12.10.2011, 22:24 
^ Sorry again, but I don't understand, I don't want to ruin anything. Maldo's 'Levels' folder has lots of items in them such as pak files, .xml files, .tmd files etc..., but they will all be deleted if I replace it with your 'Levels' folder which has only .xml files...? Do you mean we should merge your .xml files rather than replace. So e.g. if I take your Alien Vessel .xml file and put it in Maldo's Alien Vessel folder and do the same with all your other .xml files, will that work? And what about your info.xml files, where does that go?
User avatar   Uber Modder Uber ModderMember since: 04.05.2011, 17:12Posts: 1218Location: Belgrade Likes: 6
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 12.10.2011, 22:37 
Oh dude! No, I already explain, if you look inside mine folders you will see, there is only one file per level, mission_mission0.xml, this file is not in any folder of Maldo's mod, there is nothing to overwrite, just copy my Levels folder over Maldo's mod and you will see, there is no question about overwrite.
I do not know how to explain to you if you do not know to do simple copy/paste. ;)


  Beginner BeginnerMember since: 30.08.2011, 21:18Posts: 47 Likes: 0
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 12.10.2011, 23:06 
^ Hi, no really I do understand but on Windows, if you put another folder there with the same name as existing folder, it replaces the original folder. Anyway, I took each of your .xml files and added them individually to the relevant Levels sub-folder in Maldo's mod and is working nicely (had to start new game as did not work from a saved game). Only thing now I notice is when I sprint, there is a strange image stretching effect like this scene in Jaws http://www.youtube.com/watch?v=svEPWBxpYjo

Speed effect is disabled. Any ideas?
  Beginner BeginnerMember since: 24.01.2008, 14:21Posts: 33Location: Sweden Likes: 0
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 12.10.2011, 23:15 
Combining Maldo 3.0 and Quality Mod makes Crysis 2 pretty much the game it should have been back when it released, I almost regret playing trough it so many times that I have. xP
  Trainee TraineeMember since: 27.05.2009, 12:37Posts: 107 Likes: 2
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 12.10.2011, 23:33 
As I said before, I do not recommend use mission.xml file from qmod. Maybe you can't see that fle in level folder but IS THERE. It's inside .pak file. If you put an xml game uses that file instead paked. MaLDoHD 3.0 has a lot of fixes in maps and new decals and materials definitions to objects. Some of them are inside mission0.xml file and putting qmod xml you are using originals maps file only with shone flowgraphs inside.

I only need a few of days to sleep all I can't before launch and then integrate shone last version into maps.
  Beginner BeginnerMember since: 30.08.2011, 21:18Posts: 47 Likes: 0
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 12.10.2011, 23:48 
^ Thanks for info Maldo, I will wait until proper integration in a few days - that must be what is causing strange stretch effect.
User avatar   Uber Modder Uber ModderMember since: 04.05.2011, 17:12Posts: 1218Location: Belgrade Likes: 6
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 13.10.2011, 00:45 
MaLDo I also think that there is a lot of fixes in your level.pak/...mission0.xml of levels, so I just focus on my mod, you know, is it working or not. Anyway better is to wait for full version of combination two mods.

johnson13 you can reduce those, what you say, "strange stretch effect" by changing "pl_movement.power_sprint_targetFov" value to less, for example 60, 70 or something, via console or autoexec.cfg.


  Beginner BeginnerMember since: 30.08.2011, 21:18Posts: 47 Likes: 0
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 13.10.2011, 10:01 
^ Hi ShonE, ok, thanks for the tip!
  Beginner BeginnerMember since: 05.09.2011, 17:10Posts: 8 Likes: 0
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 14.10.2011, 00:13 
Just use qmod 1.4 it doesn't overwrite anything. Just don't copy the info file. That's the one im using and its fabulous
User avatar   Trained Modder Trained ModderMember since: 22.02.2009, 15:28Posts: 231Location: Brazil Likes: 4
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 14.10.2011, 05:54 
Quote by trancefreak64:
Just use qmod 1.4 it doesn't overwrite anything. Just don't copy the info file. That's the one im using and its fabulous
Just becouse it doesn't overwrite it doesn't mean that is working the way it should.

Read MaLDo's Blog:

Quote by MaLDo:
I don't recommend to use actual versions of BlackFire TOD or QMod because putting a mission0.xml within a level folder, it makes the game use that file instead of the file that is inside .pak so you're playing original levels and not MaLDoHD version with fixes and improvements.

You heard the man, if you use the QMod with MaLDo HD Texture Pack v3.0 you'll be throwing away most part of MaLDo's work.
  Beginner BeginnerMember since: 02.08.2011, 01:25Posts: 2 Likes: 0
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 14.10.2011, 09:29 
Thanks for all the hard work on this. Found some weird milk, thought you would like to see it. Looks shady, I wouldn't drink it.

Image
  Trainee TraineeMember since: 27.05.2009, 12:37Posts: 107 Likes: 2
 

 Post Topic: Re: MaLDo HD Texture mod for Crysis 2
PostPosted 14.10.2011, 10:38 
Quote by sachiebear:
Thanks for all the hard work on this. Found some weird milk, thought you would like to see it. Looks shady, I wouldn't drink it.

Image



Are you talking about that green milk with inverted text? That texture is not mine XD Can you say me where exactly is? and, can you see how is in game without mods? Because I think it will be the same XD

It's incredible how many bugs has been "detected" now that are there in the original game. God, if there are hundreds of them before mod and nobody talks about them. XD