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Motorfield City Mod
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T3mas1

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PostPosted: Thu Apr 27, 2017 9:29 pm    Post subject: Re: Motorfield City Mod Reply with quote

T3mas1 wrote:

It should be released this week.


Shouldna said that, shouldna said that...

I've finished pretty much everything and I am just translating the whole thing. The English localization is kinda done, but I am finding out that there is a difference in the order of dialogs (between the Czech version and the English one) in the file with all the texts for the game. That really doesn't make me happy and means I gotta rescript some dialogs just because of that.

Why hasn't the mod come out yet?

- I've been going through some life trouble sh*t recently and unfortunately I have little time for the mod.
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T3mas1

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PostPosted: Mon May 01, 2017 2:07 pm    Post subject: Motorfield City Mod Reply with quote

It's been released!

http://www.mediafire.com/file/bp7dbdhvx1mf73g/The+Motorfield+City+Mod+1.00.rar

Thank you for all of your support throughout the development.

I'd like to upload the mod here in the download section, if it is possible, after some time - let's say one week, so I can have time to fix some bugs that you might find before uploading it there - so if you find any bugs please write here or send me an e-mail so I can fix it.

Then I'll release it "officially" even though it is not gonna change a lot. So you can play it already.

I've made three versions of the mod - the czech one, the english one and the russian one. Unfortunately the czech text file is unique compared to other language versions, its order of dialects is different so it took some time to translate the whole thing and to test it - I've played the whole mod from the beginning to the end for about 10 times just to test it. I had to use two computers at once because when I turned my computer into the "russian mode" to make it read the cyrillic script I could open the russian text file but couldn't open the czech one and I couldn't open the bsv6 script either. Speaking of the russian translation: considering the fact I've never learnt russian, the meaning of the sentences may get very abstract Very happy, well I dunno, maybe not, but it is not perfect. I had hard time translating a ledge and a den into russian. Well hopefully I've chosen the right choice.

The dialects were primarly scripted to suit the czech version, sometimes it wasn't possible to translate it fully, so you might hear there some extra weird sentences but it doesn't have to hurt you. I really laughed playing my mod with the russian version. Very happy

I had a chance to play my favourite game with three different dubbings and I gotta tell you: You don't even know how much better the czech one is! Very happy and I ain't saying it just beacuse I am Czech. Very happy

As I mentioned I wanna make a tutorial on how to script. So be sure to see it here one day. Sticking out tongue


My last words: I hope you play the mod! and I hope you like it!

Please report bugs!
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Mr Robville

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PostPosted: Mon May 01, 2017 7:04 pm    Post subject: Motorfield City Mod Reply with quote

Let me be the first to congratulate you on your mod's release! Applause
I'm currently downloading your mod and will have a go at it soon. I'm really looking forward to finally play it. Very happy
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T3mas1

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PostPosted: Tue May 02, 2017 7:24 pm    Post subject: Motorfield City Mod Reply with quote

@Mr Robville: Enjoy it! Very happy
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linukkis

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PostPosted: Tue May 02, 2017 9:49 pm    Post subject: Motorfield City Mod Reply with quote

Hey, T3mas1

I was really waiting to play this and boy, I wasn't disappointed. I really love what you've created Thumbs up (left) Didn't have much time yesterday, so I haven't finished it. But so far I really like it Thumbs up (left)

Found a few bugs (sorry if some of those are not really bugs Laughing)

- you can walk through that awesome bus
- the red car in that tunnel does not have sounds (could it be my game's problem somehow?)
- the grenade in the second mini game stays on the table after being picked up
- the taxi uphill is already with its engine running Very happy (feel silly telling this)
- also, death in a mini game results with a reload from last save rather than a replay of that mini game, which is a bit of a nuisance, but it'd probably be a lot harder to do

Sorry for being so picky, I have to tell you, I love this mod

Nice work!

P.S.: the waving flags are a beautiful touch Smile
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T3mas1

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PostPosted: Wed May 03, 2017 12:30 pm    Post subject: Motorfield City Mod Reply with quote

@linukkis:

I am glad you like the mod! You're really observant! Very happy

I wanna explain these bugs.

1. The bus is an original model from the authors of the game, but they obviously didn't use it, so it's stayed unfinished without collisions, but when you drive it is has collisions so I thought it wouldn't be a big problem - I could fix somehow, but I don't have a clue about modeling cars for Mafia 1. There was another way as well, but then you woudn't be able to drive it.

2. The car as well as the bus is an original model from the authors, you have it in the original files, so I used it. I didn't notice it had no sounds. If I don't forget, I'll replace it with another car.

3. There is certainly a reason for it, not sure if I remember it well, but I think it should be becuase of this:

The granade as well as the Molotov cocktaile don't visualy disappear so you can play the mini-game again and get the special weapons again - that's mainly for the mini-game called The Flood. But it is built this way primarly because it didn't work well. At the biginning of the whole mod there is a script for the special weapons: createweaponfromframe ww, xx, yy, zz but after loading saves the weapons don't seem to be there. I would have to write createweaponfromframe ww, xx, yy, zz in every script with a save script. So I dealt with it one particular way and I needed the granade to stay there. Maybe there is a way how to deal with it more elegantly but my script abilities are not so high yet.

4. The mod replaces the freeride - freeitaly. And normally in freeride you spawn in a taxi with its engine running. I really wanted my mod to replace the tutorial or something like that so you wouldn't have to go through the freeride menu where you set the car traffic, you choose your car etc. - vide: http://mafiascene.com/forum/viewtopic.php?t=10089&highlight=
So you don't see it because of the black screen but when you firstly start the mod, Tommy spawns in a car and then in 0,1 second he is teleported to the place where he's supposed to be and then the black screen goes away and the car stays. I've decided to leave it there, because I thought it was a little bit creepy to have a car with its engine running in an abandoned factory area. So it is a memento.

5. It had to be this way.

Let's say there are lots of missions within one mission (it is confusing, but that's how it is called - so let's say within one level or one folder) and you can go playing the mini-games whenever you want. The script I used for saving - autosavegamefull nnnn doesn't seem to save your objectives and compass so I have to write the scripts mission_objectives nnnn and setcompass xx under every save line in each script and the problem is that I can't know when you're gonna play the mini-games, I dunno what your objectives are gonna be when you go to play it, so I don't know what objectives and compass I should refer to before or after finishing the mini-games.

The Flood doesn't require a save point since you can't die there. The Zombie mini game is easy as you have there a first aid-kid next to you.

So I think it shouldn't be a big deal. One way or another it had to be this anyway.
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PostPosted: Wed May 03, 2017 6:26 pm    Post subject: Motorfield City Mod Reply with quote

Just finished the mod, really liked it Smile

Only, while playing the mission after coming home to hide when the cops come knocking on the door, at first I didn't understand how exactly to go on the roof, so I thought maybe it was through the window. I somehow jumped outside with 27 hp left and started driving around, when I figured things ain't meant to be this way. So I returned to my house, entered the lobby (with no cops actually there Laughing) and when I started climbing the stairs I got the message that the cops had already been waiting for me downstairs Laughing

I would maybe insert a death/reload screen if a player jumps out the window with a "You fell to your death" message or something.

Otherwise, I enjoyed it greatly. Also, loved the way you took different phrases out of the game and combined them into meaningful conversations
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T3mas1

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PostPosted: Thu May 04, 2017 4:57 pm    Post subject: Motorfield City Mod Reply with quote

@linukkis:

Thank you for your praise, I'll do something about it. And by the way: The cops are actually there. There is a script when you get on the roofs that teleports some bad guys there so you can't return there anymore.
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PostPosted: Thu May 04, 2017 6:09 pm    Post subject: Re: Motorfield City Mod Reply with quote

T3mas1 wrote:
The cops are actually there.


Oops, sorry Embarassed
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PostPosted: Thu May 04, 2017 7:50 pm    Post subject: Motorfield City Mod Reply with quote

@linukkis: lol, it is alright. You don't have to be sorry. Very happy I just should've put collisions on the windows. Laughing
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PostPosted: Sat May 06, 2017 11:21 pm    Post subject: Motorfield City Mod Reply with quote

I saw the "Russian" version. As I understand it, you used in the original replica of the game. But in the file textdb_ru.def you did not contribute anything new. There are no tasks missions.
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T3mas1

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PostPosted: Sun May 07, 2017 9:14 am    Post subject: Motorfield City Mod Reply with quote

@Melhior: That's impossible. At least it works for me: http://imgur.com/yLqEY2F

Well, if it is needed to be rewritten on a russian computer to be shown on a russian computer, I am willing to give some screenshots of my textdb_ru.def file to a volunteer who who would rewrite it on his russian computer. That's pretty much all I can do right now.

If you know about somebody, please send me a private message here. The mod has over 60 text lines.

It is a little bit naive, but that's the only way I see it being fixed.
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PostPosted: Sun Jun 18, 2017 1:21 pm    Post subject: Motorfield City Mod Reply with quote

I've found an interesting video showing a way how to get to see the rest of the map. Very happy

https://www.youtube.com/watch?v=ff-f7Zy72SU


You can try that! BTW: It f*cks up the missions, so try it on a clean save. Smile


Furthermore, I've decided to continue my work.
You can take a look.

http://mafiascene.com/forum/viewtopic.php?t=10103
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T3mas1

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PostPosted: Sun Aug 20, 2017 1:30 am    Post subject: Motorfield City Mod Reply with quote

Hello,

I know my mod is not very popular, but at the occasion of releasing a new version of the mod (should be released by the end of this month), propably the last one, I'd like to give a better idea about making such a mod and tell you what was cut, where I sought for inspiration etc.

This could be also a farewell with you guys, since I really don't think I will ever continue modding Mafia 1, but who knows... thus the mod - The Motorfield City Mod: Part II - THE END is CLOSED, it'll be released but just as a freeride map with no traffic, with no pedestrians, no missions, no story, just the map itself, if you have a better idea, let me know.

The Motorfield City Mod

I was working on the mod for 2 years. That's a lot of time! I always worked on it on my own, there was nobody to help, just me. I've learnt a lot and I hadn't modded any game before. I remember that I couldn't even spawn myself into the world I was creating. Till this day I haven't figured out how to transform the mod (game reads it as FreeItaly - that's a freeride mission) into the tutorial mission which would be better. There's nothing wrong about learning to script later after having done the environment.

Before you go on - Explanatory note:

a MISSION - a folder that is located in the game's directory and it contains several files that contain scripts, placements of collisions, placements of models etc.

a mission - a game mission that you play

It's actually the best you can do, as this way you can make several identical MISSIONS with the same environment and after that you can start scripting them as seperated sections of the story line/game, which is better, it's clearer, you don't have many scripts in one MISSION so you don't get lost and you can change the time/weather and lightings.

I wanted to proceed this way, but I always had to change the city a bit, I couldn't help my self so as a result all my missions are within one big MISSION - that means in one MISSION you have a lot of scripts and there are no loading screens.

It took a lot of time to finally make a funcional mission, I'd always had to make several experiments before it was possible to put something together.

One of the hardest parts for me was putting all the missions together and making sure EVERYTHING works as it should. I had to make a lot of notes:

[I ain't no kid, I just can't write properly. :/ Very happy]

http://imgur.com/a/kiRyb

I remember there was a big problem with saving the progress. And when it finnally worked I found out the enemies had become brainless as a result of loading the game after a save. But luckily I found a way out of this non-sense and it works normally now.

I've played the mod about 25 times just to find mistakes.

I hope you've noticed it, the map of Motorfield is actually built on the autodrome in the sixth chapter. Therefore the name of the city is Motorfield, but one day I came up with a different explanation: http://imgur.com/a/Z51Ec
I found the word order weird so I deleted the text from the texture and never came back to it.

comparison:



scripting:

I used BSV6, it worked well, but the problem is sometimes it locked the MISSION so you couldn't add any script anymore, so I needed to use a backup at a certain point it really slowed me down, because I had to start over again and I felt down because of it so it also dissuaded me from continuing my work.

When I was finishing the mod it accured again, but this time it didn't matter so much, because there was no need for any extra scripts, but it's a problem for the future plans/updates, but I think I could deal with anyway.

The funny thing about scripting is that you can call your scripts however you want, so you understand their function but nobody else does. Hard to encrypt I guess.

Cut content:

http://imgur.com/a/84KSI

All autodrome surface was supposed to be used. It was supposed to be one big city but the roads were too curvy and inclined that it looked very weird.

+

There was one extra cinema mission - Out of fuel in the air - it wasn't cut since it's never been made but I have written the script for it


[it goes on on the other page]

I ain't sure if it would work though and it's not done. It was about going with an ambulance car to a place where a plane crashed, you would have to take one survivor to the hostpital within the given time. Also the movie/mission Flood was supposed to look different. So was The village run.

The flood was supposed to take place in the city where the mod is set, but I couldn't find any good spot where you would start jumping over things. The village run was supposed to be with zombies that don't have any weapons just their bloody hands that're ready to kill, but for some reason they never fought, they weren't dangerous without guns.

There was Ralph as an easter egg, he was the first human-being in the world apart from Tommy of course... he said: So this is my kingdom and Tommy replied: It looks so...

Also there wasn't Billy. His roll was played by Pauli. His fate was the same as Billy's.

*SPOILER: The ending was supposed to take place on this railway station



But it turned out to take place in front of the Morello's bar in the end.

Backups:

Nearly 200 backups of the mission folder have been made
+ about 4 times the mod has been backuped to a flash disk with its all textures and models

The city has changed a lot!

You can download one of my backups to see how much has changed.

http://www.mediafire.com/file/phmvmbt24ql61jn/The_Motorfield_City_Mod_ALPHA_VERSION.rar


Music:

1. The ending theme is from a czech television series Četnické humoresky that I was watching while working on the mod. https://www.youtube.com/watch?v=GgjPuI4YFNo

2. The song that plays when you're with Billy in the pub is from The Ikarus Mod (Slovak patch?) https://www.youtube.com/watch?v=0R3s0Ovmq5c

3. Most songs are from the french movie TAXI 1 (including the menu song)

The translation:

As you know I've made three localizations for my mod - Czech (my native language), English, Russian

Apparently the Russian one didn't work but I am working on it!

Interestingly the Czech dialogue order is unique apart from the other ones. So I had to rescript dialogues because of it while translating the mod into English luckily the Russian version is built on the English translation as it seems, so it wasn't a problem. While testing the translations I came to hear Mafia's characteres speak English and Russian and I had a chance to compare it with the Czech version and I gotta say the Czech one is the best, not saying it just because I am Czech, but the English and Russians translations aren't bad either!

Introduction videos:

https://www.youtube.com/watch?v=dx5BOvSWggo
https://www.youtube.com/watch?v=XZhXdj0_f_w
https://www.youtube.com/watch?v=xb2EroRwIXk
https://www.youtube.com/watch?v=sjSTh02dZQE

In general I enjoyed working on the mod, but there were some tough times as well. It's been a great experience, now I have a better idea about how games are constructed. But I think it is time for me to start enjoing games the old way - by playing them!!!

The Update:

There weren't collisions in the flat around the windows. - fixed

And I also added a sign on the door leading to roofs. - fixed

After sleeping before the final mission you get healed - fixed

Placements of some objects in the village - fixed

A policeman standing in the middle of the road after finishing the sequence in the warehouse - fixed

Changing one charecter model - fixed

Some other things - fixed

The update should be released by the end of this month. By releasing the update I wanna release the mod officially and try to upload it here in the DOWNLOADS.
The only reason why I am not releasing it now is that I have to wait 'till I am sure the Russian translation works. I wanna release it uniformly. But you can play it now already, if you want to:

http://www.mediafire.com/file/a5retjb1rxk1ak8/The_Motorfield_City_Mod_1.1.rar

This way I have pre-release testers Smile, so please if you're playing the new version and you find some bugs or problems, let me know here.

Last edited by T3mas1 on Fri Sep 22, 2017 2:28 pm; edited 1 time in total
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PostPosted: Mon Aug 21, 2017 4:57 pm    Post subject: Motorfield City Mod Reply with quote

This mod looks amazing! Awesome to see Mafia modding still growing strong.
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