MTM2 Beta Patch 0.46 - Lights and Mirrors

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Ford-chan
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Ford-chan »

I think we may need a "Community Patch Bug Report" thread for any future bugs either me or anyone else comes across.

Anyways, Wint's Cliffside is having a sook at this patch with this error message...

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Yeastman's Snohomish Pass is giving out an error message like that one too. Despite being an MTM1 track that you can't even play it on MTM1 itself, because of the ground box limit set in MTM1, which is really strange considering the time it was made, and just being made for MTM1 in general.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Bjcon215 »

Hello,

I don’t post here much, but I wanted to chime in. First of all, thank you Fila for the work you’ve done. My 9-year-old self would be very happy right now, lol. Secondly, I want to share an observation I have after playing around with the new patch for a few days. All of the stock tracks work great with the new lighting, but there are a few custom tracks that react strangely to it. Atlantis 8 now shows the entire underwater terrain, but objects like the sunken ships will pop-in as you drive up to them. Formerly, visibility was limited by the water and objects faded in more naturally. Perhaps related, it seems to me that fog is now thicker than it used to be, with ground objects popping in more noticeably than before. There are also at least a few tracks that have this gradually receding “wall” of black as you play them. Team Death’s Cave Racing, Cybertron, and Team Death Coliseum have this, and it doesn’t seem to be related to advanced shadows or draw distance. It’s almost like the game is doing the fog effect, but without rendering the fog itself. Same thing on Atlantis 8.

I haven’t got a dedicated gaming computer, but otherwise this latest patch runs great. Can’t thank you enough for the work you’ve done.

Oh, and for anyone who’s having issues with tracks by Wint, try turning the advanced shadows to “low”. Wake Up! crashed for me almost immediately a bunch of times until I did that, now it runs just fine.
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OG_RuDeE
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by OG_RuDeE »

Ford-chan wrote: Sun Jun 28, 2026 1:02 am By the way, out of curiosity, I decided to load Team Death's Cave Racing to see how the Advanced Shadows are handled in such enclosed areas. And let's just say, it's just about darn near impossible to drive on with Advanced Shadows turned on, despite the headlights on the trucks being turned on, I literally cannot for the life of me see where I'm going, to where I've just about dropped the track altogether. In fact, now with Advanced Shadows turning enclosed areas into dark caves, there should be a mechanic implemented to where once a truck drives into a tunnel, the headlights will automatically turn on once inside. But then again, some tracks like Cave Racing may not work even with that mechanic, so some other optimization implementations are probably still going to be needed for these particular tracks in mind. Brighter headlights perhaps, high beams, give or take?
I tried TD's Cave Racing just now, because I wanted to see what it looked like, and it was playable on my machine (I could see just fine). His track defaults to night weather for me, no matter what weather I select, so the headlights were working fine. I downloaded it from the MTM2.com track server. Also, this is with Shadows and Advanced Shadows switched on.

There is lots of flickering in this track for me where the backdrop flickers through the darkness in the distance despite being surrounded by steep terrain.

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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

While I've been working on this trying to get it done today I've discovered some behind the scenes bugs that hamper performance (but otherwise have no visual clue) so I've been dealing with those too!
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

Finally got to take a look at cave racing. There's a major bug there. I will have to take a look.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

Bjcon215 wrote: Sun Jun 28, 2026 10:37 am Hello,

I don’t post here much, but I wanted to chime in. First of all, thank you Fila for the work you’ve done. My 9-year-old self would be very happy right now, lol. Secondly, I want to share an observation I have after playing around with the new patch for a few days. All of the stock tracks work great with the new lighting, but there are a few custom tracks that react strangely to it. Atlantis 8 now shows the entire underwater terrain, but objects like the sunken ships will pop-in as you drive up to them. Formerly, visibility was limited by the water and objects faded in more naturally. Perhaps related, it seems to me that fog is now thicker than it used to be, with ground objects popping in more noticeably than before. There are also at least a few tracks that have this gradually receding “wall” of black as you play them. Team Death’s Cave Racing, Cybertron, and Team Death Coliseum have this, and it doesn’t seem to be related to advanced shadows or draw distance. It’s almost like the game is doing the fog effect, but without rendering the fog itself. Same thing on Atlantis 8.

I haven’t got a dedicated gaming computer, but otherwise this latest patch runs great. Can’t thank you enough for the work you’ve done.

Oh, and for anyone who’s having issues with tracks by Wint, try turning the advanced shadows to “low”. Wake Up! crashed for me almost immediately a bunch of times until I did that, now it runs just fine.
Atlantis 8 might have been fixed before I got to test it (I've done changes to the renderer). But on a side note, go outside of the water for a funny bug :D :D :D (make sure you have water reflections turned on)

Wint's tracks specifically turned out to have some memory leaks for some reason. They should be fixed in the upcoming patch.
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Fila »

Ok I discovered what is wrong with teamdeath's tracks. The background (you know, that round background in the far distance) hooks itself to the player camera up close for some reason.
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Ford-chan
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Re: MTM2 Beta Patch 0.46 - Lights and Mirrors

Post by Ford-chan »

OG_RuDeE wrote: Sun Jun 28, 2026 11:54 am I tried TD's Cave Racing just now, because I wanted to see what it looked like, and it was playable on my machine (I could see just fine). His track defaults to night weather for me, no matter what weather I select, so the headlights were working fine. I downloaded it from the MTM2.com track server. Also, this is with Shadows and Advanced Shadows switched on.
From my end, my struggles with me not being able to see where I'm going is probably also because of where my PC and Monitor is currently sitting right now, facing towards the window inside of my house with the sun glare in broad daylight outside, a troublesome combo with certain cave tracks with Advanced Shadows on.
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