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

mtm2 and other sensible chat
Post Reply
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 »

Off early again!

Good eye on those imperfections. The bottom one is especially bad, where the shadows don't even match up. I think that's a problem with the initial pattern though, rather than my algorithm.

I tried the hf8_1, and things are looking much better. The individual tiles no longer have noticeable seams where textures are put together as in the pattern. However, sometimes they placed some tiles next to each other in a different configuration than the original pattern, and that's very noticeable. :( Not sure how much I can do about that.

Mostly seamless:
Screenshot 2026-08-27 132526.jpg
Textures not as in pattern have a glaring seam:
Screenshot 2026-08-27 132636.jpg
I notice that the ground texture normals only render within a certain distance from the driver. I imagine this is for fps reasons. Can the draw distance be doubled / tripled without hurting fps too much?
You do not have the required permissions to view the files attached to this post.
User avatar
Fila
Member
Posts: 2060
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 »

The ones that are placed wrong there's nothing we can do really. If you go back to the original texture you will see they are there too. HD makes it more obvious.
I'll look into the distance. I assume it must be the mips overruling.

And yes I don't think it's your algorithm. That's why I said checking the original textures visually you see there are imperfections and sidewinder is actually worse than others.
User avatar
Fila
Member
Posts: 2060
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 »

My take on this is that we just have to respect the originals and accept the artifacts it brings. Trying to fix this in code will guarantee breaking many other textures from all across the spectrum.
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 »

Sounds reasonable to me.

Does the engine use lower res textures if they exist at farther distances, or are you creating mips from the bigger textures at load now?

A separate thing, I now have some overlapping of ui elements on the track choice screen:
Screenshot 2026-08-27 140102.png
You do not have the required permissions to view the files attached to this post.
User avatar
Fila
Member
Posts: 2060
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

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

Post by Fila »

Creating mips at load.

Gotta clear the menu.txt file (forgot the name) that you have as I had to move them around to make space for the extra sliders/ buttons.
User avatar
Ford-chan
Member
Posts: 301
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 »

Ford-chan wrote: Wed Aug 26, 2026 6:48 am Feedback part seven...

- Hearing those unused Army Armstrong voices lines for the first time, and how they are used... Pure bliss!

- MTM1's Indiana State Fairgrounds, on 100% AI Speed, my RTs are quicker than the AI's RT, but somehow their ETs are faster than my ETs, over their rather absurd straight line speed. Attempting to do an RT of 0.001 is just borderline risky and impossible to do every time just to beat them. :P (Gear Ratio is set at 600 BTW).

- It's nice to see the MTM2 font overlay for the Drag Christmas Tree UI at last, but they'll need to be coloured grey like the Circuit/Rally Pitboard UI.

- Both "Reset Camera Angle" and "Toggle Camera Panning" only works on Keyboard, but not on Gamepad, at least on my end anyway, others may need to chime in just to validate it.

- Winning the final round of Drag Weekend/Race could use some Army Armstrong voice lines within the likes of "It's Bigfoot, all the way" "Bigfoot, is in the winner's circle this time" "Bigfoot, takes the monster crown" etc.

- Half the Contents/Index tabs of the in-game Monster Manual don't align with the Page Preview when opened (This is probably mentioned already, but I've been slightly under the rocks with certain posts here lately).
Image

- The trees on Enocell's Floating Pint Pass don't appear to be liking this new rendering engine all that well, they behave like those monster corpse sprites on classic FPS games like DOOM and Duke Nukem 3D (Tested with DX11).
https://drive.google.com/file/d/1wMp90E ... sp=sharing
Other notes 2...

If you were to play a Drag Weekend, whatever weather setting you had last set from Quick Race mode, will carry over to Drag Weekend mode. For e.g, if you were to select an outdoor drag (Indiana State Fairgrounds) after driving a race from Quick Race mode with something like the Night weather setting on for that race, jump over to an outdoor drag in Drag Weekend, that Night setting you had last set in Quick Race mode, will also be set in an outdoor drag. So obviously weather settings will be needed for Drag Weekend as well, but only for outdoor drags.
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 »

Great idea Ford-chan!
Doing stuff like weather for outdoor drags only while indoor drags don't get weather should be a thing.
... But how would that be pulled off? I know that you can make tracks have all, some, or just one weather only in them... but that's existing downloadable tracks with all weather already there we're talking about here.
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
Ford-chan
Member
Posts: 301
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 »

Fila wrote: Sun Aug 23, 2026 2:44 am I personally prefer having them in quick race, i don't like going through the drag weekend extra button
Honestly, I would beg to differ from this, I'm actually finding it a lot more convenient than I thought it would. Much like how MTM1 did it with the Races menu back then.

Then again, others would have their preferences to how Race menus should work. Perhaps leave Quick Play as it is, but much like both Quick Rumble and Drag Weekend, Circuits/Rallies could use that button too.
User avatar
Ford-chan
Member
Posts: 301
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 »

Legend_Of_Wii wrote: Thu Aug 27, 2026 11:16 pm Great idea Ford-chan!
Doing stuff like weather for outdoor drags only while indoor drags don't get weather should be a thing.
... But how would that be pulled off? I know that you can make tracks have all, some, or just one weather only in them... but that's existing downloadable tracks with all weather already there we're talking about here.
Weather settings practically don't automatically work in any track with a stadium/arena backdrop (Non Collide Stadium/Arena objects exempted) anyway, not just the MTM1 Drags, but MTM2's Torture Pit and Arena Rumble as well. Pretty sure TRI themselves would've had that sort of thing set up in the code as a fail-safe whilst in development 28 years ago.
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 »

I see.

I mean it would be nice if we can adjust the coding to effect existing ones somehow safely without breaking stuff or just accept them as they are and make sure when we make new tracks that we remember what's being taught now. :P
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
Ford-chan
Member
Posts: 301
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 »

Feedback part eight...

- Army Armstrong just called, he wants some of his voice lines from Hotfix 7 back. "One more lap to go!" and most of the voice lines from the Drag Race (maybe Circuit/Rally Race tracks are affected too from what I've played so far) tracks are all but nuked into orbit.
User avatar
Fila
Member
Posts: 2060
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 »

Is this in regular drag race or weekend drag race?
User avatar
Ford-chan
Member
Posts: 301
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 »

Fila wrote: Fri Aug 28, 2026 2:47 am Is this in regular drag race or weekend drag race?
Just tested again...

At one stage I was playing through the Drag Weekend mode with no commentary to speak of, apart from "Go!" at the green lights, then I went over to my TV to watch football, whilst the game was running in the taskbar, PC in sleep mode, then not long after that, return to the game, tried out a singular Drag Race from the Quick Race mode, the staging commentary has been bought back to life, but everything else still fails to sound, then jump on to Drag Weekend again, and the mentioned commentary from the Quick Race mode is back to life there as well.

Next I restarted the game, back to Drag Weekend again, the staging commentary is working again, but everything else from the previous Hotfix is still failing to sound. I'm more baffled about the fact on how I wasn't getting any Drag commentary from the start, only to have it come back out of nowhere. :eek:

Other notes... Race finish voice lines have also been broken, working before, but not anymore. :(

Other notes 2... The ramps in Indiana State Fairgrounds will probably need the same treatment like the ramps in B.C Place and RCA Dome, driving over them also produces the snagging effect that can cost you the race should the AI breeze through them without a problem.

Other notes 3... Voice lines will either work, or they won't, just found out after more playthroughs.
Last edited by Ford-chan on Fri Aug 28, 2026 11:14 am, edited 1 time in total.
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 »

Playing with the music at 50% and the effect volume at 100% I notice a pretty strong white noise type of hissing at high rpms. It seems to stack on long straightaways too. Not sure if it was there before from old wav files or if it was introduced recently, but just noticing now.
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 »

Sorry Fila, I know your're trying to get CP3 out asap. While I was waiting, thought I'd try to do some more conversions. Everything from this pod loads fine in binedit (attached). Model was saved using binedit, but game crashes when selecting this truck with error "Can't load bodymodel." Closing error message does not exit game, and must close through Task Manager.

Separately, bound "Reset view" to a button on my controller, and it has no effect for me.
You do not have the required permissions to view the files attached to this post.
User avatar
Fila
Member
Posts: 2060
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 »

Meh, I'm never getting this Comm Patch out :D
Here's one more test before hopefully we can call this done.

https://www.mtm2.com/~mtmg/misc/Beta0.51_hotfix9.zip

- Seems the surround-sound and headphone audio is heavily distorted on Steam Deck, with certain sounds failing to play at all (namely the airhorns/screams/bells when passing through checkpoints. Switching back to stereo audio fixes this.
>> I couldn't replicate the distorted sound. I was running steam deck and it sounded fine. The sounds failing to play was a missed entry in the new sound code, it turned out it was failing on the PC too just that it was more noticeable if you run tracks with more unique checkpoint sounds. Fixed now.

- MTM1's Indiana State Fairgrounds, on 100% AI Speed, my RTs are quicker than the AI's RT, but somehow their ETs are faster than my ETs, over their rather absurd straight line speed. Attempting to do an RT of 0.001 is just borderline risky and impossible to do every time just to beat them. :P (Gear Ratio is set at 600 BTW).
>> Right now AI slider is a workaround until AI will be completely reworked, so I am not touching this. Basically the AI slider just makes the trucks cheat and why on a longer drag you notice it.

- It's nice to see the MTM2 font overlay for the Drag Christmas Tree UI at last, but they'll need to be coloured grey like the Circuit/Rally Pitboard UI.
>> Fixed

- Both "Reset Camera Angle" and "Toggle Camera Panning" only works on Keyboard, but not on Gamepad, at least on my end anyway, others may need to chime in just to validate it.
>> Ha! Funny bug. You see, it turns out (and neither the AI nor I caught this the whole time) TRI wrote a code where any joystick/wheel/gamepad button input HAS to transmit their input to the keyboard. So these particular buttons, on purpose I left them unbound because I didn't know which to assign a default. So since none of you bound a keyboard button to it but only the gamepad to test/use the gamepad, it was failing silently because the code was trying to reach the keyboard that was never assigned. This is fixed now, controllers do not depend on keyboard anymore.

- Winning the final round of Drag Weekend/Race could use some Army Armstrong voice lines within the likes of "It's Bigfoot, all the way" "Bigfoot, is in the winner's circle this time" "Bigfoot, takes the monster crown" etc.
- Half the Contents/Index tabs of the in-game Monster Manual don't align with the Page Preview when opened (This is probably mentioned already, but I've been slightly under the rocks with certain posts here lately).
>> I'll deal with this at a later time

- The trees on Enocell's Floating Pint Pass don't appear to be liking this new rendering engine all that well, they behave like those monster corpse sprites on classic FPS games like DOOM and Duke Nukem 3D (Tested with DX11).
>> Fixed

>> Added weather selection in the drag weekend screen

- Other notes 3... Voice lines will either work, or they won't, just found out after more playthroughs.
>> My fault. After adding all the lines, in HF7 they were running uncached. In HF8 I was afraid it might trip Rudee's AMD again (remember the 5 pages of Rudee sound tests?), so I cached all the new Army dialogue but forgot to increase the cap. So whenever it was exceeding the cap it was dropping the sounds. So the reason it was random was because it depended on the trucks and tracks it got loaded alongside with.

- game crashes when selecting this truck with error "Can't load bodymodel."
>> Ha... it shouldn't have said that. Two bugs in one and it came due to your truck name (not file name) being too long by one letter (that was the second bug). Fixed now. And now any name longer than your truck name (which is at max) just gets silently truncated instead of crashing. Also added a warning in BinEdit when saving a truck. Also fixed not crashing to desktop properly as it should have when hitting OK.

>> Fixed button selection with a gamepad. So now, you should be able to scroll to a button, click A to initiate drop down menu and it won't fight with the button highlighter anymore.
>> (XInput only) Related to above, I have also excused the D-Pad from highlighting itself/resetting the view when navigating the button menu. The D-Pads are pretty self explanatory which ones they are so I don't think they need a highlighter.
Post Reply