MTM2 Beta Patch 0.47 - Improving from .46

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OG_RuDeE
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

That's interesting to know about the fix you made to the water. Nice. When driving next to water, I don't have any lag or issue, only when I enter it and it queues the splash / sound, and only on one of my machines so far. I will have to test on the other now too. I was curious, does your one track still flood when water reflections are on or did that get resolved with these recent patches?

On a probably off topic note, one of my copies of MTM2 will let me use my xbox controller without Steam input. I don't open steam at all on that PC before playing MTM2, and I've checked it's not open in the BG. The other install needs steam input for the controller. I don't think I have any other controller stuff running on the pc that doesn't need steam. Not sure why it works.
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Fila
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

Oh, good question about the flood. I don't remember which tracks did it. I didn't purposely fix the bug but maybe it got fixed when moving the water math to the video card.

Was it Fila's Adventure with complex scenery and max draw distance? If yes then it's fixed.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

Found the old thread, and yes, it was Fila's Adventure Redux. Cool that it's fixed!
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

Mtm2 code had quite a bunch of memory leaks. Most of the visual errors we had (and I've been patching) are because of the leaks so I wouldn't be surprised if the audio part and the input part also have their own leaks. When that happens, they behave differently on different systems because once it leaks they get their own mind and sometimes for the better but most times for the worst :)
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Shockwave_S08 »

Any way to make the FMV cutscenes scale to any supported resolution? Currently they're stuck in the upper-left corner when they play, getting progressively smaller on larger screens.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

So, I noticed all the AI pile up and don't race on Spider's Bobsled track. Setting opponents to 0 resolved all glitches with sound and water. You'll have to try it out.

I wonder if since they're just piled up at the start for the whole race, there are just tons of physics collisions happening constantly affecting other parts being computed by the cpu, e.g. sound?
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

There's a good chance you are right and because they keep crashing it's overloading the sound buffer. This was never an issue with the original game because the small draw distance would eventually remove the trucks from sight. Out of curiosity you could try setting visual distance to 20 and leave the trucks and see what happens.

Either way I'm looking into it when I get home
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

Just checked out Fila's Adventure Redux. No more water flooding, but trees, statues, and maybe some other objects aren't casting shadows with advanced shadows on. Other objects like boulders, tractors, my truck etc... have normal shadows.

Now that I'm realizing shadows are missing on some objects, I noticed a few days ago that the fences in the Junkyard Evo conversion don't have shadows either. Maybe related?

Shadows missing (or of a different type) on many things in SLO Mountains too.

Cancel that! Most missing shadows seem to have been introduced by patch 0.47. Reverting to 0.46, shadows in trees, etc... have returned. (The missing fence shadows on Evo Junkyard were 0.46, though.)
Last edited by OG_RuDeE on Wed Jul 01, 2026 5:58 pm, edited 2 times in total.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

Fila wrote: Wed Jul 01, 2026 5:28 pm There's a good chance you are right and because they keep crashing it's overloading the sound buffer. This was never an issue with the original game because the small draw distance would eventually remove the trucks from sight. Out of curiosity you could try setting visual distance to 20 and leave the trucks and see what happens.

Either way I'm looking into it when I get home
No issues with 7 opponents and draw distance at 20. Glitching was happening with distance at 75, definitely at the beginning of the race, and probably whenever the AI came into the drawn area, as you suggested.

Adding to this, driving yourself into a wall gives some stuttering. Maybe overloading sound buffer too?
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Ford-chan »

Fila wrote: Wed Jul 01, 2026 2:14 am Ford-Chan, can i see a picture of RCA Dome from this angle?
I'll get to it when I can, been dealing with some health issues recently ever since coming off one of my medications, to where certain symptoms range from feeling chills and shivering inside my body, sleepless nights resulting in me losing a whole bunch of sleep, and last night when I was feeling like I could all of the sudden lose conciousness, or start having a seizure. :oops: Hopefully that'll subside soon, at worst, summon somebody like Cale on to this case.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

Ford-chan wrote: Wed Jul 01, 2026 6:50 pm
Fila wrote: Wed Jul 01, 2026 2:14 am Ford-Chan, can i see a picture of RCA Dome from this angle?
I'll get to it when I can, been dealing with some health issues recently ever since coming off one of my medications, to where certain symptoms range from feeling chills and shivering inside my body, sleepless nights resulting in me losing a whole bunch of sleep, and last night when I was feeling like I could all of the sudden lose conciousness, or start having a seizure. :oops: Hopefully that'll subside soon, at worst, summon somebody like Cale on to this case.
No worries. No rush!
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

OG_RuDeE wrote: Wed Jul 01, 2026 5:31 pm Just checked out Fila's Adventure Redux. No more water flooding, but trees, statues, and maybe some other objects aren't casting shadows with advanced shadows on. Other objects like boulders, tractors, my truck etc... have normal shadows.

Now that I'm realizing shadows are missing on some objects, I noticed a few days ago that the fences in the Junkyard Evo conversion don't have shadows either. Maybe related?

Shadows missing (or of a different type) on many things in SLO Mountains too.

Cancel that! Most missing shadows seem to have been introduced by patch 0.47. Reverting to 0.46, shadows in trees, etc... have returned. (The missing fence shadows on Evo Junkyard were 0.46, though.)
Can you try it on your other computer? (with patch .47). I don't have any missing shadows on my end. Just to double check, you downloaded the .47 hotfix?

What was the name of the evo junkyard? I forgot.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

Shockwave_S08 wrote: Wed Jul 01, 2026 4:09 pm Any way to make the FMV cutscenes scale to any supported resolution? Currently they're stuck in the upper-left corner when they play, getting progressively smaller on larger screens.
Heh, gonna look into it but the original ones are so super low res, not sure how good they will upscale without professional upscaling system (and I ain't paying for the AI that specializes in graphics, lol)
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

OG_RuDeE wrote: Wed Jul 01, 2026 5:06 pm So, I noticed all the AI pile up and don't race on Spider's Bobsled track. Setting opponents to 0 resolved all glitches with sound and water. You'll have to try it out.

I wonder if since they're just piled up at the start for the whole race, there are just tons of physics collisions happening constantly affecting other parts being computed by the cpu, e.g. sound?
We are having different experiences. The AI on my end can finish the race. Albeit very badly with lots of pile ups and always calling the heli but they eventually finish. Just spent time watching them. So this points to a pretty big difference in the way the game behaves between your system and mine.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

We are having different experiences. The AI on my end can finish the race. Albeit very badly with lots of pile ups and always calling the heli but they eventually finish. Just spent time watching them. So this points to a pretty big difference in the way the game behaves between your system and mine.
Hmm... I'll see if I can get a video and check 0.46 vs 0.47.

Edit: Actually, after crashing and looping around a bunch at the start, they do begin racing. It looks like the waypoints are just badly laid out. Still getting lots of stutters on this track though.
Can you try it on your other computer? (with patch .47). I don't have any missing shadows on my end. Just to double check, you downloaded the .47 hotfix?

What was the name of the evo junkyard? I forgot.
Yes, I can try it on my other comp. I believe I downloaded the hotfix; the zip I have is called Beta0.47_hotfix1.zip

Junkyard is called QuidProQuo, it's the Malibu one.
Last edited by OG_RuDeE on Wed Jul 01, 2026 10:16 pm, edited 1 time in total.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

No need to get a video, I am doing a build just for you. Gimme a sec

Yeah that's the correct patch.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Ford-chan »

Fila wrote: Wed Jul 01, 2026 2:14 am Image
Tried my best for this angle, considering how Drag Races don't let you go into reverse prior to staging and green light, that alone is more of a pain in the butt just to replicate your angle.

Image

That ground box looking texture isn't showing up on my end, besides some of the minor texture bugs on the stadium walls, like Trans World Dome, and this one with RCA Dome, that wall texture over there, which if I'm assuming correctly, same thing happens with MTM1 running dgVoodoo and Hardware Acceleration. Do you wish for my settings within MTM2's menus?
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

No that's fine thanks. The texture bugs on the walls are from the model itself. It means that something is wrong on my end specifically, probably with the .pod file.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by OG_RuDeE »

Checked on other PC just now with 0.47. Still no shadows on QuidProQuo, and lots of flickering on the fences which doesn't happen on my other machine.

Will check other tracks too.

PS. Controller still works on this pc without steam.

PPS. One major difference between the two pcs is the one with the 6650 XT uses fast access memory for graphics via the AMD driver, and the one with the 5600 XT does not. Dunno if it's relevant.
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Re: MTM2 Beta Patch 0.47 - Improving from .46

Post by Fila »

http://www.mtm2.com/~mtmg/misc/Beta0.47_Rudee_test.zip

OK Rudee, download that, copy the .dll and monster.exe. Two things from you:

1. Start bobsled with 7 ai trucks. At race start, immediately press H to stop them from hitting you (try your best to not move your truck). And keep canceling and hitting H this whole time to force your truck to stay put and not have them move you. if you are lucky to start at a spot where they don't hit you at all, just leave it be. Run this for about 20-30sec. End the race and exit the game. In the MTM2 folder where monster.exe you will not find a file named aidiag.txt, put it in a zip file and upload it to the trucks page. I need that log to see if there is a math bug issue between our systems.

If you mess up the test and need to restart it, you first have to quit the game and delete the .txt file. The file is "additive", which means every time you run a race it adds more info without deleting what was already there so we need a clean one.

Once you finish with this go to step 2

2. Run the race as normal as you did before when having sound issue. Tell me if you still have them.

After this you should go back to the other monster.exe file because otherwise it will keep writing to that .txt file until it fills up your disk space :)
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