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MafiaCoop 0.10.0 (pre-release)

Pre-release
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@AEastwood AEastwood released this 16 Oct 12:16
· 211 commits to main since this release

Pre-release. Story fixes after a failed mission, name tags that hide behind walls, and faster detection of a game that was killed. Read the known issues before you play.

Download MafiaCoop-0.10.0.zip, extract it anywhere (not into the game folder) and run MafiaCoop.exe. The zip's README.txt covers requirements, hosting and joining, settings, the optional start-from-Steam mode and uninstalling. MafiaCoop-0.10.0-symbols.zip holds the PDBs and is only needed to read crash dumps. Everyone in a session needs 0.10.0 (0.9.x cannot join it).

Requirements

  • Windows 10/11, 64-bit
  • Mafia: Definitive Edition that you own on Steam, Steam build 16502642 (the current one); Steam running
  • Everyone in a session on mod version 0.10.0; joining by IP needs UDP port 27960 open on the host

New and fixed in 0.10.0

  • A reloaded checkpoint starts where it should. The game's chapter loader always put players at the Free Ride start (Salieri's bar), whatever the checkpoint save said. Most checkpoints move you themselves, but Omerta's second one doesn't, so after a failed mission the host stood at the bar and that checkpoint's leave-the-area check never armed. The mod now puts each player where his checkpoint save has him before the mission resumes.
    • Checked with two games on one PC: Omerta's second checkpoint failed and reloaded 8 times by the host (3 with a friend connected) and twice by a friend; Taxi twice each. Always back at the checkpoint's spot, and Omerta's check failed the mission again from every reload.
  • One Enter less after a failed mission. The short Free Ride stop on the way back to the checkpoint is now confirmed for you and kept black, so you only see the checkpoint's loading screen (about 20 s after the failure). This works while your game window has focus. Going back in a single load was tried and is not safe (the game then treated the checkpoint as your own story and its fail screen offered your real story save), so the stop stays.
  • Losing the mission car fails the mission and goes back to the checkpoint like leaving the area does (checked in Taxi for the host and a friend).
  • A friend whose game plays a cutscene of an earlier checkpoint no longer has to sit through it while the host is already further on. In Bon Appetit that was 3 minutes of film. He goes straight to the host's checkpoint.
  • Name tags hide behind walls, using the game's own ray cast from the camera to the other player's head.
  • A killed or unplugged game is noticed after about 4.5 s (was 10 s). Measured: guest killed, host noticed after 4.6 s; host killed, guest noticed after 4.7 s. A game that is only busy, e.g. loading, is not dropped: a network thread keeps it connected. Setting: net_timeout_s in MafiaCoop.ini (default 4; net_steam_timeout_s 6 over Steam). This is core v0.8.0.
  • Fixed a crash of the host's game while loading after a failed mission (with a friend's character in the world). Seen once in Omerta and guarded since; five more failures there ran without a crash.
  • Fixed: a friend's name tag could stay hidden for the rest of the session after he was downed. After several reloads in one game the mod could also lose track of most of the world's cars, so mission cars weren't recognised; that's fixed too.

Tested, not finished

  • A chapter's own shootout in co-op: Bon Appetit's restaurant ambush was reached through the mission itself. Characters were matched up (11 of 18), enemies fought both players, the host's enemies' hits reached the friend, and deaths were shared. A friend's kill counting on the host could not be checked there: in that phase the enemies took no damage on either game.
  • Mission cars in a second chapter: in Bon Appetit the host sits at the wheel of Salieri's car, with Salieri beside him, on a friend's screen. The car being handed back when the host gets out could not be checked, because both chapters tried keep the doors locked.

Known issues

  • Shootouts: the enemies on a friend's game only die when the host's do, so a friend alone in a fight cannot win it. A friend's kills in a chapter's own shootout were not checked. Some passers-by take no damage on a friend's game.
  • Failed missions still take two loads (the stop is confirmed for you if the window has focus). A mission timer running out was not tested.
  • Mission cars partial: checked in Taxi and Bon Appetit. Where each player starts in his own mission car, the host's character waits hidden until the cars have parted. Ambient traffic, pedestrians and police are each player's own.
  • Story co-op tested in a few chapters only (Omerta, Taxi, Bon Appetit and a few chapter starts)
  • The co-op panels were not tried with a physical gamepad. Steam invites between two different PCs and accounts are not fully tested (joining by IP is the tested route).
  • No automatic reconnect after a disconnect
  • Punches are disabled by the game near Salieri's bar and at some checkpoints
  • Your own new character shows once the pause menu closes

Unofficial fan-made mod, not affiliated with 2K, Hangar 13 or Valve. Changes: CHANGELOG.md.