Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

mtm2 and other sensible chat
Post Reply
User avatar
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

Well tell me the exact steps you are doing to get 0 opponents :)
User avatar
Ford-chan
Member
Posts: 302
Joined: Sun Feb 05, 2017 5:17 am
Location: Australia
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Ford-chan »

All I can gather so far is this...

Start the game, make sure Default Opponents are set to 7 in the Options menu, jump straight to a Drag Weekend from the Quick Race menu, all with the slider on 15. Run it at least 3-4 times with no result. Next attempt a Circuit/Rally race, finish the race, try the Drag Weekend in Quick Race again, still nothing. Then jump into the Drag Weekend menu, change truck, Edit Opponents, all set to 0, and somehow the slider has found it's way to 0 without me touching it from memory.

This is such a random thing going on that will either happen, or it just won't. I wish I was joking about it, but I'm seriously not lying about it one bit.

To validate my case, I've recorded the whole thing in action. Hopefully MP4 files will work good for you on your end, before I'm forced to do a private YouTube upload.

https://drive.google.com/file/d/1rEon2b ... sp=sharing

Side note: The 0 thing bug going will occur when either I click "Edit Opponents" or click "GO!" only to find that only one truck is currently in the event without me touching the opponents slider whatsoever.
User avatar
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

lol you madman.

Turns out when you change your truck it saves the selection and it saves your current track selection which is a drag. Problem is, drags are clamped to 1 opponent and the checkin save doesn't account for a drag weekend. lol
User avatar
Ford-chan
Member
Posts: 302
Joined: Sun Feb 05, 2017 5:17 am
Location: Australia
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Ford-chan »

Madman indeed! Headless chicken running galore trying to lure this bug out once and for all!

That being said, I must do more of these recordings from here on onwards, in case of whatever I say isn't making sense. :D :P
User avatar
Legend_Of_Wii
Member
Posts: 61
Joined: Thu May 10, 2018 11:33 pm
Location: Imagination
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Legend_Of_Wii »

Ford-chan wrote: Sun Aug 23, 2026 9:25 am Madman indeed! Headless chicken running galore trying to lure this bug out once and for all!

That being said, I must do more of these recordings from here on onwards, in case of whatever I say isn't making sense. :D :P
I'm glad what I suggested is being used.
Trust me, you, Fila, and others SHOULD record all the play testing, upload on Google Drive (or other online drives) and you'll also be able to link your progress to showcase if any problem shows up, and maybe even sessions showing if the said problem is gone.


I am so glad the black screen flashing is gone now, it was annoying back then since day 1 upon it's release.
Like was that game trying to spook me? :lol:
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
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

Ford Chan, for your pixelated stuff. Turn on smoothing in graphics>hardware
User avatar
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

https://www.mtm2.com/~mtmg/misc/Beta0.51_hotfix6.zip


- The Drag mode could use a dashboard on the right hand top corner of the screen to see both you and your opponents times, just to see who's finished first.
>>> I went one step better. I'm giving you the reaction time too.

- Maybe exclude the Drag tracks from the Quick Race menu, and only have them in the Drag Weekend menu, in an attempt to workaround the "0" opponent quirk even with the numbers "7-15" already set? Don't take them out of the Free Roam menu though.
>>> no, trying to find the fix

- For watching other opponents race in Drag mode, a side by side split screen view of both trucks running would be great. Here's an example...
>>> half implemented. ONLY works on DX11, Vulkan is more difficult to do. It also tanks the FPS. You can assign a button to it, by default is B. When you start an AI vs AI round, press B and you get split screen. Press K to switch views and you get both trucks. Camera view cycles for both equally and there is no cockpit view for technical reasons. Basically anything camera control is equal for both. I will try and improve FPS but this is really a "deluxe" request so I'm not rushing it.

- The opponents race times when simulating are rather diabolical, especially on the J Drags, the average pass on the J Drags is around 7 seconds, yet simulating it, the AI will somehow post 6 seconds, which is just flat out impossible without cheating.
>>> tweaked it to better levels. There are still going to be a 6.9 and 6.8 here and there but those are basically perfect races with most of them hovering around 7.2-7.3

- Some of the gamepad functions in the Quick Play menu are yet present in the Drag Weekend menu, the like of which of are things like using LB/RB to cycle between Driver Check-In and Start Weekend, to pressing the A Button to send you over to the Start Weekend function without D-Pad use.
>>> i added some of these in

- With the DirectX 11 renderer running, the 3D Truck Preview has some pixelated fuzziness going on with the trucks.
>>> not sure if bug. make sure smoothing is on.

- although the computer trucks are awfully tough to beat on the drags now.
>>> added a slider for how fast a computer should be. It's mostly noticeable on drags, not as much in races. 100% is default before .51 patch, 116-120 is roughly around .51 patch behaviour with 130 if you feel masochistic.
>>> if you start a weekend with this, it's applied for the whole weekend. if you start a tournament, it is applied for the whole tournament.

- Rudee's normal mapping hot dreams
>>> turns out there was a bug that was killing the normal mapping for trucks only, terrain and objects were left untouched by the bug.
User avatar
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

Now I want to go back to fixing those drags after spending all day yesterday setting up Traxx to do it :D
User avatar
OG_RuDeE
Member
Posts: 277
Joined: Fri Apr 28, 2023 4:11 pm

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by OG_RuDeE »

Gonna check out new hf now! Any hope for a new collision type that outlines the body of the model for track objects?
User avatar
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

Not until after comm patch 3 and AI trucks.

In monster.ini, under the graphics section, if you don't have it yet you can add normalStrength=XXXX to play around with values. Right now default is 100 but it might be too much.
User avatar
OG_RuDeE
Member
Posts: 277
Joined: Fri Apr 28, 2023 4:11 pm

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by OG_RuDeE »

Ok, normals are definitely improved on the tires, but I think the engine is still not properly displaying them for the game's y up direction (z up for the rest of us mortals). See the seam underlining the BFGoodrich logo on the top of the truck? That should be beveled, I think, and the bed texture still has no bumpiness for me with 0x18 face type.
Screenshot 2026-08-23 190538.jpg
Most recent truck version attached:
ARBMonster_hf6.zip
You do not have the required permissions to view the files attached to this post.
User avatar
OG_RuDeE
Member
Posts: 277
Joined: Fri Apr 28, 2023 4:11 pm

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by OG_RuDeE »

Fila wrote: Sun Aug 23, 2026 9:01 pm Not until after comm patch 3 and AI trucks.
I guess you are forced to do all of this extra work to make existing drags work properly. I'm guessing when new drags are made with models that have their collision defined by shape, it will be a non-issue there?
User avatar
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

You did something to the texture.

This is your previous truck.
You do not have the required permissions to view the files attached to this post.
User avatar
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

OG_RuDeE wrote: Sun Aug 23, 2026 9:13 pm
Fila wrote: Sun Aug 23, 2026 9:01 pm Not until after comm patch 3 and AI trucks.
I guess you are forced to do all of this extra work to make existing drags work properly. I'm guessing when new drags are made with models that have their collision defined by shape, it will be a non-issue there?
In theory... but I am not entirely sure how the physics truly calculates tire contact. That might need improving too because I'm not sure how "round" aware the current tire physics really are. The reason it used to die on ground boxes is because the tire clipped the edge of the groundhog and registered as an impenetrable wall rather than something that a tire that spins would just run over.
User avatar
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

Looking at your normal, there's no information for the roof. There is info for the bed but not sure why it suddenly doesn't work.
User avatar
OG_RuDeE
Member
Posts: 277
Joined: Fri Apr 28, 2023 4:11 pm

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by OG_RuDeE »

The previous truck had 0x29 face type on the bed, and the normal works there. The new truck has 0x18, and normals are gone. I think that was part of the issue with the tires too, because I made them 0x18 per Cale's request (and because I agree, tires shouldn't be shiny ;) ).

PS. No change to the _N texture, only face type.
User avatar
OG_RuDeE
Member
Posts: 277
Joined: Fri Apr 28, 2023 4:11 pm

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by OG_RuDeE »

On a related note, don't know if it's possible at this point, but would be nice if the alpha channel of the normal map could control specular with black fully shiny and white flat. That would make things very easy for modders, and one could just use 0x29 face type for most things. Sorry Fila! Too many ideas and maybe too late. :/
User avatar
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

https://binedit.com/downloads/BinEdit231.zip

Redownload BinEdit. BinEdit killed the normal star.
Just reload your models and resave and BinEdit should fix it on its own.

then in monster.ini under graphics add normalSpecular=60 and toy around with that value.

And actually, when you find a working combo for the normalstrength + normalspecular let me know and I can hardcode that in. lol
User avatar
Fila
Member
Posts: 2061
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by Fila »

normalspecular 60 seems too loud. I tried going 20 instead and bumped normalstrength to 200
User avatar
OG_RuDeE
Member
Posts: 277
Joined: Fri Apr 28, 2023 4:11 pm

Re: Re: Re: MTM2 Beta Patch 0.51 - We've got x64... and then some

Post by OG_RuDeE »

Ok, I'll toy with the values in the morning because I'm about to wrap up, but I will try the new BE real quick. My model came straight from Jpez's Blender plugin, so I don't know why that would kill the normal too. You'll have to fill us in on what you changed in BE so we (or I) can fix it in the plugin.

One more quick push for alpha of normal map being specular, even just for 0x29 face type: Imagine all Cale has to do to update his HD trucks is make a normal map for each of his textures, and make some areas transparent (shiny) and others opaque (flat). He doesn't have to open BinEdit at all or change any face types! For other purposes, if one has a vehicle with all sorts of rust, decals, etc... that they don't want shiny, it's so much easier to edit the alpha layer of a texture to control spec than try to cut out certain areas of the model to control it. I should have thought about this earlier, but I am a slow roller. Hoping you'll at least consider it. :D
Post Reply