• PAYDAY 2 V8 - Mint-Condition Thread
    5,002 replies, posted
I do kind of like how Overkill gives an actual story explanation about their additions like safes and reductions instead of just dropping it in and being "Well there you go"
[QUOTE=Nickolas;49766318]I do kind of like how Overkill gives an actual story explanation about their additions like safes and reductions instead of just dropping it in and being "Well there you go"[/QUOTE] They gotta give a reason to peoples to care about the update somehow
[t]http://images.akamai.steamusercontent.com/ugc/308864834615110886/D06267A9564910AF898CEE73BD84172E520813FD/[/t] what is this
[QUOTE=HappyHead;49766381][t]http://images.akamai.steamusercontent.com/ugc/308864834615110886/D06267A9564910AF898CEE73BD84172E520813FD/[/t] what is this[/QUOTE] check the website,it's wolf's shopping list
[QUOTE=SlickBlade;49763819] Got bored and started working on a little mod. Going to replace the heisters' PDTH faces with their PD2 counterparts. Hoxton will be unscarred as well. No clue how this will turn out, so only changing Chains atm. Edit Well shit that came out a lot better than I expected. Other than the different head shape, and that the normal maps can't be opened (thus indents where head scars were) it seems pretty good. I'll fix up the nostrils that I forgot to tweak and start working on the other 3 in my spare time. Figure when I get around to Hox, I'll use that 'Hoxier Hoxton' mod. Makes him look younger and healthier, and has a unburnt option which I'll use. Edit While I was at it, I discovered the pleasantries of payday textures[/QUOTE] Hey I tried something like that once. It definitely didn't go so well. [t]https://i.imgur.com/rTKARt5.jpg[/t] (sorry for the phone camera shot, it's all I've got left of this old failed mod) By the way, it's definitely possible to edit normal maps. You can use [url=http://www.amnoid.de/ddsview/]ddsview[/url] to open them and save them as .tgas, then [url=https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop]Nvidia's texture tools for Photoshop[/url] to modify them and save them back as .dds files. The trick with Payday's normal maps is that the green channel is stored as the alpha channel instead, and the blue channel is black instead of white. I usually save them as tangent normal maps with DDS tools too, but I'm not 100% sure if it matters. [url=https://mega.nz/#!Q15ExSCb!N8cnOl9hb7Q23mXmJvO15zqn0QlcJ29L2eyCakOGiKg]Here's a version[/url] of Chains PDTH normal map with no scars and softer facial features, if you want it. It won't line up any better with your mod than the original normal map does though. Funnily enough I also made Hoxier Hoxton. [url=https://mega.nz/#!MtBkFABB!XZDgm8G38nk9W1m6Pq3gE9iOF1iGfDp7bGSe2h173Bs]Here's a .psd file for it.[/url] I should really get around to reuploading that to Last Bullet, since the version on there at the moment was uploaded by another guy after Last Bullet's server crash.
[QUOTE=PaperMartin;49766035][video=youtube;8ltmKeHfZrU]https://www.youtube.com/watch?v=8ltmKeHfZrU&feature=youtu.be&t=2m16s[/video] Go straight to 2:16 That and a new DLC on steamDB [url]https://steamdb.info/search/?a=app&q=PayDay+2&type=-1&category=0[/url] and a 1.1GB update just for the new safe wtf[/QUOTE] I'll have you know that it's [url=http://steamcommunity.com/sharedfiles/filedetails/?id=515636204]Headquarters from the workshop.[/url] Pay no attention to it as any sort of official content.
[QUOTE=Mochnel;49766218][t]http://media.overkillsoftware.com/2016/02/wolf-skin-legendary.png[/t] wtf is this even, is that a silencer? cant fucking tell, and even if it was, who would put one on an LMG???[/QUOTE] I put a silencer on every single weapon because the damage bonus silent killer gives with a silencer is greater than that of any other barrel extension. Plus the stability and accuracy bonuses.
[QUOTE=Mochnel;49766218]-topsnip- wtf is this even, is that a silencer? cant fucking tell, and even if it was, who would put one on an LMG???[/QUOTE] We Nerf nao No really, everything is there. From the pointlessly large/long barrel to the air buffer tube in the stock.
[QUOTE=HappyHead;49766381][t]http://images.akamai.steamusercontent.com/ugc/308864834615110886/D06267A9564910AF898CEE73BD84172E520813FD/[/t] what is this[/QUOTE] Coffee, milk, butter, eggs and a lot of potatoes.
[QUOTE=Doctor Zedacon;49766587]I put a silencer on every single weapon because the damage bonus silent killer gives with a silencer is greater than that of any other barrel extension. Plus the stability and accuracy bonuses.[/QUOTE] If only you could silence the minigun. I'd love to see someone running around with this giant bullet hose of death, with a massive silencer jammed on the end of every one of the barrels.
[QUOTE=TacticalBacon;49767164]If only you could silence the minigun. I'd love to see someone running around with this giant bullet hose of death, with a massive silencer jammed on the end of every one of the barrels.[/QUOTE] well i mean its definitely a fun idea, but mini-gun suppressors are a thing: [img]http://www.armamentsales.com/photos/albums/userpics/10001/normal_Minigun_Silencers.jpg[/img] [img]http://i5.photobucket.com/albums/y164/RavenmadNBS/normal_Minigun_Suppressor_Front.jpg[/img] so no need to screw on 6-8 individual silencers.
[QUOTE=kibbleknight;49767542] so no need to screw on 6-8 individual silencers.[/QUOTE] But putting a bunch of silencers sounds funnier.
[QUOTE=sade1212;49766472]Hey I tried something like that once. It definitely didn't go so well. [t]https://i.imgur.com/rTKARt5.jpg[/t] (sorry for the phone camera shot, it's all I've got left of this old failed mod) By the way, it's definitely possible to edit normal maps. You can use [url=http://www.amnoid.de/ddsview/]ddsview[/url] to open them and save them as .tgas, then [url=https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop]Nvidia's texture tools for Photoshop[/url] to modify them and save them back as .dds files. The trick with Payday's normal maps is that the green channel is stored as the alpha channel instead, and the blue channel is black instead of white. I usually save them as tangent normal maps with DDS tools too, but I'm not 100% sure if it matters. [url=https://mega.nz/#!Q15ExSCb!N8cnOl9hb7Q23mXmJvO15zqn0QlcJ29L2eyCakOGiKg]Here's a version[/url] of Chains PDTH normal map with no scars and softer facial features, if you want it. It won't line up any better with your mod than the original normal map does though. Funnily enough I also made Hoxier Hoxton. I'll send you the .psd file for it once I've tidied it up and updated it a bit. I should really get around to reuploading that to Last Bullet, since the version on there at the moment was uploaded by another guy after Last Bullet's server crash.[/QUOTE] Cheers. Don't worry about the Hox file. I use Paint.net so I wouldn't be able to use it regardless. Still have your originally uploaded one before the crash, which should work alright.
[QUOTE=SlickBlade;49767876]Cheers. Don't worry about the Hox file. I use Paint.net so I wouldn't be able to use it regardless. Still have your originally uploaded one before the crash, which should work alright.[/QUOTE] I use paint.net as well, if you need any help with the normals pm me, its really simple with a channels add on.
[QUOTE=SlickBlade;49767876]Cheers. Don't worry about the Hox file. I use Paint.net so I wouldn't be able to use it regardless. Still have your originally uploaded one before the crash, which should work alright.[/QUOTE] Well, I edited into my post regardless. [url=https://psdplugin.codeplex.com/]There is a .psd plugin for Paint.NET by the way.[/url]
[QUOTE=HappyHead;49767704]But putting a bunch of silencers sounds funnier.[/QUOTE] It'd be funny if you also needed 6 silencers of that type to install the mod, and it removes them from your inventory.
Pistol Crossbow, Lion's Roar, Uzi, Cobra, Brenner 21, GL40, Gewehr 3, and the Falcon have support for weapon skins now. Expect to see those in the future. [quote]units/pd2_dlc_dark/pickups/drk_pku_blowtorch/drk_pku_blowtorch units/pd2_dlc_dark/pickups/drk_prop_thermal_paste/drk_prop_thermal_paste units/pd2_dlc_dark/props/drk_env_train_ground/drk_env_train_ground units/pd2_dlc_dark/props/drk_prop_mountain_gate/drk_ext_level_railing_mount_v3_df units/pd2_dlc_dark/props/drk_prop_mountain_gate/drk_prop_mountain_gate_df units/pd2_dlc_dark/props/drk_prop_sewer_grate/drk_sewer_grate_df units/pd2_dlc_dark/props/drk_prop_sewer_grate/drk_sewer_grate_nm units/pd2_dlc_dark/props/drk_prop_train_flat_bed/drk_prop_train_flat_bed units/pd2_dlc_dark/props/drk_prop_warning_stripe/drk_warning_stripe_l units/pd2_dlc_dark/props/drk_prop_warning_stripe/drk_warning_stripe_r[/quote] Some more file paths for the 'dark' heist. [quote]units/pd2_dlc_mad/architecture/mad_sawmill/mad_metal_corrugated_01_df units/pd2_dlc_mad/architecture/mad_sawmill/mad_metal_corrugated_01_gsma units/pd2_dlc_mad/architecture/mad_sawmill/mad_metal_corrugated_01_nm units/pd2_dlc_mad/architecture/mad_underground_lab/mad_int_aluminium_df units/pd2_dlc_mad/architecture/mad_underground_lab/mad_int_concrete_df units/pd2_dlc_mad/architecture/mad_underground_lab/mad_int_concrete_nm units/pd2_dlc_mad/architecture/mad_underground_lab/mad_int_dirt_df units/pd2_dlc_mad/architecture/mad_underground_lab/mad_int_dirt_mask units/pd2_dlc_mad/architecture/mad_underground_lab/mad_int_dirt_nm units/pd2_dlc_mad/nature/mad_terrain/mad_rocky_beach_df units/pd2_dlc_mad/nature/mad_terrain/mad_rocky_beach_gsma units/pd2_dlc_mad/nature/mad_terrain/mad_rocky_beach_nm units/pd2_dlc_mad/nature/mad_terrain/mad_terrain_beach_01 units/pd2_dlc_mad/terrain/mad_ice_water/mad_snow_df units/pd2_dlc_mad/terrain/mad_ice_water/mad_snow_gsma units/pd2_dlc_mad/terrain/mad_ice_water/mad_snow_nm[/quote] And some 'mad' ones. [quote]guis/dlcs/flashy/textures/pd2/menu_img_store guis/dlcs/flashy/textures/pd2/menu_img_sidejobs guis/dlcs/flashy/textures/pd2/menu_img_news guis/dlcs/flashy/textures/pd2/menu_img_play guis/dlcs/flashy/textures/pd2/menu_img_corners_off[/quote] The menu UI might be getting an overhaul soon.
[img]https://dl.dropboxusercontent.com/u/82063674/PD2Crewheads.png[/img] Total progress on the PD2 over PD:TH crew. Hoxton was a lot easier to make than Chains, figure Wolf will be easy too, and Dallas the most difficult due to his bulky face and modeled hair being squished onto the PD2 texture sheet.
I'd love a menu redesign, honestly.
[QUOTE=Lolnoob1;49769762]Pistol Crossbow, Lion's Roar, Uzi, Cobra, Brenner 21, GL40, [B]Gewehr 3[/B], and the Falcon have support for weapon skins now. Expect to see those in the future.[/QUOTE] I'm scared. Please don't defile my raifu, OVK.
Per info from ZDann on the steam forums, stuff on Counterfeit: 1. leftover assets for a ladder asset/bag(I think lolnoob1 found it earlier) are still ingame, but unused. 2. The teddybear in the girls room has stuff left over from being a usable cutter as in No Mercy, indicating there used to be a cuttable door somewhere (I have some guesses, but they're pure speculation). 3. A bunch of Bain lines are unused in the map. The only specific one he mentions is about civilians trying to escape on their own. The buggy female african american civilian might have been a relic of that. 4. In case there was any doubt: the phone call does nothing. The heist automatically goes loud 40-50 seconds after the second set of police arrive. Basically you can take out the first police officer that goes into the house and just hide in the basement until things go loud. Man, seeing everything that gets cut always depresses me. Not as bad as The Diamond, though.
[QUOTE=Finale;49770716](I think lolnoob1 found it earlier)[/QUOTE]I'm actually Zdann :v:
[QUOTE=Lolnoob1;49770776]I'm actually Zdann :v:[/QUOTE] I am definitely going to find an excuse to call you Zdann Hussein at some point
[QUOTE=DeadMansChest;49770153]I'm scared. Please don't defile my raifu, OVK.[/QUOTE] Holy fuck, this post makes so much sense if you read into the Lua in DMCWO.
[QUOTE=Finale;49770716]Per info from ZDann on the steam forums, stuff on Counterfeit: 1. leftover assets for a ladder asset/bag(I think lolnoob1 found it earlier) are still ingame, but unused. 2. The teddybear in the girls room has stuff left over from being a usable cutter as in No Mercy, indicating there used to be a cuttable door somewhere (I have some guesses, but they're pure speculation). 3. A bunch of Bain lines are unused in the map. The only specific one he mentions is about civilians trying to escape on their own. The buggy female african american civilian might have been a relic of that. 4. In case there was any doubt: the phone call does nothing. The heist automatically goes loud 40-50 seconds after the second set of police arrive. Basically you can take out the first police officer that goes into the house and just hide in the basement until things go loud. Man, seeing everything that gets cut always depresses me. Not as bad as The Diamond, though.[/QUOTE] What was left out of The Diamond?
Anyone else think this game could seriously benefit from a rebalance of Law Enforcers? Earlier I had the most ridiculous "problem" I could imagine. I needed to get melee kills on cops in order to meet a Daily requirement. The problem? I had the M79 Grenade Launcher and modded AKS-74U, which one-shot Tans and even Greens half the time. The only time Law Enforcers feel threatening is when you ignore the Captain for awhile, and even then it only feels like last year before a bunch of shit got buffed. Comparing the damage now to screenshots I found from last year. I don't know if Law Enforcers were buffed at all during this time, but it doesn't really feel like it. G36: 37 -> 42 m/45: 31 -> 88.2 USP: 21 -> 68.3 MP5: 21 -> 44.1 Would be nice to see a total rework where Blues and Yellows are the bread and butter, and roughly on-par with Greens and Tans (without the bullet-proofing). GenSec would be on-par with a Taser without the special ability, and then Greens and Murky be somewhere in-between that. Make it more situational with who shows up to where, so you get more variety not just in who you face, but the maps you face them. So on Train or Bunker, you'll face Murkywater as a primary enemy. Basically it'd be nice to see bottom-tier units still fodder, but top-tier units less common but better able to hold ground. Currently a security guard can be killed by coughing on him, while a Tan can be killed by coughing on him twice in the face. (post written with my near-exclusive experience of Overkill difficulty in mind)
[QUOTE=SlickBlade;49770994]What was left out of The Diamond?[/QUOTE] Multi-day heist. Day 2 likely served as an in-heist introduction to Clover. It either took place in a different iteration of the museum, or a mystery "SAPPHIRE INDUSTRIES" building. Not much is known about the levels, other than you apparently leveling on a building on day 2. (???) That reminds me. People are welcome to add me on Steam, and I'll tell you about all the cut/unused content I know of in-game, mostly pertaining to heist related things. I don't have anywhere definitive to put it yet!
[QUOTE=Dougley;49771109]That reminds me. People are welcome to add me on Steam, and I'll tell you about all the cut/unused content I know of in-game, mostly pertaining to heist related things. I don't have anywhere definitive to put it yet![/QUOTE] Why not this thread? :pudge:
[QUOTE=Mr. Someguy;49771132]Why not this thread? :pudge:[/QUOTE] Yeah. Alright. Got a better idea. For now, here's a pastebin document where I'll put it all, before putting it somewhere more persistent, like Google docs. [url]http://pastebin.com/EfmkjuDu[/url] Only a few heists completely listed at the moment, but I'll keep it updated. Sharing is encouraged!
[QUOTE=riki2cool;49767103]Coffee, milk, butter, eggs and a lot of potatoes.[/QUOTE] The gun also says "räkna till tio", "count to ten" so Wolf remembered he needed to buy 10 items. That's why it says potatoes 5 times.
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