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 Post subject: Did MTM1 use the 2 pixel overlap when 3d accelerated?
PostPosted: Sun Sep 06, 2020 6:33 pm 
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Posts: 608
So I finally figured out that running MTM1 without compatibility mode works with dgVoodoo and, by putting hardware acceleration on in game, you can get the same upscaling for it as you can for MTM2. What I am amazed by (as it's the first time I've ever run MTM1 with acceleration) is that the ground textures suddenly aren't seamless anymore. Is this a function of the upscale or did MTM1 use the 2 pixel overlap specifically for the accelerated textures?


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 Post subject: Re: Did MTM1 use the 2 pixel overlap when 3d accelerated?
PostPosted: Mon Sep 07, 2020 12:19 am 
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Dude!!! I'm literally blown away by this! I've always wanted to play MTM1 at a 1920x1080 resolution but could never figure it out, so this is a pretty awesome discovery. I also like how the ground textures are no longer pixielated when running hardware acceleration, they almost look like the way they would look when you have the MTM1 tracks running in MTM2. The only downside however is that the trucks are a fair bit lower in detail with low-res textures and minor transparency issues among the chassis and wheels, but apart from that, it's great!


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 Post subject: Re: Did MTM1 use the 2 pixel overlap when 3d accelerated?
PostPosted: Tue Sep 15, 2020 11:01 am 
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Decided too give this a go myself, works surprisingly well.
If someone figures out how too bypass the normal texture limit on the game now though.
(As you can bypass the warning fine changing the texturedetail too 2 in the config file but crashes ofc right away doing so trying too do anything really besides being in the menu.)
Would be nice figuring out the view distance setting in this game engine as well too increase that further.


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 Post subject: Re: Did MTM1 use the 2 pixel overlap when 3d accelerated?
PostPosted: Tue Sep 22, 2020 5:36 pm 
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Joined: Wed Jul 15, 2020 9:42 pm
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How are you setting it to use GLide?
In hardware accelerated mode, all i get is direct3D hardware, no GLide option
So no voodoo wrapper and no full screen.

Not to mention, everything outside the truck windows is black in hardware acel


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 Post subject: Re: Did MTM1 use the 2 pixel overlap when 3d accelerated?
PostPosted: Tue Sep 22, 2020 6:25 pm 
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Make sure you have no compatibility settings checked when you launch it, and you'll have to use dgVoodoo's D3d wrapper, but it works amazing.


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 Post subject: Re: Did MTM1 use the 2 pixel overlap when 3d accelerated?
PostPosted: Tue Sep 22, 2020 9:29 pm 
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Joined: Wed Jul 15, 2020 9:42 pm
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Ah, so it is not running in glide, ok.
Out of luck here then dgvoodoo never worked for me at all, nglide works great, so thats what i have

I have all the tracks in MTM2, but i always liked the dirt and grass particle effect in MTM1
They kinda left that out in MTM2


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 Post subject: Re: Did MTM1 use the 2 pixel overlap when 3d accelerated?
PostPosted: Tue Sep 22, 2020 10:44 pm 
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Joined: Fri Oct 10, 2003 6:19 pm
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Location: Valparaíso, Chile.
A great finding. I could never get MTM1 to work in hardware acceleration mode in windows 7/8/10. I might also try Hellbender and CPR. Wish someone would develop WinG wrappers so I could play fury3 on Win10 :lol:

Cale wrote:
Is this a function of the upscale or did MTM1 use the 2 pixel overlap specifically for the accelerated textures?


MTM1 has always used the 2-pixel overlap on hardware acceleration mode. Is it just my imagination or there were some mods that had this fixed for the MTM1 tracks?
Edit: some addon tracks have this fixed, eg: sierra loggin run

wiesshund wrote:
Ah, so it is not running in glide, ok.
Out of luck here then dgvoodoo never worked for me at all, nglide works great, so thats what i have


it's the new version of dgVoodoo (2.7) that has the D3D wrapper function. so you should give it a try anyway.

miniz1994 wrote:
Decided too give this a go myself, works surprisingly well.
If someone figures out how too bypass the normal texture limit on the game now though.
(As you can bypass the warning fine changing the texturedetail too 2 in the config file but crashes ofc right away doing so trying too do anything really besides being in the menu.)
Would be nice figuring out the view distance setting in this game engine as well too increase that further.

You can always try to modify the view distance by using memory hacking tools (I remember Slayer gave me some ideas and I did try them like a decade ago on MTM2 with minor results. you can only increase the distance from 1 to 2 tiles until you get a memory access violation error ) but I bet for a real working game it would require modifying the source code of the game, very much like what Fila is doing with the MTM2 HD patch. So until someone gets mark randell to share the code, I don't think theres a chance.


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 Post subject: Re: Did MTM1 use the 2 pixel overlap when 3d accelerated?
PostPosted: Sun Sep 27, 2020 12:50 pm 
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Joined: Wed Jul 15, 2020 9:42 pm
Posts: 26
This of any use?
https://archive.org/download/WING10/WING10.EXE

Usually though, for stuff like that, i just use a win 3.11 install i made in DOSBox.

Actually, fury 3 seems to run.
The installer wont go as it is 16 bit, but i copied the game files from the CD
and ran the game, and it worked.
Only 640x480 so its a bit pixely


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 Post subject: Re: Did MTM1 use the 2 pixel overlap when 3d accelerated?
PostPosted: Sun Sep 27, 2020 8:18 pm 
MTM2 Engineer
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Joined: Fri Oct 10, 2003 6:19 pm
Posts: 1350
Location: Valparaíso, Chile.
wiesshund wrote:
This of any use?
https://archive.org/download/WING10/WING10.EXE

Usually though, for stuff like that, i just use a win 3.11 install i made in DOSBox.

Actually, fury 3 seems to run.
The installer wont go as it is 16 bit, but i copied the game files from the CD
and ran the game, and it worked.
Only 640x480 so its a bit pixely


yeah, problem is it wont run full-screen on NT-based systems... and that is not 640x480, it's actually 320x200 in windowed mode. You can stretch it to 480 but it still 200px.
The original Terminal Velocity DOS game could run in 480.
edit:
Image
Image


Last edited by Kmaster on Sun Sep 27, 2020 10:15 pm, edited 1 time in total.

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 Post subject: Re: Did MTM1 use the 2 pixel overlap when 3d accelerated?
PostPosted: Sun Sep 27, 2020 10:14 pm 
MTM2 Engineer
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Joined: Fri Oct 10, 2003 6:19 pm
Posts: 1350
Location: Valparaíso, Chile.
aint full hd screenshots lovely? (sorry for the mess, i don't have low res versions for those)







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