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Escape zone is now hidden.
The multi-story desync issue should now be fixed.
Now compatible with v1.0.5
Now compatible with BETA v0.1.3
A few more stray icons were hidden.
The combo mods that merge Clean Play with Extra Gear and Bullet Wounds are now live and on the workshop.
Extra. Clean.
Extra. Clean. Wounds.
The normal version of Clean Play was specifically meant for replays of the stock game without mods. Although there are various mods that work with it, it wasn't meant for universal compatibility. The reason being: everyone uses the stock game but not everyone uses certain mods. That and I'd have to update it everytime a mod is released on the workshop.
I'd still like to simplify things and integrate them as conveniently as possible but I have to figure it out first.
For the most part, a lot of the stuff I upload is merely experimentation and learning how the game works behind the scenes. The game's still being creating so I'm not gonna get too carried away, even though I may already have, until it's been finalized and officially released. That's when we'll know for sure what we're allowed to mod and all that.
If you could just activate this 'cinematic' button, or bind it somehow... that'd be like...
Yeah I noticed that the breaching animation was frozen. Must have been be the same as the lockpick one. So that was why :p
I just continued my campaign and did another mission. No problem so far, this is looking good. But let's be sure, and give it another day of awesome tests :)
Basically, when you merged the wounds mod it removed the support gear animation loop I put in place for Clean Play. In the stock game, the animation plays and then stops because the icon that covers it guides the eye else where, which is normal. But having removed/hidden the icons, it's obvious and looks like a bug. The animation loop corrects this.
The other thing was the icon_lockpick_potential file. Although the PSD version was there it was missing the TGA file and that's what the game's programmed to use, in turn causing it to be visible. So I added the transparent alpha channel version of it.
That's it. I ran a replay using tazers and arresting people and it all played clean. So it should be close to getting there, if it's not already.
However I lost, like a n00b, my .gcf file (Gimp). Its easy to recreate though, now that I have all the parts elswhere. But if you want I can give you all the stuff, including my hacked SVG from your mod icon ;)
It is so awesome that I made a small modification to your mod of the mod.
That's like a mod^3 lol
That's not a problem anyway. I will try on other maps.
Thanks
But at least it's functional for the most part. Nice vids by the way. :)
As for the glow stick, do you mean it's visibility overall? I didn't alter it in anyway other than the icons. Given it's color it may have to do with the brightness levels of certain mission textures.
It is much better now
See for yourself man:
http://youtu.be/eNDPzvWNmq0
However you will noticed that the frag nade icon on the door is still visible, and that the light stick drops are slightly visible. Like they have an opacity=10% or something. It's only visible in 1080p especially in the rooms on the left.
I have kept all of my other mods activated, most are new weapons and sounds. Except for the body wounds that was doing a conflict. But I can live without it :)
Oh hell here is another one :)
http://youtu.be/b18mt9f9c08
But thanks for removing the link.
Well your mod's mod works.. not really well.
Have a look: https://www.youtube.com/watch?v=xMA90NrbZNg&list=UU00k_FIZsahwPFY7nei9lSQ
Anyway thanks for trying, it's not like I NEED a clean play right here and right now lol.
I have been a DK player since Aplha 2. I can wait for the stable release featuring the cinematic mode ;)
Also post removed from my profile.
What we need is a custom "Extra Gear Clean Play" mod :)
Indeed I might remove the visuals/icons and stuff thanks to your mod, but it becomes useless if another mod restores them right after.
Thanks for replying man ;)
Your mod shoud totally be part of the game core. Cheers
But ultimately it won't matter because Extra Gear has icons that wouldn't be hidden during replays, due to them being custom, defeating the purpose of using the Clean Play mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=272935830
I just can't play without his mod lol. Also my replays are using it so there is now way I can temporarily disable it.
When I tried modding I've read that filesystem_mount could be used to override other mods and avoid conflicts (even on the same files). Is it possible to integrate this in your mod?
The hostages not egressing properly has been fixed. The animation sequence for utilizing support gear (planting charge, using lockpick, etc) has been tweaked to loop so no longer will the troopers look frozen. Also, the HUD's menu bar has been hidden.