Hatred
Devil May Cry Overhaul
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Update: 30 Jul, 2018 @ 9:04am

v1.26
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-Fixed Dante's duplicated DT bar on respawn;
-DT gauge will no longer be spent during executions (safe or cinematic);
-Significantly increased health regeneration during devil trigger to match the healing burst in the moment of the transformation;
-Slightly increased the amount of DT gauge spent per-second while the transformation is active;
-Fixed infinite Devil Trigger exploit;
-Increased volume of several speeches on transformation;
-Added subtitles for several speeches on transformation;
-Removed dragon-shaped blood decal;
-Fixed rain-particles bug when skipping the initial cutscene in downtown stage;
-Adjusted ambient occlusion in downtown stage;
-Lowered Dante Must Die soundtrack volumes in every stage;
-Fixed initial script from the army-base stage, it's possible to progress through the campaign now;
-Fixed fucked-up eyes, mouth and hands textures in the final cutscene;

Update: 26 Jul, 2018 @ 2:50pm

v1.2.5
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-Significantly increased difficulty through the main-campaign;
-Changed "Storymode" to "easy";
-Changed "Easy" to "normal";
-Changed "Extreme" to "Very hard";
-Changed "Insane" to "Dante Must Die";
-Changed "Tutorial" to "Devil trigger tutorial";
-Cops, SWAT and soldiers will get devil triggered after 30 seconds they get spawned in "Dante Must Die", increasing their health by 225%;
-Changed regular main-campaign soundtracks on "Dante must die" for action-packed stuff;
-A few changes on the devil trigger tutorial text;
-Reduced Dante's health pool on "easy" from 10000 to 5000;
-Reduced Dante's health pool on "normal" from 5000 to 3500;
-Reduced Dante's health pool on "hard" from 4000 to 3000;
-Reduced Dante's health pool on "very hard" from 3000 to 1500;
-Reduced health regeneration on executions during easy mode to 50% of max. health;
-Removed health regeneration after executions on "dante must die";
-Reduced regenerated Dante's health pool after respawning on all difficulties to 50% of Dante's total health;
-Swapped old glossy Dante skeletal mesh and his textures with the ones I used in Rockshield Neighbourhood (which also means that his eyes are totally fixed now, they're no longer static) :D :D :d;
-Swapped plastic-made rebellion with metallic rebelion;
-Swapped rubber-like Dante's demonic form with the demon form used in Rockshield;
-Swapped "meh" blood decals with "sexy" blood decals;
-Changed Devil Trigger mechanic to the Rockshield one;
-Executing people will award devil trigger;
-Added skylight to home stage, so it won't seem pitch-black indoors during executions;
-Removed "ambient cubemap" post processing effect from home stage;
-Got rid of that cringy directional light flower workaround from Marina stage;
-Added weak red ambient cubemap to Marina stage, so it maintains a red aspect everywhere, but it gets pitch-black during executions;
-Got rid of unecessary rain particles workaround from Train stage;
-Removed 2 "ambient cubemap" post processing effects from the train stage;
-Added 2 skylights in the train stage;
-Removed unecessary triggerboxes from train stage;
-Changed cubemap setup of the train stage from "citycube (night with reflextions and shit)" to "daylight";
-Added skylight to train-station stage, so it won't seem pitch-black indoors and almost at outdoors during executions;
-Removed "ambient cubemap" post processing effect from train-station stage;
-Implemented illumination system to downtown lamps (and fixed NO LIGHT, JUST VOLUMETRIC AND EMISSIVE inverted flag from the original script);
-Downtown fog is slightly more red;
-Added skylight to downtown stage, so it won't seem pitch-black indoors and almost at outdoors during executions; (Seriously, isn't there an alternative to make only outdoors clear?!)
-Removed "ambient cubemap" post processing effect from downtown stage;
-Changed cubemap setup of the downtown stage from "daylight" to "citycube (night with reflextions and shit)";
-Added skylight to army base stage and used half-post processing cubemap intensity to it;
-Changed credits songs to "devils never cry", I guess it fits the cutscene a lot more;
-Added a bunch of blood on main-menu Dante and dOnte's chopped head;

Update: 23 May, 2016 @ 9:25pm

1.2
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Additions:

- Swapped Notim Portant's head with Devil May Cry 4 Dante's head;

- Added Devil Trigger mechanic to the game (DMC 4 Devil Triggered Dante). Its cooldown varies with difficulty level as the lowest CD time being 30 seconds and the highest being 75 seconds. You should play the tutorial stage for the introduction of how to use it and how it works in Hatred;

-Cinematic executions are quite easier to get triggered near objects. This plays a big role in the Devil Trigger mechanic;

- 98% of the light sources of the game got overhauled, this includes: indoors illuminations/light bulbs, lamps, car headlights, SMG flashlight, survival maps, billboards, letter signs and several other illumination shit you wouldn't even notice if you didn't read this;

- Added dynamic shadows of headlights for every vehicle in the game (This was something that always bothered me a lot in the vanilla game);

- "Notim Dante" holds dOnte's head in the main-menu, showing that there is place only for the true Dante in this world;

- "Notim Dante" uses his "rebellion" attached to his back;

- "Notim Dante" will often use "rebellion" to behead people for the Allah's name;

- Downtown, army base, Power plant and the department map got their atmosphere/night time overhauled. I was kinda bored of the grey aspect of the second half of the game;

- Added some demonic screams/laughs of DMC 1 ambient sounds for Marina, Truckstop and Downtown stages;

- There is a shitty done surprise at the train stage, but you probably know what it is after checking the new screenshots;

- Swapped some sound effects of the main/pause-menu with the ones of the DMC 1 menus;

- Swapped the vanilla death soundtrack with the Ambient version of the survival death soundtrack;

- The credits stage got overhauled, its atmosphere got overhauled aswell and the ending soundtrack got swapped with DMC 1 - "Seeds of Love" (DMC 1 ending soundtrack);

Fixes/Tweaks:

- The main-menu theme (Simcity 4 - primordial dream) got swapped with the DMC 1 statue of time soundtrack;

- Tweaked the coat physics, so it'll feel less like a red long dress and more like a badass trench coat with movement, visible reactions to explosions and shit (it isn't as badass as the coat physics in pre-survival branch tho);

- Removed the body armor from the main campaign for difficulty balancing;

- The last soundtrack of the power plant stage will play after planting the 2 C4 explosives that should be enough to blow up those fucking parasites instead of one;

- Fixed the cringeworthy loop of the gigapede battle soundtrack (Heavy soundtrack of the survival mode);

- Fixed a bug which caused the second downtown soundtrack to get interrupted/loop whenever a heavy shootout happened;

- Fixed a bug that caused the swat vans headlights being located inside the van (still present in the vanilla game);

Known oddities/bugs that I probably don't give a shit

- The human/devil transformations interrupts several animations, which leads to some issues like:

. Grenades getting wasted as its animation got interrupted
. Shotgun getting unusable if any transformation get triggered while reloading it (the same happens with body armor in vanilla game);
. Kicks getting interrupted;
. Weird behavior when colliding with something after the dodge animation getting interrupted (which will convert itself to islam run/sprint animation);

EDIT: I'm gonna dig into it.

- "Notim Dante's" eyes are static as their movement was causing them to get out of his face during cutscene and it proved to be much of a pain in the ass to fix/tweak due to DMC 4 Dante having wide eyesockets (at least I gues that this is the problem, I'm gonna dig into it tho). Bear with me, I'm doing this shit for free and I don't have much experience with 3D modelling tools. Did you hated this workaround? Then don't waste your time throwing shit at me and create your own mod, you autistic piece of shit;

- Kratos looks shit, he's meant to look shit because this was a shitty addition. You should thank me for being too lazy for making him playable as a storymode prank;

- "Notim Dante" can clip through some objects during some executions due to the "cinematic executions are easier to trigger" thing, but it is nothing that will make you cut your wrists off;

- There is a fucking shitty weighted sharp polygon that becomes visible in the last cutscene when Notim Portant falls on the floor. I'm gonna dig into this later, I could swear I fixed that shit before, but seems like I forgot to save the project before closing the editor kek;

- Survival characters will behead people with their shitty bread-slicer knifes in ISIS style, but the next update for this mod will be focused on DMC characters for the survival mode anyway, so I might look into it;

- The Devil Trigger is usable during cutscenes, so the transformation speeches will overlap the cutscene speechs. I decided to leave it there in case you wanna take screenshots or admire a devil triggered Dante in a different pose;

Update: 16 Mar, 2016 @ 11:22am

1.1
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-Increased the FOV and changed the lighting on main-menu to match with the main-menu soundtrack. Also, the pistol in the intro got swapped with a desert eagle. The FOV increase was inspired in the upcoming Darkswan's "Wrath" mod;

-Swapped the desert eagle soundfile with Ebony/Ivory soundfile;

-Stages 1, 2, 2.5, 3, 3.5, 4 will get an warm/wet orange aspect/orange-pink sky (orange/brown for stages 2.5/3.5 and 4) and orange/orange-reddish lighting similar to the ones at early Devil May Cry 1 campaign. Stages 5, 6 and 7 will remain untouched in this aspect in order to keep the default DMC style of featuring a night time at late campaign. The DMC musics I've chosen in the first version of the mod summed up with the new ambient lighting makes this game a fucking lot eerier and a bit uncomfortable at earlier stages, just like I intended in the first place;

-All the lights in Stage 1 (with exception of cars) are turned off (save for TVs, first cutscene and all that important shit) because... well, there is no need to keep the lights on;

-Stage 2.5 will seem dark, foggy, wet and red-ish with almost all street lamps turned off because a storm (default rain, but it's an excuse to keep the lighs off lol) hit the region, catching everyone by surprise just like Notim Portant surprised his neighbourhood. There are a few lamps turned on and some malfunctioning street lamps. Also, I made the wind seem stronger than the usual;

-Stage 3 and 3.5 will be similar to the stage 2.5, it'll feature rain (I made something similar to the artwork with a few tricks in BP), but unlike marina, it will neither seem like you're in hell when looking at sky nor feature strong winds. You'll see a greater quantity of street lamps turned on; My advice is to watch the entire first cutscene inside the train unless you don't bother with some rain particles getting inside the train while executing someone.

-Stage 4 will be similar to stage 3, but all the lamps are turned on. Althrough it'll feature similar cloudy weather as stage 3.5, it won't feature rain. I made it that way in order to justify the default Downtown cloudy weather;

-Stage 1 will have Desert eagles at the market, party, a hidden DE in one of the houses and at the police station.

There is a single Desert Eagle in the tower at stage 2.5, but it'll probably be useless since it's only one DE with 8 rounds in the map and you'll probably spend all the DE ammo against the swat lol.

There are lots of Desert Eagles at the weapon conference in downtown, if you manage to raid that shit, then they're yours;

-Each ammo box in Army Base stages has 20 Desert Eagle ammo;

Update: 1 Mar, 2016 @ 11:47pm

1.0

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New ingame soundtracks list:

-Main menu - Simcity 4 - Primordial Dream;
-Home - DMC 3 - Stage_01 (the ambient track that plays before facing Cerberus);
-Sewers - DMC 1 - Ancient Castle Basement stage";
-Marina - DMC 1 - Green Garden";
-Train - DMC 1 - Underwater stage;
-Truck Stop - DMC 1 - Evil Vacuum;
-Train station - DMC 1 - Nightmare Room (former DMC 1 players will have nightmares with this one xD;
-Downtown - DMC 1 - Bloody Batter;
-Downtown 2 - DMC 1 - Anarchy in the U.W;
-Army Base - DMC 3 - Gigapede Battle (low pitch version);
-Power Plant 1 - DMC 3 - Doppelganger Battle (low pitch version);
-Power Plant 2 - DMC 1 - Final Penetration;
-Power Plant 3 - DMC 1 - Third battle against Mundus;


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New cutscenes soundtracks list:
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OBS: By "stage", I don't mean the exact stage they were taken from, but how they're named in the game files, for example, the "Stage 8" soundtrack is the one that plays at mission 19, when we need to kill those 4 annoying MoFos before we run out of time..

Home:
-Cutscene 1: DMC 3 - Stage 08;
-Cutscene 2: DMC 1 - Colliseum;

Marina:
-Cutscene 3: DMC 3 - Stage 04;

Train Station:
-Cutscene (left and right): DMC 3 - Stage 07;

Downtown:
-Cutscene 2: DMC 3 - Stage 05b;

Army Base:
-Cutscene 2: DMC 1 - Mission Start Version 2;

Power plant:
-Final cutscene 1: Unchanged, it suits the tone I wanted with this mod for the game;
-Final cutscene 2: DMC 3 - Stage 08 (The one you're hearing right now);


====================================================
I managed to loop the DMC soundtracks, but I extended their length to 5~8 minutes in order of they lasting a bit longer, so...

New Ambient survival soundtracks:
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-The ones you will hear at the main campaign;
-Adrenaline - DMC 3 - The first half of the Arkham boss fight;
-Death - DMC 1 - Continue;


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New Heavy survival soundtracks:
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-Adrenaline: DMC 1 - Psycho Siren;

DMC 1 - Public Enemy;
DMC 1 - Lock and Load;
DMC 1 - Super Public Enemy 1;
DMC 1 - Super Public Enemy 2;
DMC 1 - Mental Machine (Nightmare battle theme);
DMC 3 - Gigapede/Hell Vanguard battle theme;
DMC 3 - Doppelganger battle Theme;
DMC 3 - That motherfucking horse battle Theme;