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Hm, maybe I'll install the game sometime and look into that, then. What sort of file is it in that needs an IDE to change it?
repack with ras-maker -a -p filename
ras-maker /? for help
ras-maker is without - but the forum won't allow rasmaker
edit: I already looked at 'data\database\ai_ranges.h' thinking that would be it, I see a lot of variables but nothing indicating adaptive-ai ... maybe I'm wrong... I'm no programmer
It does. The first MP is apparently notorious for it (not many games have used adaptive difficulty, I guess), and you'll find lots of threads about it all over the internet. IIRC, supposedly it's in effect regardless of what difficulty setting you choose, too. I haven't played MP2 yet, but I remember reading that it did away with it.
I suppose the "correct" way to play the game must be to just go until enemies become impossible to outgun and they kill you, saving frequently along the way (or judiciously if you're on the difficulty with limited saves), and letting the game restart you at the last save with hopefully a lower difficulty modifier than when you made the save so you can get further before enemies again have too much HP and damage to get past them. It's pretty silly, as the reason you will have succeeded on the second try after dying was more because the enemies were easier than because of anything you did that time.
I assume you could also just game it by saving and intentionally running into a room and dying to lower the difficulty, or even do that repeatedly with the same save to get the difficulty to bottom out eventually. The former option might even just make more sense than actually trying to win firefights against a group of enemies you know you can't beat with the current difficulty modifier, since any enemy you manage to kill before dying will just mean a higher modifier after it loads your save and fewer enemies that you'll be able to kill thereafter before they become too difficult again.
It also kind of calls into question the actual usefulness of painkillers if all they're doing is letting you brute force your way through more of the adaptation that's still eventually going to kill you and lower the difficulty modifier, anyway. They're not really a health consumable that you might have to use to overcome a set challenge, since you could also just bang your head into every encounter without ever using them and keep dying until the encounter was easy enough to get through it without them. That doesn't sound like a fun way to play the game, but then neither does using painkillers when you know it's just extending your life into increasingly spongier enemies that will eventually use up all your painkillers or outright one-shot you from full health.
Once you know the adaptive difficulty is there, you know the painkillers aren't actually a solution to anything, and you know how well you play doesn't actually have any bearing on whether you can progress.
I think I found it now, in x_data.ras there is a file called difficulty.txt, it has some info about the different difficulty levels and minimum/default/maximum difficulty within each level, plus a number for how many interpolation points there are between min-def and def-max...
I can post the code here if you are interested to see it.
edit: w.t.h. I'll just post it:
edit2: from the looks of it, it's only adaptive in 'fugitive' for 'hardboiled', 'doa' and 'nym' min-def-max are all the same, so then there is not much to interpolate...? As said, I'm no programmer, so it could be something completely different...
Anyway, thanks for finding that. Think I'll go ahead and install the game and see if editing that file lets you mod the difficulty later. It looks like the file is being used to set actual variables, so it should be possible to get rid of the adaptive difficulty and set enemy and player health to a static value that feels about right. An easy way to test should be to set enemy health to 10 or something and see if they just soak up all your bullets in-game.
-make sure you have ras-maker and rl.dll in your max payne directory.
-on the max payne directory open a commandprompt.
-type 'ras-maker -x x_data.ras' and it will unpack the data file. you can close the commandprompt after it's done.
-create a directory named 'moved' in your max payne directory and move x_data.ras there. Now the game will use the unpacked data that is in the data directory.
-difficulty.txt is in the top folder of the data directory. you can edit the file with notepad or any other text editor (I like editplus) change values and save it, and you can play with the mod in effect.
-to repack use ras-maker again, with the command 'rasmaker -a -p data x_data.ras
I guess (but not sure) if you only have difficulty.txt in the data directory you could also repack it as a .mpm (max payne mod) and it should prevail over the original one if that mpm is used. This will require some experimentation and searching online ;) to see how it works with the mods.
Can you tidy the code and post to guides? "max payne adaptive difficulty" Google search nets mainly forum posts.