MTM1 drags

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Fila
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MTM1 drags

Post by Fila »

Is there a way to get the drags from mtm1 as a .pod file? (not converted to mtm2 though).
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Fila
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Re: MTM1 drags

Post by Fila »

Also... how do you add a custom track to mtm1?
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Cale
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Re: MTM1 drags

Post by Cale »

You need Podman to mount MTM1 pods.

I think you'd have to pull the drags out of...game.pod, is it? using Tracked 1. Unpod it, clone the SIT files, and then re-pod them individually under a new name. You may not even need to clone the SIT files, just repod them individually in Tracked. I've run TRI's CART editor in DosBox, so you should be able to get Tracked working there. I'd offer to do it but I've now got a newborn (!) so time is fleeting.
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Fila
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Re: MTM1 drags

Post by Fila »

Oh that excuse :p

I think I got it right. I managed to load it into mtm2 (I changed some code to do that) and it said race unsupported and crashes when I try to load it so now I have to figure out how to get the old code working.

I don't see why they took drags out in the first place. Btw, did people make drags for mtm1 or was it only circuits and rallies?
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Re: MTM1 drags

Post by Fila »

Hmmm. Scratch that. I wonder if I messed up because I used cpod. The track loads weirdly into traxx and I'm not sure whether it's because of the mtm1 parameters or something going wrong inside cpod.
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Re: MTM1 drags

Post by Fila »

Where do you get tracked 1? I can't install it. It refuses to install in windows and using doxbox it says it's a windows installer.
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Re: MTM1 drags

Post by Cale »

http://mtm2.com/~mtmg/downloads/mtm1/tracked.exe

I may play around with it tonight...D-Fend Reloaded let me use the CPR editor in Dosbox, so that might be useful.
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Re: MTM1 drags

Post by Cale »

SO!

The tracked.exe on this site is a self-extracting ZIP. I used 7Zip to open and extract it...but the setup.exe file contained within won't open in Windows 10...I got rid of my virtual machines on the computer since they were really finicky but if you have a Windows 95 or 98 virtual machine you may be able to do it...I have it as a ZIP now and can send it.
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Re: MTM1 drags

Post by Fila »

Well yeah that's the thing the one on this site doesn't allow to install. I have it unzipped, that's not the problem. Meh. I will have to look into this as I need to make sure that my c-pod conversion didn't mess anything up before I can attempt to re-implement drags into mtm2.

I tried opening the converion in traxx and it opened fine, for the most part. The stadium was in the middle of the map while the actual course was elsewhere and I'm not sure if it's a normal reaction based on not officially being recognized or whether cpod messed up something. That's why I asked how do you add tracks to mtm1 to first test it's working correctly.

I don't have podman (couldn't restore it for mtmg).
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Cale
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Re: MTM1 drags

Post by Cale »

Well, now you do :-)

I believe the MTM1 stadiums work in the same way the MTM2 arena works, it's just used as a backdrop. I remember the same thing from goofing around with them years ago, but again, I'd have to get into Tracked to check it out.
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Re: MTM1 drags

Post by SparkTB11 »

Just a suggestion for whenever or not the drags come back to MTM2. I reckon this image would do nicely for The Draw splash screen in between races.

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Re: MTM1 drags

Post by Fila »

So something went wrong with my cpod conversion as MTM1 won't load my drag race and it crashes at same spot as when I try it out in mtm2.
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Re: MTM1 drags

Post by Fila »

Actually I just podded game.pod in my patched mtm2 and it works. The drags are loaded. Some levels load correctly while in others the truck is set in no man's land (same thing I noticed in traxx). Anyway, this is good. As long as this loads I can try and figure out how to get mtm1 drag system back working. Also the stadiums aren't loaded correctly but I'm sure that's an easier fix.

Edit: The no man's land might be because only 2 truck positions are set and the other 6 are left in the middle of nowhere and I have default 8 trucks in mtm2.
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Re: MTM1 drags

Post by Kmaster »

Cale wrote:I've run TRI's CART editor in DosBox,

how do you get to run cpredit on dosbox? I get a "cannot init 256x256 cache" error when I try.
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Re: MTM1 drags

Post by Fila »

I can't for the life of me figure out how to activate the code that does the lines on the ground.

Basically the drag stages and disquals are triggered by checkpoints and there's a code that, supposedly, finds the bottom of the checkpoint and draws a line. But I can't for the life of me get this code working.

In other news the drag checkpoints work correctly.
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Re: MTM1 drags

Post by Cale »

That's huge news. I'm suspecting, other than the lines, implementing the "The Draw" screen is going to be the most complicated part.

I wouldn't worry too much if you can't get the line code to work. That's a pretty easy fix for a cognizant track maker, just make a flat line model and place it at the same coordinates.
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Re: MTM1 drags

Post by Fila »

The draw screen will indeed be complicated. There's some remnants of the original code for the screen but a lot of it will need to be written by myself.

While what you said is a workaround for the lines, it would be much better if I could get it to work as originally intended as the lines would then always be precise and that counts in a drag with tight margins.
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Re: MTM1 drags

Post by Fila »

Ah. I discovered the problem. TRI's drag line code only works with software renderer BUT only when it comes to objects because they are using the same line drawing code for the map which obviously gets generated no matter what 3d graphics.
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Re: MTM1 drags

Post by Fila »

Think I have to give up on getting those lines drawn. I've got most stuff working minus the "tournament style" which will be looked at at a later date (it requires changes to the menu and a tighter integration between drag/menu and all sorts of stuff that I don't have time for right now).

I think I will look into the lines thing once I finally figure out how to port the game to OpenGL and/or DirectX11?
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Re: MTM1 drags

Post by 4x4EvolutionFan »

Fila wrote:Think I have to give up on getting those lines drawn. I've got most stuff working minus the "tournament style" which will be looked at at a later date (it requires changes to the menu and a tighter integration between drag/menu and all sorts of stuff that I don't have time for right now).

I think I will look into the lines thing once I finally figure out how to port the game to OpenGL and/or DirectX11?
It would be really interesting to make a really old PC game compatible with new versions of DirectX.
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