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I didn't test things like turning on all the reflections. Is this stuff fixed too?
More or less. I'm pretty sure it's going to crash at some point, there must be a track out there that's heavy on the objects and with lots of water. Basically there's two things going at play here.
1. Human imposed limits - which I did fix this as I have increased them.
2. Written code limits - as in, the game wasn't written to handle so much stuff so at some point the code goes crazy and just crashes.
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I only had excessively minor issues in changing settings. Like the resolution locks down when you change from 3Dfx to direct3d. But that's not really an issue. Just had to reboot the game, which was almost instant in your new version.
Oh and of course the screen floats on the top left corner and the window appears to be slightly bigger than my resolution. Possibly the number you set for screen size was in fact the internal screen and not including the graphics title bars Windows adds. I don't know if you need to make the menu match the d3d game resolution but I might suggest dropping the window resolution slightly if possible. Just so it's all on screen. Otherwise the menu bars is above my screen.
Yeah the resolution locking down is something I'm looking into, but it's low priority.
You are running Windows 8.1 correct? As for the menu issue, it does not appear on my Win 7 end HOWEVER it does appear on my laptop that has Win 8.1. I have found the code responsible for this so I will definitely look into fixing it one way or another.
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All good except the poor checkpoint finder.
I will look into that, the game simply messes up the finder past a certain resolution.
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Can the view distance go even higher? The pop in was pretty obvious in wilderness.
Right off the bat no, I tried doing it and it straight up crashes. Pushing it even more is something I definitely do want to try and achieve.
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Also, models were appearing about 25% greater distance than land, causing lots of models to be floating in the distance.
Yeah, this is something that I also have to look into and there is no quick fix. When I tried to lower the limit, it did however all the models became visible at any point in time. Meaning, if you saw a hill/mountain and behind it there was a model you could see the model. I think the models appearing at about 25% compared to land is something that TRI somehow hard coded for whatever reason (maybe the bug I mentioned above). This is something I want to look into as well though if I can increase the overall draw distance I might just ignore it completely.
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Any other tracks that show how amazing this is?
http://www.mtm2.com/MTM2/Tracks/tracks.php?search=z-m-xhttp://www.mtm2.com/MTM2/Tracks/tracks. ... h=gollypophttp://www.mtm2.com/MTM2/Tracks/tracks. ... e+rock+toohttp://www.mtm2.com/MTM2/Tracks/tracks. ... h=hardwoodhttp://www.mtm2.com/MTM2/Tracks/tracks. ... +run+reduxhttp://www.mtm2.com/MTM2/Tracks/tracks. ... ture+reduxTo name a few but there's definitely more. ZooN, Malibu, Oops they all made tracks that shine even more with higher resolution and bigger draw distance.