xirdalium

Xirdalium

  • unix history

    Not only gamer- or modding-communities are very conscious of the history of technology, but it seems to me that ‘online culture’ in general is—Éric Lévénez maintains a Unix History website, featuring “a simplified diagram of unix history. There are numerous derivative systems not listed in this chart, maybe 10 times more! In the recent past, many electronic companies had their own unix releases. This diagram is only the tip of an iceberg, with a penguin on it ;-).” For your convenience he stores several printable formats of his unix family tree for download … in case you still are searching for an appropriate poster to put on your office’s walls.

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  • bloodshed mod

    KiLLeRsEppL. 2002. Bloodshed Mod.

    mod-type: gameplay_tweak, fx_tweak
    release date: 19 August 2002
    release package: Bloodshed_v3.0.zip [9MB]
    package contains: Bloodshed Mod v3.0.mpm [13MB] | Bloodshed Readme.txt [4KB]
    download: at filefront

    accompanying Bloodshed Readme.txt:

    ===================================
    Welcome to the Bloodshed Mod Readme
    ===================================

    1. EXPLANATION
    2. VIOLENCE WARNING
    3. FEATURE-LIST
    4. CHANGES
    5. PLANED FEATURES
    6. CHEATS
    7. CONTACT

    ==============
    1. EXPLANATION
    ==============
    The Bloodshed Mod is the first Mod, which is concentrated on Blood-, Scream- and Deatheffects.
    The Mod will also modify some other things, but the main focus is on the blood ;)
    When you ask yourself, why I have spend so much time in such a Mod, I can tell you that it was
    real fun for me to modify Max Payne with Bloodshed! The normal blood is shit and so Ive startet
    creating the Bloodshed.

    ===================
    2. VIOLENCE WARNING
    ===================
    This modification contains scenes of graphic violence at a much higher level than the orginal
    developer (Remedy) indended. Therefore the developers of this modification recommend that persons under the
    age of 16 years are not permitted to view the graphic content of this modification.
    By running this modification, you agree to these terms and accept to be held entirely responsible for
    any damage caused either directly or indirectly through the use of this modification.
    Do not play too long on this mod, when you don’t stomach the pictures you can see!

    ===============
    3. FEATURE-LIST
    ===============
    – Max Payne: New Outfit (Matrix), Sunglasses, Long Coat
    – Uzi: New Skin, New Sound, Max holds the DualIngrams tilt
    – Bullettime: Neverending ;) [CAREFUL: The Shootdodging still needs Bullettime!]
    – Menus: New Menupictures, Levelselector, Gamesetmode-changer installed
    – Loadingbar: New Bar: Bloody Knife
    – New Beretta Sound
    – New Reload-sounds
    – Matrix Waves when shooting with a gun
    – Katana Sword added to the weapons
    – Some changes with the letters in the mainmenu

    – New bloodtextures on the ground and on glass
    – Extremly affecting deathsequence when killing with grenades or with the grenadelauncher
    – Higher quality of textures
    – The faces of enemies will become bloody when they die
    – With the shotgun/DE you can bring down the arms and heads of some enemytypes (Killersuits,Soldiers,SSGangstas)
    – With the Katana you can also cut the arms and heads
    – New Cameraeffect for the Katanadeath and with extremly affecting sounds

    ==========
    4. CHANGES
    ==========
    BETA1 : Internat BETA, First effects
    BETA2 : Internal BETA, Bugfixes, New Deathskins
    BETA3 : Internal BETA, Ingram animation, Deatheffect with Grenades
    Version 1.0 : Menus were built, Bullettime fixes, New Sounds in Menu, Bloodtextures, RELEASE
    Version 2.0 : Desert Eagle Fix
    Version 3.0 : New bloodtextures, Katana Sword & Deathsequence, HIGH VIOLENCE STATUS, New Menupictures, New Bloodpackets, Bullettime Music, Colourchanges, Fixes

    ==================
    5. PLANED FEATURES
    ==================
    When the KungFu v3.0 is came out, I will add the Moves with some modifications ;)
    I will see, if I will make one new bloodtexture and a new Shadow for Max

    =========
    6. CHEATS
    =========
    Ive made the cheats a little easier to use for you:

    =CHEAT= =FUNCTION=
    Weapons = All Weapons
    Ammo = Infinite Ammo
    Bloodbath = God-Mode, All Weapons and Infinite Ammo

    ==========
    7. CONTACT
    ==========
    If you have a question or problems with the mod, you can send a mail to KiLLeRsEppL[at]web.de
    You can ask in English, und auch auf Deutsch ;)

    Or try to contact me via ICQ. My ICQ UIN: 113481415

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  • sig


    Created a sig[nature] (see above) to gain some more profile at MPHQ—and for fun reasons :o) It cost me like about two hours this noon. But at least now I know a little about how-to-use Photoshop 5.0 LE. KerLone was so friendly to host my sig on his website. Of course I immediately had to post something … and did so in the MPHQ XiaoXiao Forum. Then I realized that, when I up-date my profile, immediately all my posts in the forums (a lame seven until today) update. So my sig is visible on the web now. This fact of the Internet still amazes me. What amazes me, too, is the sheer power of the graphics tools—if I think about how long it would have taken, to generate the sig with my (offline- ;o) airbrush …

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  • dark evil

    Coolman01 [aka Tom Faber]. 2002. Dark Evil.

    mod-type: gameplay_tweak, weapons_tweak, fx_tweak, skin_tweak
    release date: 10 August 2002
    release package: DarkEvil.zip [11MB]
    package contains: Dark Evil.mpm [19MB] | LiesMich.txt [6KB] | ReadMe.txt [4KB]
    download: at filefront

    accompanying Readme.txt:

    English Version
    —————————————————
    Dark Evil
    v1.0
    Release: 10. August, 2002, 0:00 (GMT +1)

    This Mod is free-to-development

    Each may develop this Mod like he wants (new Levels, weapons…) and publish.
    But these conditions must be kept:
    1. The names of the developers of the earlier version(s) must stand in the ReadMe.
    2. The current version must always be indicated (1.0, 2.0 …).
    3. With the shop of the menu must stand in the picture ” This Mod is free-to-development ” !

    —————————————————
    Story:

    A deadly virus broke out of the laboratories from Aesir , which already infected New York completely in shortest time.
    But the victims of the virus do not remain dead, them become Zombies and trachten for the living person still their life…

    It gives already an anti-virus, but if infecting is past too far, the anti-virus which is one inject itself must also ineffectively.
    They are trained speziel for are situations and to have the order the responsible persons for this disaster to find, to eliminate and the infected ones.

    Whether you uncover the happening as John Smith, the mysterious FBI agent, pr as Alexandra Dark, the beautiful policewoman, is left to them.
    —————————————————
    Features:

    v1.0

    -new Weapons: Crossbow, Magnum, Flare, Chaingun, Flamethrower
    -Kung Fu
    -new HUD
    – 2 playaible Characters:

    -Alexandra Dark
    Woman, Age: 21, Police Officer
    Specialized in Kung Fu.
    If one plays it, one can make much more Kung Fu move, one can more highly jump, faster run, and, if one is heavily hurt, heal themselves.
    However it cannot well with weapons, and it stands fewer injuries than John Smith.

    -John Smith
    Male, Age: 27, FBI Agent
    Specialized in weapons.
    Smith cannot jump very highly and run more a little fast also Kung Fu
    can it only few, however he bears more damage and he can better with weapons deal.

    -and many many more

    —————————————————
    Game Modes

    Normal Game:
    The player must struggle through hordes of Zombies and find the informants of the Viruses.

    Infected:
    The player is infected with the virus and has only few minutes before the virus in its body spreads and him kills.
    Before the time ran off, one must not have completed the level. It gives none bonus time, if you kill opponents!

    —————————————————
    Bugs

    This Mod is not compatiabel with old Savegames !
    If one with Alexandra Dark plays sees one in some Zwieschensequenzen John Smith.

    —————————————————
    Credits:

    v1.0

    Tom “Coolman01” Faber
    coolman-01[at]gmx.net
    Mod Idea, Coder, few Sounds, few Weapon Skins, Skins, Menu, HUD

    Killerseppel
    KiLLeRsEppL[at]web.de
    Blood Decals

    Kenny Young
    KungFu Animations

    Project X Team
    Flamethrower

    B.K.G. (Hitman)
    Crossbow + Skeleton + new Painkiller Model

    v2.0

    v3.0

    —————————————————
    Copyright

    Dark Evil, and free-to-development is a Idea of Tom “Coolman01” Faber.
    The Level and Character Selector is (C) by Tom “Coolman01” Faber.

    —————————————————

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  • lobby

    lobby

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  • masterfusion

    Masterfusion, leader of the mod-project Matrixed Reality has published a comment wherein he states, that he plans to switch engines:

    Hey guys, perhaps you have noticed that I didn’t update my site in the last time and didn’t show any new stuff. Well, I thought about which features to add in the next version, but everytime I had a cool idea I had to recognize that the limitations of the modding-system in Max Payne don’t make it possible to include. This pissed me off, so I finally decided to change the engine and continue with Matrixed Reality by making a mod for Unreal Tournament 2003. I will change the name from “Matrixed Reality” to “Matrixed Unreality”, since the gameplay will be completely different. I have already started to work, so there’s no way to stop me … hehe. Here are for example some screenshots from the new construct I made for Matrixed Unreality: I plan to make the gameplay as follows: There will be two teams, the agents and Morpheus’ crew, and the two gameplay-modes “Rescue Morpheus” and “Find the next exit”. In the first mode, Morpheus will be a hostage, captured somewhere in the map, and Neo, Trinity and the others will have to rescue him, while the agents try to stop them. In “Find the next exit” Morpheus’ crew will have to get as fast as possible to the next exit, while the agents will again try to kill them. I also plan to include some RPG-elements, like getting points for each frag, and when you have a certain amount of points, you can choose if you want to get better in “speed”, “strength” or some other categories. Synti will begin to make a new site soon, and I hope that my other team-members will also still help me. Anyway, I won’t leave the mphq-community, I will still make some animations for XiaoXiao and help New Dawn with some skins.

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  • cs offline

    Aus dem Leben eines CS’lers gegriffen [a glimpse into the life and times of a Counter-Strike player] is a hilarious satirical text [in German] by an unknown author. In short: a CS-player goes to an offline shooting range and tries to play out his ‘experience’ with firearms. He’s quite confident in himself as he followed the recent press stories on CS—deducing from them, he has to have world’s best training concerning firearms …

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  • dukefx

    Raeyl. 2002. DukeFX.

    mod-type: gameplay_tweak, skin_tweak, fx_tweak
    release date: 16 April 2002
    release package: DukeFX.zip [6MB]
    package contains: DukeFX.mpm [9MB] | DukeFX_info.txt [1KB]
    download: at filefront

    accompanying DukeFX_info.txt:

    Author: Raeyl
    Title: DukeFX
    Email: raeyl[at]hotmail.com
    ———-
    Features
    ———-
    -Duke Nukem skin replacement for Payne
    -KungFu 2.0
    -Matrix Wave particle
    -enhanced Bullet-Time
    -increased bullet speed to reflect realism
    (400 metres per second; used to be 50)
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  • matrixed reality

    matrixed reality

    Scene from the Max-Payne-1 mod-project 'Matrixed Reality.'


    There is yet another Matrix-mod for Max Payne in the making: Matrixed Reality. The team-leader is Masterfusion—seemingly from Germany or Austria. The Neo-model looks very good, far more similar to Keanu Reeves than most others I have seen. One of the mod’s features will be a ‘new level selector. It will be a level, the loading-room of The Matrix. Everything will be white (like in the movie) and Neo will say ‘I need guns…lots of guns’. Then you will be able to collect a lot of weapons and go to a telephone and change to the level you want to play (I think I’m gonna make one telephone for each level).’

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  • backstreets II

    MPH. 2001. Backstreets II.


    mod-type: levels
    release date: 17 November 2001
    release package: backstreets2.zip [8MB]
    package contains: mph – Backstreets II.mpm [21MB] | Readme.txt [2KB]
    download: at filefront

    accompanying Readme.txt:

    ________________________

    Backstreets II
    ————–
    17th November 2001
    http://www.m-p-h.co.uk
    http://www.dodgethismod.com
    ________________________
    Installation
    ________________________
    > Unzip the “mph – Backstreets II.mpm” file to your Max Payne directory: eg: “C:\Program Files\Max Payne”
    > Run Max Payne, and select “mph – Backstreets II” from the custom game drop-down list when the dialog appears
    ________________________
    Map Info
    ________________________
    Build Time : 23rd September > 16th November
    Render Time : 28 hours (approx)
    Compile machine: AMD Athlon 1.2ghz, 256mb RAM

    Render Settings: Radiosity Viewport : 60
    Radiosity Passes : 2
    Radiosity Boost : 210
    Radiosity Backplane: 40

    Playing Time : 10-15 mins
    Difficulty : Medium > Hard
    ________________________
    Notes
    ________________________
    This is my second Max Payne level, and I think you’ll find it’s an improvement over my first. Hope you enjoy it. You can play it on the 3 difficultly levels, and on New York Minute mode as well, which should keep it alive a bit longer.

    This will be my last single map for Max Payne for quite a while, as I’m working on the Dodge This mod (http://www.dodgethismod.com) There might be more Backstreets maps, but I won’t be making them as I’m too busy.

    If you have any comments, feedback etc then e-mail me at mph[at]nmiles.screaming.net (there are no typos in that address btw)
    ________________________
    Bugs:
    ________________________
    Lighting isn’t perfect, but not too bad
    Bullets hit transparent bit in between curtains
    Snows in that little hut building :-)
    ________________________
    Credits
    ________________________
    > http://ravage.fragoff.net – Max Payne prefabs
    > Remedy for some of their prefabs and textures again
    > And all the people who e-mailed me about the first map, I probably wouldn’t have got around to making this sequel if they hadn’t asked me to do another ;-)

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