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Alber2gt

[WIP|IV] Mafia:The city of Lost Heaven Rage

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Alber2gt
Good work, i like it even though i don't usually like standard conversions because they don't add much new to an already known IP.

Great that you're re-modeling the map, i'm gonna p.m you about some things, that ok? smile.gif

Okay,Thx,try to add shaders,and change textures-shaders add big detalization,also try to do for ground sooperlods,test passed hopefully.

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Frank.s

 

Update

 

Hi guys, i've joined the team part-time. I'm doing SCO scripting + Bugfixing.

 

List of stuff i've done so far.

 

- Cleaned SCO scripts.

- Save game script.

- Fixed a disappearing map bug.

- Fixed a bug that makes cars appear in the sky.

- Fixed a bug that makes people appear in the sky.

- Fixed a bug that makes random lights appear in the distance.

 

Edit: I've finished the work i said i'd do, good luck to alber with his mod. smile.gif

 

 

user posted image
Edited by Frank.s

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snipeingkicker

This mod is progressing well colgate.gif

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Frank.s
user posted image

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universetwisters

very impressive, amigo! Will there be a path for the elevated trains and streetcars from the original Mafia as well?

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temhanoire

PERFECT!!! this mod will be perfect biggrin.gif thank you Frank.s smile.gif

Edited by temhanoire

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Chipsman

any news?

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Alber2gt

Update:user posted image user posted image user posted image user posted image user posted image user posted image user posted image

Big thanks to Suuu for his textures.Now are converted -chinatow,and with it all south island without props and etc.Sorry for no information more time-I was busy with hd chinatown-its failed(in converting).Now Im going to fix bugs.NEW GYMPLAY VIDEO SOON-ALL SOUTH ISLAND.

Edited by Alber2gt

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Frank.s

Nice as always.

 

A, check your p.m smile.gif

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EncryptedReality

What's up with the shadows? Looks as if half of the objects miss them or only cast partially.

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nkjellman

Let me know if you would like EFLC done now or later when the first public beta is near.

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NikDelgad

Looks promising, keep up the good work.

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nkjellman

Just wondering, do you think you will keep the game in the 1930's like it is in Mafia 1? Or are you going to update it to a more recent time?

 

If I was going to do anything with the time, I would ether keep it in the 1930's or make it in the 1940's or 1950's. Modern times would be neat but it is too far of a leap and you would have to change a lot on the map and add things like modern skyscrapers. It would change the game too much and it wouldn't be Mafia like anymore. If your going to change the time, I would go no earlier than the 1920's, and no later than the 1950's.

 

If you do the 1920's you would need completely new radio stations. The 1930's you can just use Mafia radio stations, and in the 1940's and 1950's you can use Mafia 2 radio stations.

 

The atmosphere is set by the radio stations. The 1930's was when the original game was set and that is a good reason why I'd like to see the mod be in the 1930's. If you are planning on converting the story missions it would be silly to have the game at a different time. However lets face it, the music in the 1930's is very very very very boring. Same goes for the 1920's. It puts me and I'm sure many others to sleep. However, I wouldn't want to move the radio.asi into a folder encase I want it later. I'd have the IV radio stations and that would ruin the early/mid 20th century atmosphere. This brings me to the reasons why I would like to see the mod in the 1950's. The 1950's wouldn't require very much to be changed map wise. Cars and radio stations can be ported from Mafia 2. It would be interesting to see what Lost Heaven looked like during the 1950's part of Mafia 2's story line. Also I won't be put to sleep by the Mafia 1 music though it keeps Atmosphere.

 

Ether way, I'll be happy. The 30's and 50's both have their advantages and disadvantages. But if your up for the work you can always have both decades on the EFLC version. You can still do the 30's and then have the 50's on the other where a few things on the map changed, Mafia 2's cars are used, and the Mafia 2 radio is used.

 

Edit: @GTARandom. The issue with the shadows is there is no roof tops modeled on the buildings. The building's polygons are meant to be viewed from only one side. (Which means the building is not visible on the inside.) When the light from a light source hits a polygon on the side that you can see and walk through, it just simply passes through it. The polygon only makes shadows on the side its supposed to be looked at.

Edited by nkjellman

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lpgunit

@nkjellman - So that explains the Peter-Panning effect. And if you ask me, the 1930s music isn't that bad, not every tune back in the era is sleepy-sounding or boring if you ask me.

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Alber2gt

I thinking about times,I think that was 40s,mafia story proceed from 1932 to 1938 years,Tommy was kiled in 50s

Edited by Alber2gt

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Alber2gt

Update:user posted image

user posted image user posted image user posted image user posted image user posted image user posted image

Progress

*Converted all south island

*Fixed all models bugs

*Added wft props (lamposts,traffic lights,fire hydrant)(more props soon more rubbysh,bins,etc-wft)

*Detalizated 80%of different builds

*Fixed ground

*Changed textures of ground to realistic,in some places added shaders.

What to do

Fix cols

make second gameplay video 2 -all south island

My mod has not very big amount of fans and small amount of comment because it is in 30s so I m going to make it in real times(with some changes) but after original version.Big city with big country

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lpgunit

I'd keep it in the 30s era if you ask me. It's what makes the Mafia series so special.

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IvoryX

I'm for the 30s aswell. We have enough "modern times" mods, 30s with RAGE would be much more amazing and original. smile.gif

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nkjellman

 

Update:user posted image

user posted image  user posted image  user posted image  user posted image  user posted image  user posted image 

Progress

*Converted all south island

*Fixed all models bugs

*Added wft props (lamposts,traffic lights,fire hydrant)(more props soon more rubbysh,bins,etc-wft)

*Detalizated 80%of different builds

*Fixed ground

*Changed textures of ground to realistic,in some places added shaders.

What to do

Fix cols

make second gameplay video 2 -all south island

My mod has not very big amount of fans and small amount of comment because it is in 30s so I m going to make it in real times(with some changes) but after original version.Big city with big country

Sounds great.

 

About EFLC:

I've been very busy with school. The semester is coming to a close and my finals are Wednesday, Thursday, and Friday this week. Winter Break starts after. So basically, I'll get cracken on the port this weekend.

 

But I see you want to do the original map in the 1930's and a modern version of Lost Heaven in the 2010's. This means that on EFLC I can make it so you can play both on one install in a pack. You aces both the 1930's and the 2010's from the start menu. DLC 1 which is used for TLAD can be the 1930's Lost Heaven, and DLC 2 can be the 2010's. EFLC is perfect for doing the same city, different time periods. I can have the train paths, water, and distant lights not be an issue (as long as basic road lay out, train track positions stay the same and no water changes that are above the other map). As for the files that can be different in each episode you can have:

-Map

-Cars (models, handling, car colors, vehicle.ide settings, ect)

-Player model

-Peds

-Animations

-Timecyc

-Radio Stations (but it has to be an external radio script)

-Scripts

-Weapons (icons and data too)

-Hud

-Loading Screens

-More sh*t I can't remember

 

I always wanted to see a same place, different time TC for EFLC. (IV too but EFLC you can have them in one game.)

 

So now comes another question. Which way will you do the releases?

No EFLC 1930's only version, just the 1930's/2010's pack when IV 2010's version comes out?

Or have an EFLC 1930's only version, and when the 2010 version comes out for IV, the EFLC version has both 1930's and 2010's in a pack?

Edited by nkjellman

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Jestic

Nk, I wrote this some time back, you can run IV and EFLC in one game, works on VCHD, not tested on unmodded game or other mods.

 

 

 

By BlasterThere is a trick that allows you to have IV and EFLC in one game, so any changes you make will work on both IV and EFLC without having 2 seperate installs.Step by step:1. Take IV 1070 as your base install. Use EFLC registery path!2. Install the mod as you normally would on IV.3. Copy the following files and folders from EFLC-1120 to IV (with mod):Folders: -TBoGT-TLADFiles: - b39373a31b459a4b.bin- EFLC.ece- EFLC.exe.cat- EFLC.exe.cdf- EFLC.exe.cfg- EFLCGDF.dll- LaunchEFLC.exeDelete:- pc\data\gta_cache.dat4. Install EFLC related files from the mod.Notes: - If you don't delete this file, you won't have any collision ingame- Do not use DFA.dll from EFLC- Use EFLC registery path!

 

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nkjellman

I know that. When I say one game, I mean one EXE. Not picking LaunchGTAIV.exe, or LaunchEFLC.exe. I'm talking about picking it right in the game's start menu. You can do that with GTA IV, only if you buy the DLC (but it also means you can do 3 games if you do it right.)

 

Edit: Also on the normal game that would have issues with the radio files.

Edit: That would help me save on HD space when porting games, but it would f*ck up my EFLC registry so when I want to play normal EFLC or another mod I got to change the registry again. Kinda like how IV SA f*cked up my EFLC registry. (not the public one, the test build) Now it always reads the DLC files from IV SA even when I play normal or another mod.

Edited by nkjellman

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Alber2gt
Update:shaders on roads user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image-in different road styles.

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Chipsman

nice screens icon14.gif

what is the progress in percentage terms at the moment?

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Jestic

Love it, this game is history.

 

You can add a tram, IV:SA achieved it.

 

It's replaced by the Cable Car, perfect speed.

 

user posted image

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Rob.Zombie

Why would you put specular map on the road? I hate it when the road shines like it's made out of metal. It's asphalt / concrete, which doesn't reflect anything.

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nkjellman
Why would you put specular map on the road? I hate it when the road shines like it's made out of metal. It's asphalt / concrete, which doesn't reflect anything.

It looks like that when its wet. Specular maps will make it look like a wet road for the rain, and it will make it look more detailed too. With out it, it will do those effects with no texture.

 

Anyways, before I get EFLC going, I'd like your take on the idea with the 1930's and 2010's as you want to do the 30's and now.

 

I think the 1930's would be more suited for DLC 1 (TLAD) because of:

-Font colors in TLAD are a lot like Mafia 1 (and the TBoGT rainbow, and episode font colors in start menu are coded in the exe for some reason. I don't know why. The rainbow can be modded on the Xbox 360 version.)

-A few older looking cars like Slamvan and the Tow Truck. (Though Slamvan is TBoGT too.)

-Noise effect adds an "old movie effect".

-I don't know specific details, but some of the TLAD weapons seem to me like they might be older guns but I don't know if that is true.

 

I think the 2010's would be more suited for DLC 2 (TBoGT) because of:

-Font colors in TBoGT (rainbow that can't be changed) is more suited for modern times than the 30's.

-Better cars

-Higher height limit simulates aircraft being better in modern times than the 30's.

-Nitro (I'm sure this wasn't common in the 30's lol)

-Parachute if it works. (I'm sure present day Lost Heaven has sky scrapers. Parachute would be useless in the 30's.)

-More advanced modern weapons.

 

I'd like to know because when I start, I don't want to do the 30's on TBoGT, then find out I got to move them to TLAD.

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Wass
-Noise effect adds an "old movie effect".

You can have the noise filter(effect) in TBoGT tounge.gif

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Rob.Zombie

Yes but I meant the shine when the road is not wet. Also I think it's normal map that makes the road look wet, because when I replaced the normal map on gta iv roads, the whole wet effect disappeared, however when I blacked out the specular map texture, it simply stopped shining at sunny or any other non-rainy weather.

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nkjellman
Yes but I meant the shine when the road is not wet. Also I think it's normal map that makes the road look wet, because when I replaced the normal map on gta iv roads, the whole wet effect disappeared, however when I blacked out the specular map texture, it simply stopped shining at sunny or any other non-rainy weather.

Normal maps are supposed to be used for shiny things that reflect. For example, you use them on windows on buildings.

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Jestic

Normal maps are used to give flat surfaces depth, to save polygons and to simply give it a nicer look. Spec maps are for reflection.

You need to watch out combining them, if you give windows a normal map, it will reflect the depth of the normal map, which is bad.

 

Roads do reflect the sun, I think Alber did a good job on them, I don't know why you guys complain, it should be there.

 

user posted image

 

@Rob Zombie, which you say can be possible, the normal map shader in GTAIV also has a param for specularity,

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