Door Kickers

Door Kickers

Clean Play
52 Comments
Mogelix (AU) 1 May, 2016 @ 12:18am 
I like
Splash Friday  [author] 13 Feb, 2015 @ 8:50pm 
UPDATED:
Escape zone is now hidden.
Splash Friday  [author] 8 Jan, 2015 @ 1:25am 
UPDATED:
The multi-story desync issue should now be fixed.
Splash Friday  [author] 4 Jan, 2015 @ 2:34am 
UPDATED:
Now compatible with v1.0.5
insp7 24 Oct, 2014 @ 2:26am 
this is good i suppose. 1 =D
Splash Friday  [author] 21 Aug, 2014 @ 1:31am 
UPDATED:
Now compatible with BETA v0.1.3
RedShadow 11 Aug, 2014 @ 3:52pm 
OK man :)
Splash Friday  [author] 11 Aug, 2014 @ 3:41pm 
Some of the last we came across when making the combo mod: icon_lockpick_potential, and flashbang ones. I think a few others as well but I can't remember, lol
RedShadow 11 Aug, 2014 @ 3:37pm 
Oh? Which ones?
Splash Friday  [author] 11 Aug, 2014 @ 3:24pm 
UPDATED:
A few more stray icons were hidden.
RedShadow 11 Aug, 2014 @ 2:03pm 
Yes that was a good idea :)
Splash Friday  [author] 11 Aug, 2014 @ 1:53pm 
NOTICE:
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.
Splash Friday  [author] 11 Aug, 2014 @ 11:21am 
Alright sounds good. Uniforms and wounds will conflict. So I'll be uploading two versions after I double check a few things. One will have wounds and one won't. That way, people running uniform mods can still choose to do so while using the mod combination.
RedShadow 11 Aug, 2014 @ 11:04am 
Well I did another pass on DK with Clean Play and everything seems to rock. I say it's a go.
Splash Friday  [author] 11 Aug, 2014 @ 10:21am 
Yeah I figured you did. I kind of started rambling there for a bit, lol. But at least the information's out there for those interested in reading it.
RedShadow 10 Aug, 2014 @ 11:44pm 
Yes I understand all of that. And now I just realized I don't have to restart everytime I disable a mod. Lol yeah, it was because I was disabling, restarting and enabling Clean Play and restarting again that my rooster was fücked up. I'm gonna play DK today again, and then we will see if it's a go. but I think it's already is very stable. :D:
Splash Friday  [author] 10 Aug, 2014 @ 7:56pm 
There're a lot of things that I'd like to do but they are either beyond my skill level, not yet figured out, or simply not currently possible. But hopefully I can get them done in one form or another. One of those being the implementation of buttons that activate/deactivate in-game features.

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.
Splash Friday  [author] 10 Aug, 2014 @ 3:33pm 
The reason I was telling you to only use certain mods was because we were testing things at the time. When having less variables to deal with, it's easier to troubleshoot any problems that may occur. But like I said, any mod that alters the stock game, core features, and therefore not an add-on will cause a compatibility issue. And that is something that can't always be avoided depending on what the mod is meant to do. An example of this would be a customized version of the Main Menu. Such a thing is a guaranteed conflict. But it can't be avoided because the game's only meant to have one main menu. That's also why certain xml files can't be mounted with name changes. The game's looking for them specifically and it'll crash if they're not found.
Splash Friday  [author] 10 Aug, 2014 @ 3:33pm 
Basically, play the game with the Extra Gear mod and all that as you normally would. Then, when wanting to watch clean replays, deactivate Extra Gear and activate the combo mod we made. Everything should work just fine. The idea is that you'd do this after having a vast number of replays and not just one everytime. You shouldn't have to mess with rosters.xml at all as long as you're using some version of the mods that were used to create the replay. If the desync error occurs, then it's the wrong mod combination.
Splash Friday  [author] 10 Aug, 2014 @ 3:05pm 
I hear ya. But you don't have to disable all of the mods, only the ones that are in conflict. And that's not just with Clean Play but with any mod. Some mods can be used without issue if they're simply for aesthetic reasons, like certain FX or uniforms, or are add-ons (like weapons). But anything that alters gameplay itself would cause desync errors during replays if they're disabled. That's why it's important to remember which mods were used with certain replays. It'd be cool if there were some kind of indicator on the replay image that displayed which mods were used at the time.

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.
RedShadow 10 Aug, 2014 @ 12:20am 
Yes I was thinking about that too. It is not cool to disable the mods, restart, and enable Clean Play. Also this removes custom items inventory between restarts as the less lethal charges or light sticks don't exist anymore, until the next restart. But then it's too late, and this screws replays too as the gear don't match. Easiest way is to save and restore roster.xml between restarts.

If you could just activate this 'cinematic' button, or bind it somehow... that'd be like... :timebomb: I'd marry you if you were a girl ahah
Splash Friday  [author] 9 Aug, 2014 @ 4:30pm 
Alright, sounds good. We'll still need Red Panda to roger up, though. In the meantime, I'm gonna look into a different way of implementing the GUI invisibility. I have an idea and if I can get it to work then it'll simplify things and lower the download requirement drastically. But we'll see.
RedShadow 9 Aug, 2014 @ 2:52pm 
Okay man, sorry about that. I merged the animations.xml but I didn't noticed I removed something important :/
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 :)
Splash Friday  [author] 9 Aug, 2014 @ 2:03pm 
Fixed an animation and hid a lockpick icon that was missing from the folder.

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.
RedShadow 9 Aug, 2014 @ 1:52pm 
Nah man I didn't do nothing. I just merged the Body Wounds into your work. You deserve this bro :) Also, what are the fixes you made on this new version?
Splash Friday  [author] 9 Aug, 2014 @ 1:10pm 
Well what I was thinking was that when the mod is finally good to go, and if Red Panda gives his permission, then you could upload it to the workshop.
RedShadow 9 Aug, 2014 @ 12:49pm 
Yeah the mod image was the hardest part lol. I had to hack your mod picture since it was not HQ (its the blurry one from this page here). And I had only one part of the HQ one, splitted diagonaly from one of your 'shadow' release you gave me :) I had to fiddle around a lot, and eventually I made it and added a glow effect for the triangle shape in the middle as a bonus.

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 ;)
Splash Friday  [author] 9 Aug, 2014 @ 10:11am 
Awesome! A few corrections had to be made to restore some of the effects of the previous version and fix an icon. But now it should be good to go. I like what you did with the mod image by the way.
RedShadow 9 Aug, 2014 @ 3:16am 
This worked great man! Light sticks are gone. Did not try to secure a tango or taze someone to see if the icons are invisible though.
It is so awesome that I made a small modification to your mod of the mod.
That's like a mod^3 lol
Splash Friday  [author] 8 Aug, 2014 @ 1:33pm 
Alright, I thought you meant the effect itself. Thanks for the clarification.
RedShadow 8 Aug, 2014 @ 3:24am 
Yeah I meant that the light stick icon was still visible but barely, like the tramsparency was not 100% but something like 90%. http://s27.postimg.org/50m1chd0x/lightstickman.png
That's not a problem anyway. I will try on other maps.
Thanks :D:
Splash Friday  [author] 8 Aug, 2014 @ 2:32am 
Also keep in mind that certain locations on the levels have lighting and fog effects that can dim things beneath them. For example, on the large killhouse a couple of areas will make the troopers look brighter due to the lighting of the environment. So that may have something to do with it as well. Try it out on a few other levels and see if it makes a difference. I could have missed something else but like I said, the only things I changed were the alpha channels of the icon files. Everything else came from my mod and was merged into it.

But at least it's functional for the most part. Nice vids by the way. :)
Splash Friday  [author] 8 Aug, 2014 @ 2:24am 
Yeah I missed the frag icon. It's the same as the Stinger, I thought it was reused but apparently not. But that's an easy fix.

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.
RedShadow 8 Aug, 2014 @ 2:10am 
Oh yeah that was the preview sounds range! I should have noticed that the black rectangles were the same size as the sounds circle. Damn.
It is much better now :D:
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
Splash Friday  [author] 8 Aug, 2014 @ 12:36am 
Go to the Options menu in the game and uncheck "Preview Sounds Range," then click apply.
Splash Friday  [author] 8 Aug, 2014 @ 12:29am 
Well based on your last video it looks like a blendmode issue with some of the FX. That's the only mod running during the replay right?
RedShadow 8 Aug, 2014 @ 12:22am 
With the new version, it's definitely easier to set up. However my graphical glitch is still there.
RedShadow 6 Aug, 2014 @ 11:56pm 
Well that's weird I just tried disabling all of my other mods and kept Clean Play + Extra Gear Clean Play but I had the same graphical glitch.
Splash Friday  [author] 6 Aug, 2014 @ 8:17pm 
I didn't have that visual problem on my screen. I was only running the two mods we were talking about, though.

But thanks for removing the link.
RedShadow 6 Aug, 2014 @ 2:29pm 
Yeah I figured the cinematic mode would be exactly that.
Well your mod's mod works.. not really well.

Have a look: https://www.youtube.com/watch?v=xMA90NrbZNg&list=UU00k_FIZsahwPFY7nei9lSQ

:D:

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.
Splash Friday  [author] 6 Aug, 2014 @ 2:09pm 
By the way, the Devs are already working on a Cinematic Replay feature. This mod's meant to hold us over until they release it in an update. When that happens, depending on what it does, this mod may either become obsolete or converted into something else. But in the meantime, enjoy, and thanks for stopping by. :)
Splash Friday  [author] 6 Aug, 2014 @ 2:04pm 
Yes, very much so. At least until we get Red Panda's reply on it.
RedShadow 6 Aug, 2014 @ 1:48pm 
Didn't see your post on my profile. I got the package, but shall I remove your post in case someone else grabs it and tries to do bad with it?
RedShadow 6 Aug, 2014 @ 1:42pm 
I see. I did try to delete entities_various.xml and also another xml because they were marked as conflicted files; I wanted to see what would happen. But there were other conflicts and I stopped there.

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 :D:
Splash Friday  [author] 6 Aug, 2014 @ 10:57am 
I have a huge explanation but it won't fit. So long story short, you can fix the compatibility issue by removing entities_various.xml and pathicon_lockpick_active.tga from the Extra Gear mod.

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.
RedShadow 6 Aug, 2014 @ 5:56am 
This looks nice. But I have a conflict with Red Panda's extra gear.
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?
Splash Friday  [author] 1 Aug, 2014 @ 10:06am 
UPDATED:
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.
Splash Friday  [author] 16 Jul, 2014 @ 10:45pm 
UPDATED: Six images have been corrected. You should now be able to watch replays without seeing grenade icons and their falloff zones.
Splash Friday  [author] 16 Jul, 2014 @ 9:55pm 
NOTE: The sound range indicator graphic was left as is because it can already be disabled. So if you don't want to see it in replays go to your options menu and uncheck it.
Splash Friday  [author] 16 Jul, 2014 @ 8:08pm 
ATTENTION: If anyone notices any visible icons during playback while this mod is active let me know the details, preferrably with a screenshot if possible. And to clarify, I'm talking during replays only.