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Mafia Freeride-Expansion Country+city
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AsaSK

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PostPosted: Sun Oct 29, 2017 7:54 pm    Post subject: Mafia Freeride-Expansion Country+city Reply with quote

Hmm, I did once browse the PS2 .iso and converted some of the files to have a look. I wonder if all the new locations were used in racing missions, can't think of any other reason they'd be there.
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Duelist

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PostPosted: Fri Nov 03, 2017 6:35 pm    Post subject: Mafia Freeride-Expansion Country+city Reply with quote

Like I wrote earlier; DeadFall Pass was part of country side map and a race track, barn was only part of race track. There are 2 more new locations just for racing tracks - one is just a simple covered circle, 2nd one is an completely new landscape. I thought about adding it but it doesn't fit anywhere. There are 12 tracks in total.

BTW. Yesterday I decided to add racing track. It's now merged in Sticking out tongue




EDIT. I have created sector and lighting for DeadFall pass tunnel.



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AsaSK

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PostPosted: Sat Nov 04, 2017 7:44 pm    Post subject: Mafia Freeride-Expansion Country+city Reply with quote

It's interesting that new areas not intended to be part of LH were built for some races. It's also interesting that the races were put into the PS2 version at all, considering they were originally in the PC alpha but removed when the engine was changed from H&D Smile
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Duelist

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PostPosted: Sun Nov 05, 2017 12:33 pm    Post subject: Mafia Freeride-Expansion Country+city Reply with quote

Maybe they were on tight schedule for PC version and decided to cut race tracks. PS2 version came 2 years later so they brought it back. In order to not make it feel "cheap" they created some new locations. There was one game adversited recently as if it had 16 maps while in reality it was 4 maps x 4 game modes - Star Wars Battlefront I think.

There are some other "last minute" changes I think. Some landscapes were created as if it was road or some kind of passage but it's covered with cache objects. Gallery location from campaign final was previously some kind of park judging from check nodes, east side of map - around lighthouse - also had more waypoints:



BTW. Did anyone wonder how occluders look like? Sticking out tongue (colors are meaningless)

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AsaSK

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PostPosted: Mon Nov 06, 2017 2:50 am    Post subject: Mafia Freeride-Expansion Country+city Reply with quote

Hmm.. mise20-mesto\check.bin? I can't see the extra checkpoints Thinking
But yes I have also noticed strange clusters of checkpoints in other areas, mise10-mesto also has lots of CPs for the lighthouse area, and mise07b-chuligani (which used to contain a side-mission for Biff that was cut) has lots of CPs in the southern most point of Works Quarter, around the 'monster' structures.
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PostPosted: Mon Nov 06, 2017 9:24 pm    Post subject: Re: Mafia Freeride-Expansion Country+city Reply with quote

It's from fmv/intermezzos.

EDIT
Is it possible to start a race at any given time instead of right from mission load? I mean, I've imported all the stuff from mission 6, added racing_mission6_init command to gameinitstart and it works. I can race, but I'm being put to the racing track right from mission load. I tried to initialize it after pressing F1 for example but it crashes the game.
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PostPosted: Mon Nov 13, 2017 9:02 pm    Post subject: Mafia Freeride-Expansion Country+city Reply with quote

I have added airport (only to postpone motel lighting rework Sticking out tongue).







EDIT
Fixed skybox peeking through floor.

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spartaque12

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PostPosted: Fri Nov 17, 2017 1:10 pm    Post subject: Mafia Freeride-Expansion Country+city Reply with quote

awesome work people , very glad 2 see updates and work progress here , keep it great work and good luck <3
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Abradox

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PostPosted: Fri Nov 17, 2017 9:10 pm    Post subject: Mafia Freeride-Expansion Country+city Reply with quote

Great work.
I hope you want to cooperate with Firefox3860 (Mafia Freeride Extended Mod) and admpos (shader water in countyside), to complete these cool mods.
Same work in parallel it's not so efficient.

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