Community Patch Wishlist

mtm2 and other sensible chat
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Fila
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Community Patch Wishlist

Post by Fila »

Let's make this a definitive list of what people want to see in the community patches. I will keep them all nice and tidy in one post for easy checking.
Warning: There will be no priority. People are free to rank what they like to see the most and the least added but things will be added/worked on when I have time and energy. I will generally hold no feature favourite over another unless I think it is something that is drastically needed. I'll start first with a few

Drags:
- fix the stadium/backdrop thing for mtm1 drags when loaded in mtm2
- fix the dark textures resulting of the DX9 transition
- add the drag weekends from mtm1 (as in, qualifying and knockouts)

UI:
- move towards a full hardware renderer menu + game, dropping the current menus. They look nice but they are troublesome when paired with hardware accelerators. Was a big source of the crashes for earlier versions.
- somehow add cockpits back
- fix the instant replay page

Technical
- increase limits (will detail these separately later)

General
- bring back the tournaments where a user can manually add races/drags together and score points based on final positioning. Preferably also to be able to save the tournament state so one doesn't have to do it in one go
- tinker with the AI trucks to make them more competitive
- maybe find a solution to completely change the way AI trucks are written <- this is a big task, not sure it is feasible.
- make rumbles playable offline <-- probably tied with improving AI trucks for races
- make headlights work during daylight... especially needed for really dark caves with advanced shadows.
- have more accurate crash messages (for example, mention that it is missing a .pod file at startup instead of asking for the mtm2 cd)
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Re: Community Patch Wishlist

Post by Kmaster »

For me, my main request would be porting MTM2 to OpenGL.
Having a fully hardware rendered UI would be a great step, I like the stock stylized in-game dialogs but they are indeed a pain in the *beep*, they lag, they are not easy to scale or create for new HD resolutions and they make potential future platform ports of MTM2 harder.

Here is a list of more technical requests. I call those "Have Fila increase box count! since mark didn't gave a *stuff*"

Top concern
  • Port MTM2 to OpenGL
High concern
  • Support for 24bit truecolor textures, no more palettes for tracks! this should be applied retroactively and let us see objects, ground boxes, textures and trucks the way they were really meant to be seen by their original authors.
  • increase object and ground box limit for all tracks.
  • increase texture limit for all tracks.
  • Add support for larger textures (keep support for 64px and 256px but 512 and 1024 would be nice)
Medium concern
  • add support for 512x512 and 1024x1024 maps
  • increase moving objects limit.
  • increase headlight limits.
  • add support for windows (full transparent/opaque). maybe new face type in the BIN format? Also, is there any way to keep the current transparent textures hack? which doesn't work on DX9
Least concern
  • increase darkness intensity in terrain shadows (too soft to my liking)
  • Offline rumbles, with dumb AI (no more annoying warning). No need to add a special AI for it, just let trucks follow course. This is just to ease testing and not having to go into gold-slew-z mode to test rumbles.
  • increase checkpoint limit
  • Add support for track type 0 tracks (Hillclimb practice)
  • Display SIT track location in the new UI track selector
  • increase number of available computer trucks (interestingly this is done in CPR)
  • support for true double rear axle vehicles
  • shock height fix for small tires (ST) vehicles
  • either move to a full 3D cockpit or a minimalist vectorized cockpit. Maybe disable cockpit view on HD resolutions?
  • add support for CPR maps (race track layer + increased object & terrain precision + more trucks). This one is not that important but i'm actively reverse engineering this in Jtraxx.
Last edited by Kmaster on Wed Jul 01, 2026 4:56 pm, edited 1 time in total.
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Re: Community Patch Wishlist

Post by Ford-chan »

Here's my take, finally I can do this after 8 bloody years!...

Priority 1:

- Reinstate Tournament mode from MTM1, especially in the sense of playing out monster truck seasons from past to present, be it PENDA, Monster Jam, or any other monster truck promotion company out there today.

- Modify the current rigid form of MTM1's Drag code to where certain race formats, like Chicago Style (O), St Louis Style (OO) racing, and just about any other race format that exceeds the boundaries and limitations of the MTM1 Drag code are now possible. Being confined to purely just Straight and J Drags isn't always going to be fun in the long term.

- Introduce a Free Roam mode (equivalent to that of both 4x4 Evo, and that scrapped feature from the Metal Crush beta) where you can drive just about anywhere without having to remove computer opponents, or in the case of Army Armstrong having a go at you for missing checkpoints. :lol:

- Decouple the driving aids from the Skill Levels in the Driver Check-In menu, those Skill Levels should only ever affect on how the AI drives, not with how your truck handles when driving, don't know why TRI thought it would be a good idea to tie the driving aids with the Skill Levels? At worst, those specific driving aids should only ever serve their purpose in the Driving Assistance options in the Game Options.

- Implement a Restart Race button in the Pause menu, I'll want it for when the AI decides to act all dirty, and crash me out at the start of the race, which is highly frustrating. I probably won't be needing it over my own driver errors though. :P

- Have some external mirror HUD for Chase cameras, I'd like to be fully aware of who's behind me without the use of the Cockpit.

- Fix this delayed input when trying to shift over to reverse gear quickly, too many times I've been hammering the button for the bloody manual transmission to shift into reverse gear for when either I crash into a wall, or go off the track.

- Have a visual course line drawn in front of you by the press of a key during a race, which would be extremely helpful for driving on certain addon tracks for the very first time. (The Courses tick box that shows the lines in Kmaster's JSTrackViewer will do nicely.)

- Make the game fully independent from the TRUCK2.POD file without it crashing, on condition that at least 8 addon trucks are podded in for it to launch, just for the sole purpose of having a certain roster of trucks without the stock trucks getting in the way.

- Full controller support for Xbox and Playstation controllers, as of right now, Steam Input is the best workaround for it, but it would still be nice to have full support in the Controls menu.

- Either completely overhaul MTM2's primitive Win95/Win98 installer to where it's now easier to install on Win11 or any other future versions, or at the very least, make it so that you no longer have to put up with the installer and just simply get the game working without it. The current state of the installer in it's primitive time is nothing but a crash/freezeathon, to not being able to run it without the SETUP.exe telling you to run it on Win98 comp mode, which that alone is just about impossible once Microsoft starts phasing these sorts of things out as time moves on. Grubs! >:(

Priority 2:

- Introduce a Sprint Race type mode, basically, Point A to Point B racing, much like 4x4 Evo 2's Pikes Peak track, I'd love it if someone made Japanese mountain pass tracks like the ones from Initial D, and just call it (Initial D Monster Truck Stage) with Eurobeat as the soundtrack that plays in the race. "Deja Vu!" :D

- Rather than the AI trucks needing a helicopter to right themselves back on to their wheels, they should have the ability to auto self-right themselves like the player can, just to get them back on running quickly, and make them twice as competitive as a result.

- Perhaps completely scrap the helicopter for good, in favour of a respawn on track should you or the AI fall of a cliff, or in the case of the AI driving into a wall where they are unable to reverse.

- Fix that truck snagging/stuck behaviour when landing on certain things like bridges. The fully decoupled FPS/Physics has only half eliminated it, but not fully to where it's completely gone.

- Fix that god awful bug in MTM1's B.C Place and RCA Dome where hitting the second set of cars causes the truck to become stuck/snagged on the cars to the point of losing as a result. This doesn't really happen a whole lot in MTM1, so this may tie into the bridge bug as well. MTM1's crush car objects don't operate in the same manner as in the case of certain MTM2 replica tracks where crush cars are set to "No collide" with ground boxes used to create jumps upon impact.

- A user track player in the Sound menu for choosing whatever MP3 format song you want to race to.

- Scrap the 8 Bit Mono 11khz restriction to where anybody can now use MP3 format songs in their tracks without being forced to use something like Audacity to convert song formats to meet with MTM2's demands for songs used in tracks right now.

- For Drags, maybe something like an 18 truck format as opposed to the 8 truck format, with Fast Loser brackets in between. Both PENDA and Monster Jam tend to run those race formats depending on certain events.

- Should you or the AI roll over and crash during a Drag race, you automatically lose, no questions asked (only rolling over and crashing after crossing the finish line is acceptable).

- Make the AI come to a dead stop once crossing the finish line in a Drag race, would be a lot better than just seeing them drive off elsewhere and run into the wall of an arena.

- Reinstate Army Armstrong voice lines that haven't been used in the full retail version of the game. For e.g, Army Armstrong when crashing into a train... "If you wanna ride that train, you'd better buy a ticket!" Army Armstrong when doing the final lap of the race... "One more lap to go!" Army Armstrong when jumping in the air... "Look out below!" Army Armstrong during the start of the race... "Prepare yourself, this ain't no funhouse!" etc.

- Load whatever different shaped stadium/arena model as a backdrop, as opposed to being confined to having stadiums/arenas needing square walls/boundaries for it to comply with the game's requirements for a working stadium/arena backdrop, basically stadiums ranging from circles, triangles, or whatever uniquely shaped model that exceeds the boundaries of square walls (For e.g, Houston Astrodome, Seattle Kingdome, etc.) if that's even possible to code in?

- This is in reference to the collision boxes for the AI trucks that I pointed out 8 years ago on the Drag beta patch thread, not suggesting that you should completely outright change it to where AI can hit them like the player can, as you'll essentially end breaking hundreds of tracks as a result, much like Arizona Dreaming with collision boxes used for the Spirit Gates for AI to pass through, and not yourself, but would it be possible to at least introduce some setting in Traxx to where you can change collision box types to something like (AI collide)? I only ever bring this up again, mainly because, be it drag conversions of existing tracks from two decades ago where collision boxes are used for ramps and such, but also for certain jump obstacles and cars that the ramp boxes themselves can't cover, that's practically been my main concern surrounding it all, and it would be nice for something add in so that the AI can jump over certain ramps and obstacles that exceed the limits of ramp boxes.

- Priority 3: (some of them may be very unlikely, but you never know.)

- A Sandstorm weather option, how cool would that be on certain desert tracks like MTM2's Tumbleweed Flats, or even Fila's Holiday?!

- Some technical advancements from the EVO engine brought over to MTM2's Photex2 engine, be it the likes of certain object limitations, and other similar examples, if the Photex2 engine can sustain it?

- In game Binedit Truck Editor style vehicle customisation, whether it be interchanging wheels, adding flags, all sorts of that cool stuff.

- Give MTM1 trucks a coded label (MTM1) next to their truck names when loaded into MTM2. Three reasons... 1, they actually work! 2, to prevent truck duplications with other stock trucks with the same name, and 3, just for their own identity of being an MTM1 truck.

- Visually, have the trucks be subjected to certain road and weather conditions, as in, mud and snow appearing on the trucks, from bodywork to wheels, raindrops appearing on the trucks in wet weather, plus once driving out of the water. It would be a neat and immersive feature to see, especially with DX11.

- Somehow force certain MTM1 tracks with bright lighting and HOM backdrop bugs to transform in the same way like other MTM1 tracks (TRI ones included) when loaded into MTM2. This may not be possible considering how they deliberately built those tracks that way by the track makers themselves at the time (Certain tracks with NKA Duuks packs have those problems).

- A tweak in the physics to where the truck, once it jumps off the terrain, it's not always going into a nose up/sky wheelie position once up in the air, the only problem with that, is if there are some tracks out there made with that quirk in the physics in mind?

- Full reworking of MTM2's collision model with other trucks, certain nuisances as far as landing on top of one another to where you end up getting catapulted over to the other side and crash, it's not just annoying, it's rage inducing.

- Highly unlikely, given that you already answered that question to LegendOfWii 8 years ago, I'm not sure what the circumstances are now? But a Freestyle mode would be cool to see, the problem is, it's not as easy with the limitations of MTM2's physics (you can't do donuts, nor backflips, or any other advanced physics modeling of that nature compared to something like Rigs Of Rods) not to mention having to adjudicate such things from points scoring ranging from certain stunts and smashing obstacles to rank up points within the time limit, there's a lot to work around when building such a mode where it's probably already stressful as it is right now. At worst, Free Roam mode is the best way around it I reckon.

- Introduce two physics types. (Classic) the current old school MTM physics for such disciplines like Circuits and Rallies. And (Modern) Basically the same integral physics, but modernised to allow things like, wheelies, backflips, donuts, saves, pretty much free roll and movement in the air in general. Best used for disciplines like Drags, and Free Roaming freestyle. On condition that the simcade integrity of MTM2's physics is maintained. I wouldn't be wishing for Beam and Rigs-esque physics anytime soon. Much like how Cale suggested that the game best not become something it's not too much, whatever your opinion lies on.

I'll probably continue to edit this post if I think of anything else, rather than clog this whole thread with countless posts of new ideas/thoughts that I come up with, but yeah, there you go!
Last edited by Ford-chan on Mon Jul 13, 2026 12:10 pm, edited 33 times in total.
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Re: Community Patch Wishlist

Post by Cale »

  • Ability to turn on/off 2 pixel overlap would fix a TON of tracks.
  • Demystifying top crush.
  • Fixing the darker textures when reversed faces share the same vertices.
  • Different front and rear axles.
  • Similarly, ability to place the axlebar pivot points independently front and rear.
  • MTM 1 style dirt particle effects! I think these would look great at higher resolutions.
I'm not all that interested in the game becoming something it's not, but these would be some nice quality of life improvements.
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Re: Community Patch Wishlist

Post by Ford-chan »

Cale wrote: Fri Jun 26, 2026 3:59 am I'm not all that interested in the game becoming something it's not, but these would be some nice quality of life improvements.
None of those powerups from MTM64, or even Mario Kart in this case. Noooo!!! :lol:
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Re: Community Patch Wishlist

Post by OG_RuDeE »

In no particular order:

Partial* transparency for windows / water / etc...
Inertia view (One of my favorite parts about Evo2!)
Option for camera tilt relative to truck rather than terrain.
Brake balance: front vs. rear
Some in-game / pre-game track mounting / unmounting, similar to Evo.
Controller rumble
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Re: Community Patch Wishlist

Post by Fila »

Kmaster, I was looking at this openGl thing, it seems that macOS can't go past oenGL 4.1? And I was thinking of using 4.6?

But with that being said, I cannot make a native MTM2 port yet, still needs lots of work to go into it.
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Re: Community Patch Wishlist

Post by Shockwave_S08 »

My wishlist for the upcoming patch:
  • MTM1's CD music being converted to a usable .POD, perhaps retroactively fitted alongside the POD containing MTM2's music.
  • MTM2's reflective water added to MTM1 maps that have water; there was a POD that possibly did this already, but has since been lost to time.
  • MTM2's WCW trucks finally getting the HD treatment; ball's in Cale's court on that one, though.
  • Bigfoot Power Wheels and The Patriot from MTM1 being brought in, with MTM2's visual style, in both SD and HD formats.
  • Police Truck from MTM64, updated to match MTM2's aesthetics.
  • Traditional rumble support for any controllers that lack force-feedback systems.
  • Redone near/far-chase camera positioned above the player's truck, so as to avoid blocking the view of the road.
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Re: Community Patch Wishlist

Post by Ford-chan »

Shockwave, may I share my thoughts?...
Shockwave_S08 wrote: Sun Jul 05, 2026 11:01 pmMTM1's CD music being converted to a usable .POD, perhaps retroactively fitted alongside the POD containing MTM2's music.
Personally, I always liked MTM1's CD soundtrack over MTM2's, MTM2's a little more generic and cheesy at times, besides songs like the Menu, The Graveyard, and Thrash (MTM2 Remix of MTM1's Theme).
MTM2's reflective water added to MTM1 maps that have water; there was a POD that possibly did this already, but has since been lost to time.
Basically, MTM2's animated reflective water textures onto pre existing MTM1's water textures without the underwater mechanic? I'd be up for that. :)
MTM2's WCW trucks finally getting the HD treatment; ball's in Cale's court on that one, though.
Not sure what Cale's circumstances on those trucks are now? But... https://forum.mtm2.com/viewtopic.php?p=56962#p56962
Bigfoot Power Wheels and The Patriot from MTM1 being brought in, with MTM2's visual style, in both SD and HD formats.
Fortunately, Power Wheels is already in HD format, The Patriot however is something Cale would have to decide for himself, as he only ever makes trucks for his own edification. The SD thing however is something that both Kimiko and LegendOfWii have already done, albeit with Power Wheels retextured on Bigfoot's stock F150 style body and others.
Police Truck from MTM64, updated to match MTM2's aesthetics.
That truck also exists.
Traditional rumble support for any controllers that lack force-feedback systems.
I know Striker has already added Vibration/Force Feedback with TerminalFury, which would work equally as good with MTM2. Just feeling certain road surfaces plus collisions and such.
Redone near/far-chase camera positioned above the player's truck, so as to avoid blocking the view of the road.
I've always hated the default positioning for the chase cameras, too much fiddling around with the up/down angle just to get it spot on, MTM1's positioning is better, same with 4x4 Evo 2's chase cameras.
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Re: Community Patch Wishlist

Post by Kmaster »

Fila wrote: Sun Jul 05, 2026 2:05 am Kmaster, I was looking at this openGl thing, it seems that macOS can't go past oenGL 4.1? And I was thinking of using 4.6?

But with that being said, I cannot make a native MTM2 port yet, still needs lots of work to go into it.
After thinking about the long-term direction of the project, I don't think porting MTM2 from DX9/DX11 to OpenGL is the best idea anymore. Originally I thought the path should be:

DX9/DX11 -> OpenGL -> macOS/Linux

But the more I read about it, the more it seems that OpenGL would mostly be an intermediate step. It would work, but macOS only supports an older (deprecated) version of OpenGL, and if advanced DX11 features are implemented, we'd probably end up moving to Vulkan eventually anyway.
Instead, I think the project should be approached as making the engine portable first, rather than just replacing the renderer.

Something like:

1. Convert the Visual Studio project to CMake: this would make the build system platform-independent. You could still use Visual Studio on Windows, while for Linux and macOS you could generate native Makefiles or Ninja builds from the same project. It also makes dependency management and future platform support much easier, without locking the project to a specific version of Visual Studio.
2. Separate the platform-specific code (windowing, input, audio, timers, filesystem..etc) from the game logic.
3. Introduce a renderer abstraction layer so the game is no longer tied directly on DirectX.
4. Keep the existing DX9/11 renderer and implement a Vulkan renderer.
5. Windows would use Vulkan or DX11, Linux would use Vulkan natively, and macOS would use Vulkan through MoltenVK (which translates Vulkan calls to Metal).

The nice thing about this approach is that the game logic never knows whether it's talking to DirectX or Vulkan. The rendering backend becomes just another implementation and from what I understand, MTM2 doesn't really use any advanced DX9/11 features today, so a Vulkan backend should be perfectly capable of reproducing everything the game needs. It seems the biggest challenge probably isn't even the renderer, it'll likely be removing the Win32 assumptions scattered throughout the code (message loop, input, filesystem, timing, etc.) so the engine becomes genuinely portable.
Last edited by Kmaster on Mon Jul 06, 2026 9:34 pm, edited 2 times in total.
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Re: Community Patch Wishlist

Post by Kmaster »

Shockwave_S08 wrote: Sun Jul 05, 2026 11:01 pm My wishlist for the upcoming patch:
  • MTM1's CD music being converted to a usable .POD, perhaps retroactively fitted alongside the POD containing MTM2's music.
  • MTM2's reflective water added to MTM1 maps that have water; there was a POD that possibly did this already, but has since been lost to time.
  • MTM2's WCW trucks finally getting the HD treatment; ball's in Cale's court on that one, though.
  • Bigfoot Power Wheels and The Patriot from MTM1 being brought in, with MTM2's visual style, in both SD and HD formats.
  • Police Truck from MTM64, updated to match MTM2's aesthetics.
  • Traditional rumble support for any controllers that lack force-feedback systems.
  • Redone near/far-chase camera positioned above the player's truck, so as to avoid blocking the view of the road.
except the last two, these are content requests, not game engine-related changes that Fila can do.
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Re: Community Patch Wishlist

Post by OG_RuDeE »

Would it be feasible to add a slider for how far objects can load in similar to what you have implemented for water reflections? I'm imagining turning up Max viewing distance and being able to turn down the distance for water reflections and objects loading.

Also, not sure how much performance adding mip mapping to distant objects might help? It doesn't seem like vram is much of an issue given how low detail all the textures are already.
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Re: Community Patch Wishlist

Post by Ford-chan »

Kmaster wrote: Mon Jul 06, 2026 2:00 pm
Fila wrote: Sun Jul 05, 2026 2:05 am Kmaster, I was looking at this openGl thing, it seems that macOS can't go past oenGL 4.1? And I was thinking of using 4.6?

But with that being said, I cannot make a native MTM2 port yet, still needs lots of work to go into it.
After thinking about the long-term direction of the project, I don't think porting MTM2 from DX9/DX11 to OpenGL is the best idea anymore. Originally I thought the path should be:

DX9/DX11 -> OpenGL -> macOS/Linux

But the more I read about it, the more it seems that OpenGL would mostly be an intermediate step. It would work, but macOS only supports an older (deprecated) version of OpenGL, and if advanced DX11 features are implemented, we'd probably end up moving to Vulkan eventually anyway.
Instead, I think the project should be approached as making the engine portable first, rather than just replacing the renderer.

Something like:

1. Convert the Visual Studio project to CMake: this would make the build system platform-independent. You could still use Visual Studio on Windows, while for Linux and macOS you could generate native Makefiles or Ninja builds from the same project. It also makes dependency management, CI/CD, and future platform support much easier, without locking the project to a specific version of Visual Studio.
2. Separate the platform-specific code (windowing, input, audio, timers, filesystem) from the game logic.
3. Introduce a renderer abstraction so the game no longer tied directly on DirectX.
4. Keep the existing DX9/11 renderer and implement a Vulkan renderer.
6. Windows would use Vulkan or DX11, Linux would use Vulkan natively, and macOS would use Vulkan through MoltenVK (which translates Vulkan calls to Metal).

The nice thing about this approach is that the game logic never knows whether it's talking to DirectX or Vulkan. The rendering backend becomes just another implementation and from what I understand, MTM2 doesn't really use any advanced DX9/11 features today, so a Vulkan backend should be perfectly capable of reproducing everything the game needs. It seems the biggest challenge probably isn't even the renderer. It'll likely be removing the Win32 assumptions scattered throughout the code (message loop, input, filesystem, timing, etc.) so the engine becomes genuinely portable.
Striker mentioned that he was looking into Vulkan with TerminalFury at some stage, it just so happens to be twice as supportive than whatever the latest version of OpenGL is.

By the way, hopefully he doesn't mind me talking about his project statements too much, but that's just merely because both similar projects are virtually on the same concourse, being on Photex engines and such, so I'd figured that I share some insight at best with these things. If that's OK?
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Re: Community Patch Wishlist

Post by OG_RuDeE »

FPS slider separate from vsync that lets you choose your FPS.

Motivation: On my 5600 xt my game runs very smooth on dx11 with vsync at 60hz, but I often like to run my monitor at a higher refresh rate for other games. I'd be interested to see if being able to choose 70 or 80 fps independent from my monitor's refresh rate would result in smoother gameplay than just having vsync toggled off.
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Re: Community Patch Wishlist

Post by OG_RuDeE »

How about the ability to save one or many favorite computer opponents lists? Also a button to randomize the computer opponents list. In lots of races I'm often racing against the same computer trucks.
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Re: Community Patch Wishlist

Post by Fila »

Heh, they are already randomized but I guess maybe the random logic doesn't produce significant differences. The favourite list is something that will be easier to do with a new menu.
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Re: Community Patch Wishlist

Post by OG_RuDeE »

So, I know the trucks are supposed to be randomized. Every time I exit a race it should refresh, but often it doesn't. A "refresh / randomize" button at the opponent choosing menu would be nice, so you could spam it until you land on a reasonably different list. Sorry if that seems crazy. :lol:
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Re: Community Patch Wishlist

Post by Ford-chan »

OG_RuDeE wrote: Sat Jul 11, 2026 4:32 pm How about the ability to save one or many favorite computer opponents lists? Also a button to randomize the computer opponents list. In lots of races I'm often racing against the same computer trucks.
That would be a better alternative as opposed to having the game being fully independent from the TRUCK2.POD without it crashing (roster reasons), which is probably not possible at this time considering what Fila just explained recently surrounding how the game needs that POD to even run.

Side note: Even a button in the Computer Opponents menu to exclude all stock trucks, and only have the addon ones set automatically, better yet!
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Re: Community Patch Wishlist

Post by Cale »

Something popped up in my mind as I was doing a dusk race at YM's "Tundra Madness in LA": Increasing the number of moving objects to maybe try to get stadium lights proper.
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Re: Community Patch Wishlist

Post by Legend_Of_Wii »

OK, since you made this thread, Fila, I am going to treat ALL of my wishlist as just suggestions for you to do ANY TIME you want to whenever you like.
You may do any of them if you wish, hopefully all everyone's ideas will be addressed and we can at least try to see if some are more possible than others no matter how difficult any of this will be, we do wanna make sure MTM2 is at it's best in the future and eventually max out most things for it. (and rule out any impossible things while at it when trying anything)

Fila, if you wanna update your first message in the post with new stuff not added into your original post is welcomed, and optional--you can also add usernames of those who would like to see those things possible, cause those that lets it be known in the forums should be mentioned together, I am sure non-forum people would love to see who all wanted those things. :)

The way my wishlist is gonna be structured is "-" to show the suggestion I want to see happen the most if anything can be done to them.
Note is my thoughts about it.
And finally Concern levels ranging from "Not worried" (least) to "Somewhat worried" to "Worried" (most) as well.

OK with that out of the way, I'm gonna post this now.
Keep in mind, I am going to do it in multiple parts because I don't want the one post to be a big one, I mean I did my friggin best to make sure it all looks good and everything... I think I am gonna post here one message on each day until I covered it all. O_o


My wishlist! Part 1: General technical and files stuff


- Increase limits of vertex on models, mounted pods, lights on trucks, checkpoints, trains, objects on the track, textures on the track, ground boxes on the track, etc!

NOTE: Seeing all the limits increased more would be great until we can't increase them anymore. Not worried much because most of them are possible.

CONCERN LEVEL: Not worried


- ... Increase the character limit for file names???

NOTE: Hmm. I know we have to deal with 8 character names in the file names for everything, but what if we can increase that? Plus still no spacing is still OK to me! I always worry about us running out of ideas for naming the files for any trucks, even to the point sometimes textures might clash, so increasing the character limit would be great... Not worried because I am sure it can be done.

CONCERN LEVEL: Not worried


- GO BEYOND 8-Bit with bitmaps!

NOTE: Can we please think about this one? I have to use RedKetchup.io just to make all my .bmp textures all 8-Bit, and it's repetitive and annoying. >_<; Not worried because I know for a fact this can be done.

CONCERN LEVEL: Not worried


- Maybe support other files for textures besides just .Raw/.Act in MTM2?

NOTE: I don't know about this yet... not sure if I should be worried or not either.

CONCERN LEVEL: ???


- Maybe support other files for models besides just .Bin in MTM2?

NOTE: I don't know about this yet... not sure if I should be worried or not either.

CONCERN LEVEL: ???


- Make the MTM2 installer better!

NOTE: I'm with Ford-chan, either completely overhaul MTM2's primitive Win95/Win98 installer to where it's now easier to install on Win11 or any other future versions, or at the very least, make it so that you no longer have to put up with the installer and just simply get the game working without it. Worried cause IDK how that'll go for y'all, it might be pretty hard, I hope I'm wrong.

CONCERN LEVEL: Worried.


From Part 1... what do I wish for you to do the most from this in future beta/community patches, Fila?
Increase the character limit for file names, to me I think that would be an easy one, but we'll see.
I'm the creator of the Army Armstrong voice model on Uberduck.ai. :)
But Uberduck.ai removed all the contributed voices so that site sucks now. :( Will re-upload it soon!

MTM Community Discord Server
https://discord.gg/JvF4sMYRbA
Feel free to join if you wish.

Founder of Team_Legendz
https://truckerlegends.voobly.com/

"Hey buddy, ready to get muddy?" ~ Army Armstrong
Addons is art!
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