Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

mtm2 and other sensible chat
User avatar
Fila
Member
Posts: 1830
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Fila »

This requires some of the files (mainly the .pod files) from .46 but does not need .47/48/49 at all.

Ok, this is another massive update which I hope fixes more than it breaks.

- OId menus are gone! Replaced by new actual ingame menus. You have two to chose from, the game starts off with a default but then in the option you have a Track Flyby Menu which changes from background images to a flyover for whatever tracks you have loaded. It refreshes every 90sec and during the refresh, based on your system, the menu will lag for 1-2seconds. In order to have this work, restart the game after selecting the option.
- I have touched all the bug notes from the .49 thread except for Rudee's last one.
- Cockpits are back!!! What? Crazy! They are still the original art upscaled but they work well for a temporary solution.
- Mirrors are back in the cockpits AND in the chase views, Ford Chan can rejoice. The new key to enable mirrors is M, both for cockpit view and outside.
- Blind work has been done on the sound side. Stuff needed fixing anyway even if it sounded fine. Hopefully by sheer luck this blind work fixed the elusive sound bug.
- More work has been done on the multiplayer side, hopefully ironing out the kinks. Please note, make sure people are on the same build when testing. Once I release the Comm Patch 3 (after we iron out the bugs in this version) I will make sure the multiplayer notifies you of version mismatch
- Added modern hardware controller input. My wheel works fine but I only have the single wheel as input. So hopefully the others work just because :)
- The game now does a mini upscale of the FMV clips. This is a fallback option as I will separately offer as download the upscaled HD version. I am still running doing the conversion. These will always be offered as a separate download because of their big size and the game knows to default to the additional download if it can find them, otherwise falling back on the own upscaling that it does
- Replays now have to be in the Saved Replays folder for them to be visible (this was the original game folder to begin with)
- If you make a change to the Max FPS option in the menu, make sure you restart for it to take effect. I forgot to make a note of it, will do for the bugfix.
- For the sound channels in the options menu, as a general rule you should keep it at 64. If you have any sound issues try going higher or lower and see if it makes a difference. If you go higher, in theory it uses more CPU resources but should be better if sounds overlap and don't trigger.
- Movie theater and manual pages use wrong background, will fix that later.
- Added a few requested features here and there.
- The game should no longer care if the files are lower or upper case or a mix.
- Fixed a bug regarding models with high vertex counts. They were being ignored and were being sent back to CPU rendering which is why it was tanking the FPS. This was a silent error and found it by mistake. Once I fixed this, my FPS shot up.
- There is actual parity between DX11 and Vulkan despite the fps looking different. Vulkan does some extra things behind the scenes to throttle itself when the fps is high whereas DX11 just goes wild. So what matters is how the game feels more than what the actual number is displayed. And for the record, I reached 2000fps with DX11 :D :D :D (yes, two thousand, I had to measure separately to make sure I am seeing it right)
- This high FPS led to a number of issues, including sound. So I've been trying to fix those issues but I might have missed some.
- The old helper file are back, though not as F1. They get their own menu.

NOTE: Please make sure you save the UI.POD that you have now until we make sure everything works correctly.
https://www.mtm2.com/~mtmg/misc/Beta0.50.zip
User avatar
Fila
Member
Posts: 1830
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Fila »

Once we iron out the bugs in this version, I will release it as Comm Patch 3 and after that will start working through the community wishlist.
User avatar
Fila
Member
Posts: 1830
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Fila »

As always, post bugs. And if there are any bugs that were in .49 and still exist, post them again!
Shockwave_S08
Member
Posts: 27
Joined: Thu Jan 15, 2026 12:53 am

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Shockwave_S08 »

Quick heads-up to those upgrading from an earlier beta: Delete your existing monster.ini before playing v0.50 for the first time, to avoid insta-crashing.
User avatar
Fila
Member
Posts: 1830
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Fila »

Good spot. I'll have to see if there's a way to safeguard this but deleting monster.ini is definitely the safest option. The new version adds a bunch of new elements in there due to the new options.

Side note: I realized the static background scales to resolutions other than 16:9 but doesn't do it very nicely. It doesn't affect functionality in any way, just need to pretty it up.
User avatar
KF2416
Member
Posts: 85
Joined: Thu Sep 22, 2022 10:50 pm
Location: Somewhere in Canada
Contact:

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by KF2416 »

Will both quick rumble and tournament be implemented before the community patch 3 comes out? just askin'.
The monster truck garage of KimikoFan2...

Image

Impact Monster Championship playlist:
https://www.youtube.com/playlist?list=P ... _NZQT6712_

The Monster Truck Community Server (feel free to join if you want):
https://discord.gg/SxwBuTRAJA

"I'm Army Armstrong. Are you ready for Microsoft's Monster Truck Madness?"
-Army Armstrong, 1996
Shockwave_S08
Member
Posts: 27
Joined: Thu Jan 15, 2026 12:53 am

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Shockwave_S08 »

Feels like the AI opponents have become significantly dumber and less-aware of their surroundings in the new beta, often getting stuck on object-based terrain far more than usual. Prime examples are getting irreparably stuck under the partially-built bridge in both MTM1's A Crazy Eight and MTM2's Crazy '98, and unwilling to part ways with the thick concrete walls in MTM1's Arizona.
User avatar
Fila
Member
Posts: 1830
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Fila »

Shockwave_S08 wrote: Wed Jul 29, 2026 1:33 pm Feels like the AI opponents have become significantly dumber and less-aware of their surroundings in the new beta, often getting stuck on object-based terrain far more than usual. Prime examples are getting irreparably stuck under the partially-built bridge in both MTM1's A Crazy Eight and MTM2's Crazy '98, and unwilling to part ways with the thick concrete walls in MTM1's Arizona.
Hmm, this might have something to do with the timings that I had to fix due to the potential high fps count. Will have to look into it. Trucks were also getting stuck at setup too so that might have something to do with it

How's the sound for you?
User avatar
Fila
Member
Posts: 1830
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Fila »

KF2416 wrote: Wed Jul 29, 2026 1:15 pm Will both quick rumble and tournament be implemented before the community patch 3 comes out? just askin'.
No, that's gonna be after and tournament will likely come first.
User avatar
Jpez1432
Member
Posts: 119
Joined: Sun Apr 17, 2005 8:10 am
Location: U.S.A.
Contact:

Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Jpez1432 »

Hey Fila, I installed all the latest I could find, the ui and renderers and such. I am amazed, props on the hard work. I know how bad that code was and to see what you have accomplished, learning from scratch. Keep up the good work.
User avatar
KF2416
Member
Posts: 85
Joined: Thu Sep 22, 2022 10:50 pm
Location: Somewhere in Canada
Contact:

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by KF2416 »

Fila wrote: Wed Jul 29, 2026 2:10 pm
KF2416 wrote: Wed Jul 29, 2026 1:15 pm Will both quick rumble and tournament be implemented before the community patch 3 comes out? just askin'.
No, that's gonna be after and tournament will likely come first.
Also, I'm having some palette issue right now.
Image

The truck palette colors looks off in some parts of the truck's model.
The monster truck garage of KimikoFan2...

Image

Impact Monster Championship playlist:
https://www.youtube.com/playlist?list=P ... _NZQT6712_

The Monster Truck Community Server (feel free to join if you want):
https://discord.gg/SxwBuTRAJA

"I'm Army Armstrong. Are you ready for Microsoft's Monster Truck Madness?"
-Army Armstrong, 1996
Shockwave_S08
Member
Posts: 27
Joined: Thu Jan 15, 2026 12:53 am

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Shockwave_S08 »

Fila wrote: Wed Jul 29, 2026 2:09 pm How's the sound for you?
Working perfectly fine now!

Found a very wet bug in MTM2's The Heights; in the final left-turn toward the finish line, a thick amount of water can be seen clipping through everything if approaching the fast way, via the higher dirt ramp and ledge.

The bridges in MTM1's Yucatan Adventure show flickering polygons on the side you follow the course from. On this same track, the level boundaries are rendered as tall grey walls, instead of being completely invisible as they should be.
Bjcon215
Member
Posts: 9
Joined: Sat Jul 08, 2017 3:56 pm

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Bjcon215 »

Are the menu scrollbars not working for anyone else? Otherwise very impressive so far. I’ll play more tomorrow morning and let you know if I find anything.
Shockwave_S08
Member
Posts: 27
Joined: Thu Jan 15, 2026 12:53 am

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Shockwave_S08 »

Miscellaneous suggestion regarding the main menu; in my opinion it'd make more sense to relabel "Offline/Online Gaming" to "Offline/Online Play" or "Solo Play/Multiplayer", so nothing is lost in translation.

Regarding the Monster Manual, most of its pages fail to load with a vague 0x80030002 error.
User avatar
Legend_Of_Wii
Member
Posts: 41
Joined: Thu May 10, 2018 11:33 pm
Location: Imagination
Contact:

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Legend_Of_Wii »

Man Fila, this is so cool so far! :D Wow...
Well once you release the third community patch, I'll definitely play with it soon!

When you got time, look in the wishlist thread you made sometime whenever you can, I took my time on mine, and I apologize if some posts were walls of text--I tried hard to make them short as possible while presenting stuff. T_T
At least I did my part in helping so far by simply doing a wishlist.

And one more thing, when you do beta patches again in the future, I wanna join you and the others in the play testing process then, I'll also talk about my laptop's specs AND soon my new mini desktop pc that I am gonna get in the future with it's specs as well, so I can help y'all further.
When the time comes again to make more, I should be ready then. :)
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!
User avatar
Cale
Member
Posts: 679
Joined: Mon Oct 27, 2003 7:28 pm

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Cale »

First try running it, crash:

Code: Select all

===== MTM2 CRASH 2026-07-29 19:55:35 =====
code=0xC0000005  addr=0x0043D828  (READ at 0x000004C6)
eax=07E001A8 ebx=07E0015C ecx=00000080 edx=00000027 esi=0000047A edi=F820031E
eip=0043D828 esp=001AFB68 ebp=001AFB9C
  [ 0] monster.exe+0x3D828
  [ 1] monster.exe+0x37877
  [ 2] monster.exe+0x33AA2
  [ 3] monster.exe+0x5A9E6
  [ 4] monster.exe+0x1AEC52
  [ 5] monster.exe+0x1B0342
  [ 6] monster.exe+0x1AA7A5
  [ 7] monster.exe+0x1AFAFC
  [ 8] monster.exe+0x1B4F23
  [ 9] monster.exe+0x1BA25B
  [10] monster.exe+0x2335B
  [11] monster.exe+0x25CA7
  [12] monster.exe+0x63744
  [13] monster.exe+0x62F5B
  [14] monster.exe+0x26D5A
  [15] monster.exe+0x40BB29
  [16] monster.exe+0x36DF7F
  [17] KERNEL32.DLL+0x15D49  BaseThreadInitThunk+0x19
  [18] ntdll.dll+0x6E00B  RtlInitializeExceptionChain+0x6B
  [19] ntdll.dll+0x6DF91  RtlGetAppContainerNamedObjectPath+0x231
EDIT: Seems to be related to UI.POD, I swapped back to the older version and it runs fine.
Last edited by Cale on Wed Jul 29, 2026 7:00 pm, edited 1 time in total.
User avatar
OG_RuDeE
Member
Posts: 157
Joined: Fri Apr 28, 2023 4:11 pm

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by OG_RuDeE »

Amazing as usual. Now getting fps in the 4 to 5 hundreds on the 5600 xt machine. I'd say that'll do. ;)

No crashes so far in my tests with the Hummer, and I did a couple online races with my son on the same network (he joined my ip). Things worked well for us.

I was pleasantly surprised to be able to navigate the menus with my dpad on controller. Still no rumble yet right?

I have menu feedback / questions and maybe a couple wishlist things I should post on the other thread:

Suggestions:
-Version number on main screen somewhere bl / br?
-Quit game needs an "are you sure" dialog or different color button or something. Quit several times by accident so far.
-I liked the size of the old 1080p menu (and 1440p even better). Will menu size change, and / or will resizing be possible?
-I looked around for the menu image files to look into customization and didn't see anything in the UI.pod. Will that be possible?
-Minimize button?
-Windowed mode?
-Way to access game options from every screen. Maybe having those initial buttons Offline gaming, Online Gaming, etc... be tabs at the top that are always accessible?

More wishy stuff:
-Z mode enabled by default, or at lease zoom enabled for all cameras with +/- buttons.
-Still dreaming of inertia cam. Starting in chase close and using Z mode to zoom out as you go fast and back in as you slow down.
-New hood camera; i.e. first person, but you can see your hood. (I think a few people have asked for some other first person cams, this seems like an easy one.)
-VR? With how well the game runs now, I can only imagine it would work well.
-Local Splitscreen?!
-Higher opponent count, especially online.
Last edited by OG_RuDeE on Wed Jul 29, 2026 7:42 pm, edited 2 times in total.
User avatar
OG_RuDeE
Member
Posts: 157
Joined: Fri Apr 28, 2023 4:11 pm

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by OG_RuDeE »

Cale, someone said they needed to delete their monster.ini after getting a crash. Did you try that already?
User avatar
Cale
Member
Posts: 679
Joined: Mon Oct 27, 2003 7:28 pm

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by Cale »

OG_RuDeE wrote: Wed Jul 29, 2026 6:58 pm Cale, someone said they needed to delete their monster.ini after getting a crash. Did you try that already?
That fixed it (though I had to start the game in 640x480 to get it to run). DX11 works great! On Vulkan truck textures were low quality for some reason and vSync didn't work.

Also, personal aesthetic choice, but I'd love a more aggressive font for the menus, or at least Helvetica.
User avatar
OG_RuDeE
Member
Posts: 157
Joined: Fri Apr 28, 2023 4:11 pm

Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!

Post by OG_RuDeE »

Strange. Vulkan works and looks great on the 5600 xt. Vsync works, and textures were HD.

Cale, I wonder if it's loading LOD textures for you for some reason on Vulkan?

Also, dern! With the new rendered garage, you can really see the beauty of Cale's HD textures!
Post Reply