<no subject>
<no subject>
Yeah, Idk. Just wanted to pop in and say hi! Hope everyone is doing good!
Admin of the MTM2 Draggers facebook page, find it here!
https://m.facebook.com/groups/337032006 ... =bookmarks
Nat Gage (She/They, pls)
I used to be PM Customs but now I'm taking meds for that ;)
https://m.facebook.com/groups/337032006 ... =bookmarks
Nat Gage (She/They, pls)
I used to be PM Customs but now I'm taking meds for that ;)
Re: <no subject>
Hi, yes, we are still alive and kickin, I even see some of the old (mtm1) guys online sometimes
Re: <no subject>
G'day mate!
As it stands right now, I'm still hanging around here for a long time, hoping to god that some brand spanking new update will come to the MTM2 Community Patch one day, it's just a shame that the sim addicts have since left this community and moved on to Sim and Beam Monsters that offer addons for both Rigs and BeamNG, both of which offer no sort of fun to me whatsoever. MTM2 will always be the best monster truck game ever made for me, the simple simcade with a touch of realism, while primative, yet enjoyable physics, as well of a lot of truck and track addons that really make MTM2 stand out more than any other monster truck game made ever since. God forbid one day I'll be a disgruntled old man hanging around here, and there's still nothing new for the Community Patch till then.
Now, I'm not going to be a pest to anyone here to foresee the next big thing for the Community Patch, whether it be real life issues, or other issues surrounding the current source code, but by crikey, I'd give anything in this world right now to see the resumption of this great game into something even better than what TRI intended.
My ultimate dream, see the MTM franchise rebooted for the modern era, both with a new game with the modern day technology, and a rerelease known as "Monster Truck Madness Classic" with both MTM1 and 2 remastered for the modern day PCs, with all the best bits from both games, and just about everything else that was intended with the Community Patches, like the complete revival of MTM1 Drag mode into MTM2, and Cale's remastered HD trucks.
As a hardcore monster truck fanatic since I was a little boy with all the VHS tapes and toys, it's something I'd would die for.
As it stands right now, I'm still hanging around here for a long time, hoping to god that some brand spanking new update will come to the MTM2 Community Patch one day, it's just a shame that the sim addicts have since left this community and moved on to Sim and Beam Monsters that offer addons for both Rigs and BeamNG, both of which offer no sort of fun to me whatsoever. MTM2 will always be the best monster truck game ever made for me, the simple simcade with a touch of realism, while primative, yet enjoyable physics, as well of a lot of truck and track addons that really make MTM2 stand out more than any other monster truck game made ever since. God forbid one day I'll be a disgruntled old man hanging around here, and there's still nothing new for the Community Patch till then.
Now, I'm not going to be a pest to anyone here to foresee the next big thing for the Community Patch, whether it be real life issues, or other issues surrounding the current source code, but by crikey, I'd give anything in this world right now to see the resumption of this great game into something even better than what TRI intended.
My ultimate dream, see the MTM franchise rebooted for the modern era, both with a new game with the modern day technology, and a rerelease known as "Monster Truck Madness Classic" with both MTM1 and 2 remastered for the modern day PCs, with all the best bits from both games, and just about everything else that was intended with the Community Patches, like the complete revival of MTM1 Drag mode into MTM2, and Cale's remastered HD trucks.
As a hardcore monster truck fanatic since I was a little boy with all the VHS tapes and toys, it's something I'd would die for.
Re: <no subject>
Yeah it's kinda been a bummer that I've gotten the source code so late for MTM2. The jump in the rendering language (directx) is huge and basically it needs to be almost entirely rewritten and I sadly have not had any time for the past 3 years to even attempt that. I was following an online tutorial for DirectX11 coding but I simply got stuck at trying to display a .bin file and haven't picked it up since.
Re: <no subject>
You've done the best you can, Fila.
I was hoping StrikerTheHedgefox, who joined here not too long ago, would be a great helping hand at porting the game to DX11/OpenGL, he's already been working on a source port for TRI games such as Terminal Velocity, Hellbender, and Fury3 known as "TerminalFury", and man does it look good.
https://www.youtube.com/watch?v=KDEMkyCl0aw&t=313s
https://www.youtube.com/watch?v=c-e9uaA4kNA
https://www.youtube.com/watch?v=BxVk8up ... EJAYcqIYzv
Honestly, it would be a blessing to have him on board, but like I've said before, it is not within my right to start pestering people into doing something that would be stressful as it is right now.
I was hoping StrikerTheHedgefox, who joined here not too long ago, would be a great helping hand at porting the game to DX11/OpenGL, he's already been working on a source port for TRI games such as Terminal Velocity, Hellbender, and Fury3 known as "TerminalFury", and man does it look good.
https://www.youtube.com/watch?v=KDEMkyCl0aw&t=313s
https://www.youtube.com/watch?v=c-e9uaA4kNA
https://www.youtube.com/watch?v=BxVk8up ... EJAYcqIYzv
Honestly, it would be a blessing to have him on board, but like I've said before, it is not within my right to start pestering people into doing something that would be stressful as it is right now.
Re: <no subject>
That looks quite promising. I hope he reads this, we're all willing to help!SparkTB11 wrote:You've done the best you can, Fila.
I was hoping StrikerTheHedgefox, who joined here not too long ago, would be a great helping hand at porting the game to DX11/OpenGL, he's already been working on a source port for TRI games such as Terminal Velocity, Hellbender, and Fury3 known as "TerminalFury", and man does it look good.
https://www.youtube.com/watch?v=KDEMkyCl0aw&t=313s
https://www.youtube.com/watch?v=c-e9uaA4kNA
https://www.youtube.com/watch?v=BxVk8up ... EJAYcqIYzv
Honestly, it would be a blessing to have him on board, but like I've said before, it is not within my right to start pestering people into doing something that would be stressful as it is right now.
Terminal Fury. Hmm.. bring backs memories, I called my TV windows port using the Fury3 engine the same way https://www.youtube.com/watch?v=8DI4EQ43HeA
Re: <no subject>
He does have a Ko-Fi page in which you can support him through money donations and such, was thinking maybe some of us here can play our part in helping him through donations, and hopefully, just hopefully, he'll come back and contribute here.
https://ko-fi.com/StrikerTheHedgefox
I know this may seem like stressful overwhelming pestering, but I was just thinking this is probably worth a try.
https://ko-fi.com/StrikerTheHedgefox
I know this may seem like stressful overwhelming pestering, but I was just thinking this is probably worth a try.
Re: <no subject>
I have the source code as well. I promise absolutely nothing. But I will look into an OpenGL port. I have the source to the community version as well, thanks to Fila, who was able to get it to compile with a newer version of Visual Studio. DirectX is not my thing in the slightest, but I will take a look cause the renderers are separate as a component. Like I said, don't hold your breath, but I am looking into an OpenGL renderer for the game. MTM will always be the granddaddy of monster truck games; everything else just has horrible physics, except Beam and Rigs. Anyone else reading this and curious about my own monster truck game, contact me, and you can beta test it. Softbody physics, vehicle damage, modern graphics.
Re: <no subject>
Yeah there is no hope for a openGL port from me at least. After really digging into the code it is so bad I ain't even gonna screw with it. I have never seen a worse code dump in my life. How the heck Fila even got drags going. Props to him,I ain't screwing with it.
Re: <no subject>
It really is spaghetti code. It's amazing that the game even works.
Re: <no subject>
have you tried any AI tool on it?Fila wrote:It really is spaghetti code. It's amazing that the game even works.
Re: <no subject>
Jpez1432 would be the person to ask about that, I think he's experimented with it in his game
Admin of the MTM2 Draggers facebook page, find it here!
https://m.facebook.com/groups/337032006 ... =bookmarks
Nat Gage (She/They, pls)
I used to be PM Customs but now I'm taking meds for that ;)
https://m.facebook.com/groups/337032006 ... =bookmarks
Nat Gage (She/They, pls)
I used to be PM Customs but now I'm taking meds for that ;)
- Rhitosparsh
- Member
- Posts: 8
- Joined: Sat Jan 31, 2015 9:11 pm
Re: <no subject>
Received an email notification for what seems like a spam DM and I had to pay a visit. I'm surprised my account still exists! Great to see the sites still up and running as well as all of you!
-
Thunder103093
- Member
- Posts: 23
- Joined: Sat Mar 07, 2015 4:05 pm
Re: <no subject>
Yep, so nostalgic, same thing happened to me aswellRhitosparsh wrote:Received an email notification for what seems like a spam DM and I had to pay a visit. I'm surprised my account still exists! Great to see the sites still up and running as well as all of you!
- Nascarfan15
- mtm2 rocks!
- Posts: 609
- Joined: Mon Nov 28, 2005 11:34 pm
- Location: Brockton, Massachusetts
- Contact:
Re: <no subject>
got the same PMThunder103093 wrote:Yep, so nostalgic, same thing happened to me aswellRhitosparsh wrote:Received an email notification for what seems like a spam DM and I had to pay a visit. I'm surprised my account still exists! Great to see the sites still up and running as well as all of you!

- StrikerTheHedgefox
- Member
- Posts: 13
- Joined: Sun Aug 11, 2024 11:59 am
- Location: Canada
- Contact:
Re: <no subject>
Been wanting to reply to this for a while now. Funnily enough, TerminalFury actually has some shared origins with your project.Kmaster wrote: Fri Jul 11, 2025 12:46 amThat looks quite promising. I hope he reads this, we're all willing to help!SparkTB11 wrote:You've done the best you can, Fila.
I was hoping StrikerTheHedgefox, who joined here not too long ago, would be a great helping hand at porting the game to DX11/OpenGL, he's already been working on a source port for TRI games such as Terminal Velocity, Hellbender, and Fury3 known as "TerminalFury", and man does it look good.
https://www.youtube.com/watch?v=KDEMkyCl0aw&t=313s
https://www.youtube.com/watch?v=c-e9uaA4kNA
https://www.youtube.com/watch?v=BxVk8up ... EJAYcqIYzv
Honestly, it would be a blessing to have him on board, but like I've said before, it is not within my right to start pestering people into doing something that would be stressful as it is right now.
Terminal Fury. Hmm.. bring backs memories, I called my TV windows port using the Fury3 engine the same way https://www.youtube.com/watch?v=8DI4EQ43HeA
Before I got the source code to Terminal Velocity/Fury3/Hellbender, it started as a reverse-engineered patch of Terminal Fury, done in IDA Pro, to bump it up to 640x480 resolution, and add support for higher sample rate sound effects. Then, once I got the source, I applied those same changes to the actual source in a modified version of the Fury3 codebase. Then eventually, I ported Hellbender back into Fury3's CyberUI interface (since the Hellbender MFC one is a spaghetti code nightmare that's hard to compile), and the name just kind of stuck, because it fits considering it supports all of Terminal Velocity, and the Fury series (Fury3/Hellbender aka. Fury6 in code).
Also, I am definitely looking for some help, because I'm currently stuck with some things, main thing is getting everything ported over to OpenGL world space and getting the rotation/translation/scale all working on the GPU instead of having Photex handle that all before uploading to the GPU polygon by polygon (which is incredibly slow).
Re: <no subject>
Nice timing! I was using terminalFury (the classic one) yesterday to debug JTraxx TV/F3 level support. So you took F3 code and basically added ground box support. Makes me wonder how much of a mess is the HB code.StrikerTheHedgefox wrote: Mon May 04, 2026 3:15 pmBeen wanting to reply to this for a while now. Funnily enough, TerminalFury actually has some shared origins with your project.Kmaster wrote: Fri Jul 11, 2025 12:46 amThat looks quite promising. I hope he reads this, we're all willing to help!SparkTB11 wrote:You've done the best you can, Fila.
I was hoping StrikerTheHedgefox, who joined here not too long ago, would be a great helping hand at porting the game to DX11/OpenGL, he's already been working on a source port for TRI games such as Terminal Velocity, Hellbender, and Fury3 known as "TerminalFury", and man does it look good.
https://www.youtube.com/watch?v=KDEMkyCl0aw&t=313s
https://www.youtube.com/watch?v=c-e9uaA4kNA
https://www.youtube.com/watch?v=BxVk8up ... EJAYcqIYzv
Honestly, it would be a blessing to have him on board, but like I've said before, it is not within my right to start pestering people into doing something that would be stressful as it is right now.
Terminal Fury. Hmm.. bring backs memories, I called my TV windows port using the Fury3 engine the same way https://www.youtube.com/watch?v=8DI4EQ43HeA
Before I got the source code to Terminal Velocity/Fury3/Hellbender, it started as a reverse-engineered patch of Terminal Fury, done in IDA Pro, to bump it up to 640x480 resolution, and add support for higher sample rate sound effects. Then, once I got the source, I applied those same changes to the actual source in a modified version of the Fury3 codebase. Then eventually, I ported Hellbender back into Fury3's CyberUI interface (since the Hellbender MFC one is a spaghetti code nightmare that's hard to compile), and the name just kind of stuck, because it fits considering it supports all of Terminal Velocity, and the Fury series (Fury3/Hellbender aka. Fury6 in code).
Also, I am definitely looking for some help, because I'm currently stuck with some things, main thing is getting everything ported over to OpenGL world space and getting the rotation/translation/scale all working on the GPU instead of having Photex handle that all before uploading to the GPU polygon by polygon (which is incredibly slow).
well now I've heard a lot of stories regarding TRIs source codes
Rendering isn’t really my area (Fila has kinda the same issue with MTM2), but if anything, I can help figure things out using AI agents like Codex, Cursor or Claude Code.
I’m trying to open-source more utilities (including JTraxx) to make TRI file formats knowledge more accessible in todays environment, but it might take a while to get the proper permissions
- StrikerTheHedgefox
- Member
- Posts: 13
- Joined: Sun Aug 11, 2024 11:59 am
- Location: Canada
- Contact:
Re: <no subject>
If you're wanting to access the source, email Mark Randel and ask to sign an NDA to access the TerminalFury project specifically. Speak to me in DM if you need the information.
Re: <no subject>
Makes sense about the NDA. I’m focused on JTraxx at the moment, but I’d be open to helping with MTM2/TerminalFury once I wrap that upStrikerTheHedgefox wrote: Mon May 04, 2026 9:00 pm If you're wanting to access the source, email Mark Randel and ask to sign an NDA to access the TerminalFury project specifically. Speak to me in DM if you need the information.
Re: <no subject>
The vicious cycle of Photex engine source codes, real tough nuts to crack.well now I've heard a lot of stories regarding TRIs source codes.
Rendering isn’t really my area (Fila has kinda the same issue with MTM2)
In saying that, I'm hoping at some point, with what Striker wrote in the description for the release of TerminalFury on his website, will eventually be that person with deep graphics programming knowledge to come out and help, and hopefully we can even convince him/her to help out with MTM2's source code as well, cause we'll need it now more than ever.