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 Post subject: 4x4 Evolution Revival Project
PostPosted: Sun Jul 27, 2014 1:16 pm 
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Joined: Sun Jul 27, 2014 12:45 pm
Posts: 38
The 4x4 Evolution Revival Project is a project that was started to initially just fix multiplayer. Since that initial goal this project has widely expanded, and includes a massive amount of fixes/improvements. Why am I posting this here, well as some of you know 4x4 Evolution was built with MTM providing the base for it, as a result there are a lot of behind the scenes items that are the same. And as this project has moved along, backwards compatibility has slowly increased. There is a post on vales.com about this project, however I want to focus mostly on MTM2 related item on this forum. A list of bugs/tracks that don't work would be immensely helpful in improving MTM2 compatibility.

Check it out at: http://www.4x4evolution.net

MTM2 Compatibility Progress:
-Most MTM2 tracks load, and are playable.
-MTM2 trucks supported!
-Four-wheel steering
-BigVis supported on MTM2 tracks!
-MTM style suspension rendering

Known MTM compatibility issues:
-Certain tracks crash.
-No MTM2 Truck Support currently
-Transparent MTM2 Sprites are not transparent (Black box bug)
-Ground boxes not drawing correctly
-MTM1 tracks/trucks will not be officially supported. While not impossible it would take a lot of time, for little to no benefit as there isn't much content available.

Major fixes over Evo2:
-MTM2 track support
-LTE track support
-Multiplayer fixed
-No reliance on master server for connect address
-Widescreen resolutions
-Built-in POD manager
-Sound improvements (4/6/8 cylinder sounds)
-Physics fixes (Low-speed crab walking bug resolved)
-Graphical improvements/tweaks
-Editor has support for high-res ground tiles
-Many bug fixes
-Winches work in multi-player
-UTILITY: NiceSlice, generates high-res terrain tiles!
-And much more!

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4x4 Evolution Revival Project
http://www.4x4evolution.com


Last edited by Gamer121 on Mon Sep 29, 2014 8:29 am, edited 2 times in total.

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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Mon Jul 28, 2014 1:22 am 
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I'll post some notes about the certain track crash and a weird truck behaviour on MTM2 tracks tomorrow.


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Thu Jul 31, 2014 1:17 pm 
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Location: Valparaíso, Chile.
But, MTM1 uses 64x64 textures, thats a standard size

Hopefully you can fix the groundbox bug.


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Sun Aug 03, 2014 12:15 pm 
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I've been playing using the 4x4 Evo from vales and applied your patch over it.
Ok so the notes I have are:

I've been trying to play Small Whiskey and Arizona Dreaming and I noticed the following issues:

- If I just play one track over and over again it's fine. The game doesn't crash but when I try to mix races between them that's when the game crashes (as noted in your post but I just want to give more clues that, for me, it never crashed as long as I raced one track multiple times).
- The game behaves weird on different tracks. For example on Small Whiskey the game behaves normal (at the start the truck accelerates immediately). On Arizona Dreaming there's a certain lag and the truck only accelerates after about 1 second (easiest to spot is at the start of the race).
- I don't know if it's possible but many MTM2 tracks have the feature of driving under the water (Arizona Dreaming) and with many it has become a design choice. In Evo the truck comes to a complete stop if it goes completely under water. Can this be remedied?
- This has been an issue with 4x4 Evo 2 in general (and one of the reasons I disliked the game when it came out) but the truck hang time is too short and in this case it will create problems with certain tracks which have "on-the-limit" jumps (for example SLO Mountains).

Edit: Also to go even further in many tracks, like Arizona Dreaming, there's an intentional glitch left by TRI where groundboxes dominate the ground texture attribute (so for example, if the ground box is over the water part or even under the water part the trucks behave like they are driving over land even if they are completely sunk). Many tracks make use of this as a feature so that's where some problems might occur.


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Sun Aug 10, 2014 4:44 pm 
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Don't know why I said size, meant style. It uses multiple textures per models, and I haven't had much success loading an old .BIN file with multiple textures yet. Haven't done too much yet, but I did get 4-wheel steering back in. I'm still open to suggestions, but currently it's tied into main steering controls with toggle modes for off, follow, and crab. With the effect decreasing over a certain speed.

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http://www.4x4evolution.com


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Tue Sep 09, 2014 10:46 am 
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MTM2 truck support, confirmed for next patch. Boom.

Physics need some work still, values are not 1 to 1 with Evo 2.

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http://www.4x4evolution.com


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Tue Sep 09, 2014 1:36 pm 
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Sweeet.


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Wed Sep 10, 2014 6:15 pm 
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That looks great! Any chance of getting a second set of four link bars as an option?


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Mon Sep 15, 2014 10:38 pm 
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Initial release of patch 009 is now live, with 100% more MTM2 truck support. It's going to have bugs due to the sheer number of changes, let me know what you find/want fixed.

Check it out below:

http://www.4x4evolution.net/wiki/Downloads

Changelog:
-CONTENT: Added all missing trucks from GC version.
-CONTENT: Added all missing tracks from GC version.
-CONTENT: Added stock MTM2 trucks.
-FIX: High res texture support for truck SMF files fixed. (256 to 2048)
-FIX: Certain language variables causing crash, defaults to english should this happen.
-GAMEPLAY: New Part, 4-Wheel Steering (NOTE: NO INDICATOR PRESS 5 TO ACTIVATE WHEN INSTALLED, ALL MTM2 TRUCKS HAVE THIS INSTALLED)
-GAMEPLAY: New part, 4-Link Suspension increases articulation
-GAMEPLAY: Engine drowning disabled on Evo1 and earlier tracks
-GAMEPLAY: Two new teams added! (Thanks to Nero666 for the artwork/backstory)
-GAMEPLAY: MTM2 Truck Support Implemented!
-GAMEPLAY: REVOPOD.INI added for managing new content easily.
-VISUAL: Multi-textured BIN support added. (256x256 textures only)
-UI 3-D Logo implemented added (Thanks to nfsgeeeek for the model!)
-UI: Key assignment screen mostly fixed. (Column 2 doesn't scroll still)
-UI: Added in game credits menus for the Revival Project
-UI: Optimization, disabled un-needed menus texture
-UI: New menus overlay for future planned updates
-UI: Added truck class - "Monster Truck Madness"
-OTHER: POD Limit bumped up to 200

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4x4 Evolution Revival Project
http://www.4x4evolution.com


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Sun Sep 21, 2014 8:09 pm 
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I'll give it a spin a bit later.


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Sun Sep 28, 2014 1:04 pm 
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So I gave this a try. Got the following notes:

- The "simulation" option is DRASTICALLY better than the default arcade game speed. When I told you that the trucks felt like radio controlled toys this was the very reason. Now the truck speed feels much more natural. Too bad the dang "hang" time still feels like something magically pulls them down to earth in a hurry.
- Gave the monster trucks ago. They handle weird... but then again I am comparing it to MTM2. Actually when I think about it they probably handle much closer to reality. Most of the times when I take turns I have to let off the gas which, based on the videos I've seen of monster trucks, is exactly what happens in real life.
- The one thing that was extremely weird, however, is they're hang time. On big jumps, first the nose lifts up (just like MTM2) but then after a while it balances itself out and ends up in a perfect horizontal position.
- I've noticed trucks don't come to a complete stop underwater anymore but, to make it compatible with MTM2 tracks, it's still not enough. If there are any bumps or you have to turn left or right (or you need to climb something) then the truck, most likely, won't be able to do it.

You should try a few MTM2 tracks (in mtm) to see what I mean by that. You can try SLO Park. When you reach the area with the water on both sides of the road jump in. In MTM2 you can climb back out (slowly but you can). In Evo you remain there stuck.


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Sun Oct 05, 2014 4:47 am 
MTM2 Engineer
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Location: Valparaíso, Chile.
The new versions of the patch are looking really great. I don't have Evo on this computer but I'll try it when I get home. I wonder how's the groundbox bug going. That's probably the most important thing for me, since my tracks heavily rely on groundboxes.


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Sun Oct 05, 2014 10:09 am 
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Currently I have not had time to focus on it. Currently I'm working on redoing a majority of the replay UI. So some focus can be put into making videos for the game to help get the word out and find new players. This will be patch 009C.

Addressing MTM2 compatibility is one of my primary concerns. I need to get some more playtime in MTM2 to learn how it all works.

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4x4 Evolution Revival Project
http://www.4x4evolution.com


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Sat Nov 01, 2014 9:44 am 
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Patch 010 is live!

LINK: http://4x4evolution.net/Downloads/4x4Ev ... %20010.rar

PATCH 010 (Initial)
-CONTENT:Added Fengo's 2015 Ford F-150
-CONTENT: Added Nero666's Team Fuzzy Race Explorer
-CONTENT: Added all 4x4 Revolution additional trucks
-CONTENT: Revo trucks & 2 new trucks
-CONTENT: New icon graphics. Thanks Nero666!
-FIX: TCS and e-brake indicators now work
-FIX: Team description buffer increased from 256 to 1024 characters
-FIX: Team description size, and speed corrected.
-FIX: Language settings yet again! (HOW HARD IS THIS!)
-FIX: Track list can now display both POD, and LTE files.
-FIX: Disabled generated vegetation collision on LTE tracks
-FIX: MTM2 compatibility broke on last update, fixed.
-FIX: Somehow 4WS could get turned on, on vehicles without it installed. Fixed in theory.
-FIX: MTM2/alcohol fuel type trucks have sounds from MTM2 now
-FIX: MTM2 truck idle speed and fuel type not getting set
-FIX: Tracklist now shows both .LTE, and .POD tracks
-FIX: 44" Super Swampers now work
-FIX: Language option works, yet again.
-FIX: Correct TnL DLL should now be included
-FIX: Random letters at bottom removed
-FIX: GOT LIGHTS WORKING IN DX8TL!!! (On the ground at least)
-TWEAK: All race trucks grip changed from 1.75 to 2.0
-TWEAK: Mitsu Pajero Rally Truck grip changed from 2.5 to 2.0
-TWEAK: Evo2 monster trucks grip at 2.25
-OTHER: AWD can not toggle, is intentional. Need to make difflock/unlock option, always locked.
-OTHER: Verified 2048x2048 TIF truck textures function
-UI: New menus added legacy options
-UI: Part description languages now work
-UI: Some french parts descriptions added back in
-VISUAL: DX8TL mode headlights work! (Terrain only currently)
-VISUAL: You can now toggle race truck black boxes on/off
-VISUAL: Increased vertex, and polygon limits across the board.
-VISUAL: BigVis now works on LTE track
-VISUAL: All Super Swampers now have models from the Gamecube version.
-VISUAL: Toyota Tacoma textures upgraded to 2048x2048 minor tweaks for testing.
-UI: Overlay now combines difflocks, 4WS, and 4WD indicators all into one
-UI: Hotkeys added to replay UI while hidden
-UI: Replay menus has new status display
-UI: Added keyboard controls to hidden replay UI
-UI: Made profile labels consistent between screens,
-UI: New textures for menus labels

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4x4 Evolution Revival Project
http://www.4x4evolution.com


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Thu Nov 06, 2014 3:48 pm 
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I'll give this latest patch a go soon.


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Sat Nov 08, 2014 3:37 pm 
MTM2 Engineer
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Location: Valparaíso, Chile.
It's very good overall, I felt the handling of Snake Bite was different from Bigfoot for example. Also the games crashes around this part of the track (this one was while i was free roaming Laguna del Sol.
Image
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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Mon Dec 15, 2014 4:56 am 
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Just ran it, I'll post some thoughts later. :)


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Sun Jan 04, 2015 1:05 am 
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Sorry but these past weeks have been extremely busy and also sneaking in making the SLO Mountains Redux took all my time.

I can't make any promises when I'll give the next feedback as my schedule is really packed. I barely got to play anything lately.


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Tue Jan 06, 2015 1:21 am 
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Same boat here, no time to do any updates. Have some good stuff coming, but sadly it's not much to do with MTM2 compatibility for this update.

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4x4 Evolution Revival Project
http://www.4x4evolution.com


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 Post subject: Re: 4x4 Evolution Revival Project
PostPosted: Sun Jan 11, 2015 4:59 am 
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Minor update, and a chance to show off a WIP. Ground splines will now be optional on new tracks, should you want to make something more angular.

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4x4 Evolution Revival Project
http://www.4x4evolution.com


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