Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Hey, it would have to be up to Fila and regards to the code, but I have done extensive OpenXR coding with VR and would be curious. Project Monster has a VR version and it's pretty fun actually.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Sweet. I'll have to check that out at some point!
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
What's the name of the truck.KF2416 wrote: Wed Jul 29, 2026 2:17 pmAlso, I'm having some palette issue right now.
The truck palette colors looks off in some parts of the truck's model.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
That's what those dang tall walls were supposed to be. lol. Well that is annoying, that is specifically written like that in the MTM1 code. I will probably make a special workaround for yucatan because otherwise it breaks the mtm2 tracks.Shockwave_S08 wrote: Wed Jul 29, 2026 2:28 pmWorking 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.
I am unable to replicate the bug in the heights. I will have to try again and see if my steam deck works better now with the new controller input (i have no gamepad to hook it up to).
The flickering I was able to find them so I will look into fixing that.
I fixed the AI trucks in the meantime. It was something I tried to improve for multiplayer but it spilled into single player. for the end user it is fine but the AI needs very specific latency to work correct and improving that latency breaks the trucks. The worse the latency the better the trucks work actually, lol. So I'm keeping my tweak for online only and revert to the usual for single player.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
This is on steam deck correct?Shockwave_S08 wrote: Wed Jul 29, 2026 4:32 pm 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.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
I've no idea about the rumble. Problem is because I have none, I cannot test to see if it actually works or not. It's supposed to but it sounds like it's not.OG_RuDeE wrote: Wed Jul 29, 2026 6:58 pm 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.
The menu image files are the NMxxxx.BMP (NM = New Menu) and there are to buttons there also with NM.
There is no minimize button, this is a hardware accelerator 3d window, not an excel spreadsheet ;)
F4 for windowed mode, just like in the original game except now it works.
The tabs at the top cannot be done anymore. That was the excel spreadsheet and that was what was killing the FPS in the game.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
You sure texture detail was at high?Cale wrote: Wed Jul 29, 2026 7:27 pmThat 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.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?
Also, personal aesthetic choice, but I'd love a more aggressive font for the menus, or at least Helvetica.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
For the tabs I was thinking of something you would create, they'd be buttons but just look like tabs somewhere near the top of the screen. Think of browser tabs, not the classic windows menu style stuff the game used to have.
I'll take another look for those buttons in the pod. Thanks.
Making a skinnable package for the ui could be fun, obviously an after thought at the moment. Everything works great as is.
I think shockwave asked about the scroll bars, and yes, clicking on them to try scrolling doesn't work for me either.
I'll take another look for those buttons in the pod. Thanks.
Making a skinnable package for the ui could be fun, obviously an after thought at the moment. Everything works great as is.
I think shockwave asked about the scroll bars, and yes, clicking on them to try scrolling doesn't work for me either.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
I think it's "Bonk! Atomic Punch".
The monster truck garage of KimikoFan2...

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

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
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
I didn't want to allow options to be accessible during gameplay because some options are more buggy than others to change during live gameplay. I can add them with the warning that changing some stuff might crash the game :pOG_RuDeE wrote: Wed Jul 29, 2026 10:45 pm For the tabs I was thinking of something you would create, they'd be buttons but just look like tabs somewhere near the top of the screen. Think of browser tabs, not the classic windows menu style stuff the game used to have.
I'll take another look for those buttons in the pod. Thanks.
Making a skinnable package for the ui could be fun, obviously an after thought at the moment. Everything works great as is.
I think shockwave asked about the scroll bars, and yes, clicking on them to try scrolling doesn't work for me either.
Ok, so the scroll thing... is this on steam? Both on the desktop and on the old laptop I can click on the scroll bar and it scrolls to the place where I clicked. Then I can drag and drop it too using the mouse.
Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Well it's mostly the AI tbf. I just know enough to be able to keep a watchful eye and slap its wrists when it goes astray (which it does quite a lot, lol)Jpez1432 wrote: Wed Jul 29, 2026 2:13 pm 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.
Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
I mean maybe at some point, I've never touched VR after I sold my Index when it sat in the closet for 3 years, so now I'm VR-less.Jpez1432 wrote: Wed Jul 29, 2026 8:13 pm Hey, it would have to be up to Fila and regards to the code, but I have done extensive OpenXR coding with VR and would be curious. Project Monster has a VR version and it's pretty fun actually.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Is it not on MTM2.com? Can't find it.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
It's on MTM2.com. https://mtm2.com/%7Etrucks/trucks.php?s ... rucks+Pack
The monster truck garage of KimikoFan2...

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

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
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
what a great job you did with the UI Fila. hats off to you man! Now I can run MTM2 in my M5 Mac with no issues using a Windows 11 ARM VM + DX11 mode. I used to have all kind of resolution issues with the classic menu, now these issues are gone. I haven't tried vulkan mode on my windows machine yet but man, the new UI is amazing! and the free roam mode is great new feature for track makers. Also nice job with the cockpit, it is a very clever solution.
now for the not so pretty stuff. Still, nothing terrible or of big concern to be honest. just graphical nosense probably tied to my weird hw.
Mind you, this is a really odd hardware setup but nevertheless I wanted to share this with you. It is basically just a ton of emulation layers, one on top of the other:
MacOS 26 as host OS, windows 11 ARM as virtualized OS, a VMware virtual GPU translating DX11 calls to apple's metal API which connects to the M5 GPU. truly an amazing piece of engineering isn't it?
-backdrop transparency didn't work
-frame rate limiter didn't work, but interestingly v-sync did
-everytime I changed the camera the track music restarted
-BIN shiny faces are just way too shiny, they make the truck look like if its made of glass. reminds me a lot of midtown madness/MTM64 exaggerated reflections
-I clearly see a loss of detail in the truck bodies. (Truck: BF Power Wheels by rep fan)
-skybox and lens flare effects were pixelated (or did i fail to modify a graphic option?)
also shouldn't we get rid of backdrops at some point? or at least have a way to toggle them off from some tracks, since with the now long draw distance they are redundant. of course this won't look good on some tracks that are mostly flat, but still better than that odd sky-blue gradient of the draw distance limit clashing with the colored backdrops.
the gears, tachometer and speedometer needs a font size increase based on the resolution. right now they are stuck at 640x480. same goes for commentary text box, frame rate display and any captions displayed.
since I had to delete the monster.ini file the following ideas came to mind :
-the graphics options should be set as high quality / complex scenery as default, same for sound quality (44hz + 16 bit), we're not in 1998 anymore, maybe we can keep the more advanced, new stuff at low, but i think a lot of people are going to re-visit the game with this new patch and making things easier for these casual gamers would benefit us.
-remove the 256 colors warning.
and by the way, I had no issues scrolling lists using my trackpad.
now for the not so pretty stuff. Still, nothing terrible or of big concern to be honest. just graphical nosense probably tied to my weird hw.
Mind you, this is a really odd hardware setup but nevertheless I wanted to share this with you. It is basically just a ton of emulation layers, one on top of the other:
MacOS 26 as host OS, windows 11 ARM as virtualized OS, a VMware virtual GPU translating DX11 calls to apple's metal API which connects to the M5 GPU. truly an amazing piece of engineering isn't it?
-backdrop transparency didn't work
-frame rate limiter didn't work, but interestingly v-sync did
-everytime I changed the camera the track music restarted
-BIN shiny faces are just way too shiny, they make the truck look like if its made of glass. reminds me a lot of midtown madness/MTM64 exaggerated reflections
-I clearly see a loss of detail in the truck bodies. (Truck: BF Power Wheels by rep fan)
-skybox and lens flare effects were pixelated (or did i fail to modify a graphic option?)
also shouldn't we get rid of backdrops at some point? or at least have a way to toggle them off from some tracks, since with the now long draw distance they are redundant. of course this won't look good on some tracks that are mostly flat, but still better than that odd sky-blue gradient of the draw distance limit clashing with the colored backdrops.
the gears, tachometer and speedometer needs a font size increase based on the resolution. right now they are stuck at 640x480. same goes for commentary text box, frame rate display and any captions displayed.
since I had to delete the monster.ini file the following ideas came to mind :
-the graphics options should be set as high quality / complex scenery as default, same for sound quality (44hz + 16 bit), we're not in 1998 anymore, maybe we can keep the more advanced, new stuff at low, but i think a lot of people are going to re-visit the game with this new patch and making things easier for these casual gamers would benefit us.
-remove the 256 colors warning.
and by the way, I had no issues scrolling lists using my trackpad.
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Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Hey Fila, with all the work you have done and I know you have been busy. What's the chances we can get the actual count on max values? like triangles/vertices for trucks and textures? I messed with OGRudeE's Blender plugins and testing and importing other model formats. 10,000 triangles work but I tried over 30,000 and it has badmodelmrgl or whatever. Sadly I don't know if this was changed cause while I was working on the blender plugin and testing I updated to .50 so not sure where we are at on new trucks. Thanks.
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Shockwave_S08
- Member
- Posts: 41
- Joined: Thu Jan 15, 2026 12:53 am
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Yeah, running via Proton Experimental.Fila wrote: Wed Jul 29, 2026 10:17 pmThis is on steam deck correct?Shockwave_S08 wrote: Wed Jul 29, 2026 4:32 pm 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.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
I'm just looking for quicker access to the "main modes" (the first page of buttons when you start the game) while in the menus. Oh, and a warning when you go to exit the game.Fila wrote: Thu Jul 30, 2026 2:58 amI didn't want to allow options to be accessible during gameplay because some options are more buggy than others to change during live gameplay. I can add them with the warning that changing some stuff might crash the game :pOG_RuDeE wrote: Wed Jul 29, 2026 10:45 pm For the tabs I was thinking of something you would create, they'd be buttons but just look like tabs somewhere near the top of the screen. Think of browser tabs, not the classic windows menu style stuff the game used to have.
I'll take another look for those buttons in the pod. Thanks.
Making a skinnable package for the ui could be fun, obviously an after thought at the moment. Everything works great as is.
I think shockwave asked about the scroll bars, and yes, clicking on them to try scrolling doesn't work for me either.
Ok, so the scroll thing... is this on steam? Both on the desktop and on the old laptop I can click on the scroll bar and it scrolls to the place where I clicked. Then I can drag and drop it too using the mouse.
As for accessing options during gameplay, I mean, that's definitely nice while testing everything. I imagine at this point though that most people will just run the game with everything maxed out at their resolution.
For scrollbars, this is on Windows 11 for me. If I click into the scrollable menu, scroll wheel works, but clicking the bar on the side to scroll does not. Both on Vulkan and Dx11.
For controllers, I've been using your xinput with separate gas and brake axes, gas on Rx and brake on Z, and braking while holding down the gas doesn't seem to do anything. Also, Y seems to still be locked to gas with this config, so with no buttons pressed, the truck keeps accelerating (and yes, auto accel is off in the menu). After testing, the correct settings on xinput seem to be X axis for steering, Y for gas / brake, then the triggers work automatically with correct behavior, same as the original game setup.
I also tried the Xbox one controller option just now to see if rumble works there, and the invert pedals button doesn't seem to do anything that I can tell. So, gas and brake are inverted from what I like with no way to change / fix.
Just found the track flyby menu! Reminds me of the old maze screensavers.
Windowed mode (F4) looks very nice! Sadly though, the window was not maximized, and it is not resizable. I think it defaulted to 720p or 900p on Dx11.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Ohlala! Very interesting graphical issues arise in the menus after changing the resolution in windowed mode! Basically all the the menu art breaks, especially the buttons. I'll post screenshots later if you can't reproduce it. This menu art breakage happened after choosing a resolution above my monitors native resolution. Going down in resolution from native seems to work ok.
Even more, you can access all of the old game menus both in the menus and in the race after changing the resolution while in windowed mode. Doesn't seem to affect fps, but I imagine you don't want it.
Even more, you can access all of the old game menus both in the menus and in the race after changing the resolution while in windowed mode. Doesn't seem to affect fps, but I imagine you don't want it.
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Last edited by OG_RuDeE on Thu Jul 30, 2026 11:25 am, edited 1 time in total.
Re: Re: MTM2 Beta Patch 0.50 - Spreadsheet menus begone!
Two quick notes, not much time.
You weirdos, I didn't even think of clicking the vertical scroll, lol
Are you restarting after selecting a number for the limiter? I mentioned it doesn't work live, have to restart the game for it to kick in.
You weirdos, I didn't even think of clicking the vertical scroll, lol
Are you restarting after selecting a number for the limiter? I mentioned it doesn't work live, have to restart the game for it to kick in.
