Re: MTM2 Beta Patch 0.48 - and we have Dx11

mtm2 and other sensible chat
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Fila
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

You sure you are not using an older version of the patch? This was an issue early on.

Well, the trucks are a matter of taste, if people want shiny stuff where things shouldn't shine up to them :)

But I wanted to point it out that the correct way to achieve looks from now on is to mix shiny with non shiny textures. And yeah, that looks good to me!
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by OG_RuDeE »

Cale, I think the truck looks great. What did you end up doing with the lower lod bodies, all MTM1 (normal) faces?

I didn't notice any issue with the bridges on Castle Rock Too in my test just now.

Also, I never noticed the spinning propeller shaft before. Has that always been animated?! :lol:

PS. Fila, it occurred to me that it might be helpful to add links to all the hotfixes as edits to your original post, say at the bottom. That way nothing gets lost in these long discussion threads, people can find everything right in that first post. Just an idea. :D

Edit: Just checked, it's already there! :lol: Nice!
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

Since day 1 back in 1997. Yep :D
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Kmaster »

I just tested the latest version. Tree shadows do look better this time.

can we add to the wishlist having the game telling us which POD file is missing from pod.ini instead of just asking us to insert the MTM2 CD and fixing the rumble selection crash in the Track selection window? or is it just me
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by OG_RuDeE »

Just noticed a biggie: VRAM is not getting cleared after exiting a track. So, eventually it gets filled to the max. Even if I run the same track several times, it will eventually fill up.

On the tree shadow topic, I personally enjoy the tree shadows. No there are tracks where some facing trees still cast shadows and others don't, which is weird, e.g. Deadman's Gultch. I'm still hoping for some kind of compromise here.

PS. I was playing around a bit with overclocking my Ryzen 3400g CPU to see if it gives any improvement on my 5600 xt system, and it's only very minor if so. But! I was telling my son about it, and he says in Army's voice "He's got 4 cores, but he ain't using any of 'em!" Hahaha. True story!
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by OG_RuDeE »

In other news, I threw my M2 SSD with steamos on it into my 5600 XT machine, and the game runs flawlessly in desktop mode with either proton experimental or proton 11. I couldn't get it to fire up with proton 8. Buttery smooth gameplay with vsync off in DirectX 11!

Game mode was a different story, less smooth and some strange visual artifacting that showed up on the screen when shadows started to render. I can share a photo of the artifacting I took with my phone later if anyone is interested.

Anyway, I thought that was cool!
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

Kmaster wrote: Wed Jul 15, 2026 8:58 am I just tested the latest version. Tree shadows do look better this time.

can we add to the wishlist having the game telling us which POD file is missing from pod.ini instead of just asking us to insert the MTM2 CD and fixing the rumble selection crash in the Track selection window? or is it just me
Stop selecting rumbles in offline mode!
Also it's fixed, just didn't have time to get the new version out because it's another big one.

Depending on the time, I might add the missing pod now, if not the next next update.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

OG_RuDeE wrote: Wed Jul 15, 2026 4:35 pm Just noticed a biggie: VRAM is not getting cleared after exiting a track. So, eventually it gets filled to the max. Even if I run the same track several times, it will eventually fill up.

On the tree shadow topic, I personally enjoy the tree shadows. No there are tracks where some facing trees still cast shadows and others don't, which is weird, e.g. Deadman's Gultch. I'm still hoping for some kind of compromise here.

PS. I was playing around a bit with overclocking my Ryzen 3400g CPU to see if it gives any improvement on my 5600 xt system, and it's only very minor if so. But! I was telling my son about it, and he says in Army's voice "He's got 4 cores, but he ain't using any of 'em!" Hahaha. True story!
I might just make those dern shadows toggle-able by a button in advanced graphics and then everyone can either run them or not :D

Ah yes, the deadman gulch escape my tree test because of the larger 3D tree stump (whereas the smaller ones do not escape my test).

Found the VRAM issue. It will be fixed.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by OG_RuDeE »

A tree shadow toggle would be great! Excited to see what's coming!

On the VRAM issue, sweet! In my testing on SteamOS, I didn't run into the issue. Oh, and I think toggling off "auto scale resolution" from the steamos display menu got the game running perfectly in gaming mode! Everything runs really well there now, better than Windows on my 5600 xt pc. :D

Final thing for now, I helped some people get going on the new version on discord, and they noticed a strange multiplayer issue. About a minute after starting to race, people would just become airborne, and they were flying around as if their trucks were planes. This is what they captured: https://www.youtube.com/watch?v=bDrANb3Wb5g
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

after work tomorrow I'll be a little more free for the next few days so hoping to have stuff done by sunday night.
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