OpenMTM2 - An online, open source implementation of MTM2

mtm2 and other sensible chat
Post Reply
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

As some of you already know, I'm working in an open implementation of MTM2 called OpenMTM2, and I wanted to show you guys my work so far.

Captura de pantalla 2026-10-05 a la(s) 6.47.36 p.m..jpg
Youtube preview, including my own commentary (that its hard to hear lol)

RuDeE ran it on its phone which I think its so cool.

Anyway here's the link if you want to try it https://juanputrerasm.github.io/OpenMTM2/
You just need the retail, patched version of MTM2 (2.00.42). CP3 support is not there yet, but it is planned. I didn't test it with custom tracks or trucks but they should work. Know issues are: audio issues, some background noises are very repetitive. Missing: multiplayer, heli for the player, CP finder, overlay map, back/lead timing, damage, all 10 cameras, lights, cockpit view, instant replay, armys commentary.
You do not have the required permissions to view the files attached to this post.
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

New update: full dashboard (G key), full resizable cockpit, course map, improved timing board, finder, caption bar, 10 cameras w/ proper transitions, water animations and ripple effects, snowflakes. Tested on Chrome, Firefox and Edge. Now supports both retail and patched MTM2 versions.
Captura de pantalla 2026-10-09 a la(s) 3.27.33 a.m..jpg
Captura de pantalla 2026-10-09 a la(s) 3.27.58 a.m..jpg
https://juanputrerasm.github.io/OpenMTM2/
You do not have the required permissions to view the files attached to this post.
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

work so far: CP3 support (HD bins, .SI2 situations, TGA/PNG textures, 2.1 trucks), CPR track support, EVO 1 & 2 track support, AI for offline rumbles, drag support, sonic trucks, all-switchable HUD, in-game console, frame-rate limiter (for player and for opponents), vsync, MTM1-sky for mtm1 tracks, free-roam mode for all tracks, Z-mode cameras, enhanced dust and spark effects, water splash effects, tire tracks, no 2px overlap for MTM1 tracks. And maaany sound fixes (and many more still to go lol)

offline rumbles (Arena rumble)
ARENA_RUMBLE.jpg
CP3 tracks (Deja Voodoo rally conversion)
OOPS_MTM2HD.jpg
Evo2 tracks (TrI Baja)
TRI_BAJA_OPENMTM2.jpg
CPR tracks (Australia)
Captura de pantalla 2026-10-10 a la(s) 2.53.26 a.m..jpg
Drags (RCA Dome)
Captura de pantalla 2026-10-10 a la(s) 4.21.05 a.m..jpg
https://www.youtube.com/watch?v=JNzF7rx1f0E Dust & particles test
You do not have the required permissions to view the files attached to this post.
monsterMad
Member
Posts: 4
Joined: Mon Mar 29, 2010 11:16 am

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by monsterMad »

What all files from the game are actually required to run this? I don't really want to install wine just to run the setup.
User avatar
OG_RuDeE
Member
Posts: 369
Joined: Fri Apr 28, 2023 4:11 pm

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by OG_RuDeE »

Just download the game, unzip into a folder, rename MONSTER.EX_ to MONSTER.EXE and run it from the browser. Works on phone, linux, windows, etc...

MTM2 DL: https://mtm2.com/~mtmg/misc/mtm2iso/mtm2.php
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

OpenMTM2 v0.5.0

https://www.youtube.com/watch?v=1Yec1n2_EhY
  • Virtual reality mode: Race from the cab or two chase views with full head movement, motion-controller driving, menus, race setup and results inside the headset.
  • Offline mode: Save OpenMTM2 and your installed game data in the browser so the game can run later without a network connection.
  • CP3 Drag weekends: Compete in qualifying rounds and elimination brackets for 2 to 16 drivers.
  • Tournaments: Play multi-event championships, follow the standings, earn Hall of Fame entries, and create, open or save custom tournaments.
  • Fly-by mode: Explore any track freely without entering a race. Includes multiple flight control styles and an option to follow the course automatically.
  • Spectator mode: Watch a complete computer-controlled race, change the truck being followed, switch camera views or fly freely around the track.
  • Monster Truck Madness 1 physics: Select MTM1-style vehicle behavior from the Options menu.
  • MTM1 track features: Support for track preview images, maps, descriptions and additional tournament information.
  • New MTM1 cheats: DANCE displays the music as an on-screen waveform, while TREX replaces the player's truck body with the animated T-Rex model (WIP).
  • More playable vehicles: Vehicles from CART Precision Racing and trucks from 4x4 Evolution and 4x4 Evolution 2 can now be selected and driven. (WIP)
  • More playable worlds: Levels from Terminal Velocity, Fury3 and Hellbender can be explored in Free Roam and Fly-by modes.
  • A truly wrapping world: Driving beyond the edge of a track now brings you around to the other side, with vehicles, scenery, roads and collisions continuing correctly, exactly as done in MTM2.
  • Working crush cars: Vehicles marked as crushable can now flatten when driven over.
  • Improved bridges and elevated roads: Trucks behave more naturally when driving on or underneath bridges, decks and other raised surfaces in 4x4 Evo 2 tracks
  • Improved animated scenery: Animated track models now play with their intended timing and smoother movement.
  • Expanded race selection screen: Clearer track selection, better scrolling, Free Roam recognition and easier access to Fly-by, Drag Weekend and Tournament modes.
  • Better race information: Improved caption messages, Summit Rumble standings and expanded driver and truck name displays.
  • Improved visual effects: Better sparks, clearer long-distance haze and adjustable viewing distance.
  • Performance improvements: Large tracks with lots of scenery should render more efficiently, especially in VR.
  • Better add-on detection: Vehicle and level archives from supported games are recognized more reliably, even when they do not contain an ordinary track.
  • Refreshed presentation: A new start-screen background, new heading font and general menu improvements.
Thanks to Loren Burkholder for his contributions, specifically VR and offline mode.
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

monsterMad wrote: Mon Oct 12, 2026 9:04 pm What all files from the game are actually required to run this? I don't really want to install wine just to run the setup.
openMTM2 works with any game version.

about the files that are required:
-MONSTER.EXE to detect your game version
-pod.ini to know what pod files you use for the game
-and the basics STARTUP.POD, COCKPIT.POD, SOUND.POD, MUSIC.POD, UI.POD, TRUCK2.POD
there is an integrated pod manager inside the game if you like to manually add/remove POD files to the game that are not available in your pod.ini file, or POD files from other games (Evo, CPR, TV etc)

the MONSTER executable is only used to detect which one you're using and switch the UI accordingly. beta, retail and patch versions can use the original MTM2 UI, community patches use the simple "modern" UI (which you can also select with any version of the game in the game options)
monsterMad
Member
Posts: 4
Joined: Mon Mar 29, 2010 11:16 am

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by monsterMad »

This is fantastic. Funny that you had the same idea :D.

What is your roadmap? One quick graphical trick I found, is you can implement a mipmap to kill the shimmer that you see in the textures out ahead.
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

OpenMTM2 v0.5.1
enhanced_graphics.jpg
New graphics options (thanks to LorenDB)
  • New optional enhanced graphics: smoother terrain, realistic water and ice, fog that drifts in layers, rain and snow that stop under bridges, puddles, snow that settles on the ground, natural lighting with sunset colours, shiny trucks, better headlights and tail lights, and better dust, spray and sparks.
  • Tire tracks can now stay on the ground for minutes.
  • New anti-aliasing choices: FXAA, SMAA and TAA.
  • Presets: Off, Low, High, Max, Auto (picks for your computer) or Custom (turn each part on or off).
  • Everything is off by default, so the game looks like the original until you turn it on.
  • Replays can show dust, tire tracks, sparks and shadows (Replay effects).
Options screen
  • Display now holds Effects and Enhanced graphics.
  • New Advanced tab for settings most players can leave alone.
  • Hall of Fame, Instant Replay and Start screen buttons are on every tab.
  • Export and import your options as a file (Data tab).
  • Rename the computer drivers (Advanced tab).
  • Choose which views are in the short camera cycle, including Inertia (Advanced tab).
  • FPS counter (U key or Options).
Cameras
  • Hold + and - to tilt the chase camera up and down.
  • New Camera clearance option keeps the camera from scraping the ground on steep hills.
  • The Inertia view zooms out faster: fully out by about 55 mph.
Fixes
  • Spectator mode: trucks no longer disappear when the free camera flies away from the middle of the map.
  • Spectator mode: the game stays on the finished race; open the pause menu and press Results when you are ready.
  • Add-on rumbles with a single scoring area (like The Sumo Pit) now score properly instead of ending at once.
  • Tracks that mix small and large ground textures (like Zoonette Euro) now look smooth.
You do not have the required permissions to view the files attached to this post.
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

monsterMad wrote: Tue Oct 13, 2026 7:48 pm This is fantastic. Funny that you had the same idea :D.

What is your roadmap? One quick graphical trick I found, is you can implement a mipmap to kill the shimmer that you see in the textures out ahead.
That's actually something I overlooked early on. I wasn't paying much attention to graphical improvements, since my initial goal was simply to replicate the classic MTM2 experience. But now that I've more or less got that covered, I can start focusing on those improvements.
Loren's graphics update pack already brings a lot of eye candy to the game, and I'll be tweaking things further over the next few days.

My personal, current roadmap looks something like this:

Main priorities:
  • Minor graphical improvements: major graphics overhauls will probably be handled by other devs.
  • Full Evo 1 & 2 support: Vegetation, selectable Evo 1/2 physics (in case you want to drive your monster truck like an RC car :lol:), properly functioning Evo vehicles, 4x4 modes, and particle effects.
  • Multiplayer: Compatibility with classic MTM2 and CP3 for direct IP games, but with a new, modern, easy-to-use networking stack, authentication (hopefully using MTM2.com credentials), and a public server (also hopefully hosted here). This will require developing dedicated server software (OpenMTM2 Server).
Lower priorities:
  • Sound system fixes: It's not quite 100% there yet.
  • CNR game mode support: There have also been plenty of great ideas for new game modes, and I'll be reviewing and implementing some of them. RuDeE's tiny trucks mode is a must
  • Selectable sound sets: MTM1, MTM2, Evo, etc., so you can mix and match engine sounds, crashes, and other effects from different games.
  • Army's commentary: Both voice and text. Issue here is that text commentaries (MTM2.LOC) are embedded into the MONSTER.EXE executable. And I'm not sure if extracting these and saving it inside the repo is legal.
  • CPR helmets and possibly physics: Low priority.
  • TV/F3 map support: Tunnels and objectives, with the latter acting as checkpoints.
  • HB map support: Underground areas.
  • Flight mode: For TV/F3/HB maps, I'll probably just strap some wings, a turbojet, and a laser gun onto the player's monster truck. Nothing too fancy, just enough to fly around and explore the maps. This isn't meant to be a proper replacement for TV/F3/HB. Wanna play those games? Check out Terminal Fury! Still, it might serve as a starting point for someone interested in creating open implementations of those games. Flight mode will also be available on regular tracks, so you'll be able to mess around with it on your own maps.
What about MTM64?
Quite a few people have asked me about MTM64. Unfortunately, my initial analysis of the ROM suggests that it doesn't use anything related to the Photex or Terrain engines, so I can't support its maps directly at this point. I suspect that would require a separate project to convert MTM64 maps into MTM2-compatible formats. But that's just an idea for now.
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

OpenMTM2 v0.5.2
Captura de pantalla 2026-10-15 a la(s) 2.03.08 a.m..jpg
OpenMTM2 enhanced graphics + CP3 HD sky, background & textures


New
  • One-click "MTM1 Classic" and "MTM2 Classic" presets that set everything to match the original games, plus an "OpenMTM2" preset for the full modern look.
  • MTM1 options: the original MTM1 dust, spray and tire tracks, MTM1 skid sounds, the MTM1 "EARTHSKY" sky on any track, and MTM1 trucks kept separate from MTM2 trucks with the same name.
  • MTM2's water reflections and truck reflections are back, each with its own switch.
  • Community Patch 3 HD skies for rain, dusk, night and the older tracks, included with the game, plus an option to use the original backdrops instead.
  • Sliders for dust, sparks and weather (from None to Many or Max), and an option for MTM2's classic grey dust.
  • The POD manager can add ZIP files directly (every POD inside is added) and another game's POD.INI, and shows each archive's tracks and trucks.
  • Settings can be exported and imported.
openmtm2_052_mtm1graphics.jpg
OpenMTM2 MTM1 preset


Fixes
  • Races wait until the game is running smoothly before the countdown starts.
  • The Winner's Circle crowd only cheers when you actually win.
  • The race results screen has a cleaner layout.
  • MTM1 trucks show their correct MTM1 tires.
  • Enhanced mode: Faraway ground no longer shimmers, and water in shadow looks darker and more natural.
  • Enhanced mode: Truck headlights now light the ground where they actually point, and truck lamps use the game's own lamp pictures.
  • CP3 HD backdrops are no longer washed out on clear days.
  • Camera clearance: The chase camera stays above the ground by default.
  • Basic POD list: The game now checks that the files it needs are there before installing.
Captura de pantalla 2026-10-15 a la(s) 2.11.53 a.m..jpg
You do not have the required permissions to view the files attached to this post.
User avatar
Ford-chan
Member
Posts: 327
Joined: Sun Feb 05, 2017 5:17 am
Location: Australia
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Ford-chan »

Kmaster wrote: Wed Oct 14, 2026 8:24 am Main priorities:
  • Minor graphical improvements: major graphics overhauls will probably be handled by other devs.
  • Full Evo 1 & 2 support: Vegetation, selectable Evo 1/2 physics (in case you want to drive your monster truck like an RC car :lol:), properly functioning Evo vehicles, 4x4 modes, and particle effects.
  • Multiplayer: Compatibility with classic MTM2 and CP3 for direct IP games, but with a new, modern, easy-to-use networking stack, authentication (hopefully using MTM2.com credentials), and a public server (also hopefully hosted here). This will require developing dedicated server software (OpenMTM2 Server).
Lower priorities:
  • Sound system fixes: It's not quite 100% there yet.
  • CNR game mode support: There have also been plenty of great ideas for new game modes, and I'll be reviewing and implementing some of them. RuDeE's tiny trucks mode is a must
  • Selectable sound sets: MTM1, MTM2, Evo, etc., so you can mix and match engine sounds, crashes, and other effects from different games.
  • Army's commentary: Both voice and text. Issue here is that text commentaries (MTM2.LOC) are embedded into the MONSTER.EXE executable. And I'm not sure if extracting these and saving it inside the repo is legal.
  • CPR helmets and possibly physics: Low priority.
  • TV/F3 map support: Tunnels and objectives, with the latter acting as checkpoints.
  • HB map support: Underground areas.
  • Flight mode: For TV/F3/HB maps, I'll probably just strap some wings, a turbojet, and a laser gun onto the player's monster truck. Nothing too fancy, just enough to fly around and explore the maps. This isn't meant to be a proper replacement for TV/F3/HB. Wanna play those games? Check out Terminal Fury! Still, it might serve as a starting point for someone interested in creating open implementations of those games. Flight mode will also be available on regular tracks, so you'll be able to mess around with it on your own maps.
Not trying to sound naggy here, but with what's written there, I take it that there's no plans for controller support? I've mentioned about it 6 years ago that MTM2 at this point is just not as fun on keyboard, very boring and Fisher Price like (yes, really :lol: ) Gamepads are much more enjoyable to use, both analog inputs, and the fact that manual transmission doesn't work all that well on keyboard other than, shift gear = stuck throttle, which is obviously something that's unheard of in any racing game to speak of.
User avatar
OG_RuDeE
Member
Posts: 369
Joined: Fri Apr 28, 2023 4:11 pm

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by OG_RuDeE »

Controller has worked since day one. Just plug one in and go. Not sure about wheel.

There aren't any controller options for it in the menu. There probably should be a controller tab in the options, at least for bindings.

Kmaster, you should add rumble. :D
User avatar
Ford-chan
Member
Posts: 327
Joined: Sun Feb 05, 2017 5:17 am
Location: Australia
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Ford-chan »

Yay! Back in business again, albeit without gamepad bindings to shift gears.

It works surprisingly well input wise, never had a crash and roll over as a result yet, so I'm glad the analog is there.

Rumble isn't a dealbreaker for me that much, particularly how MTM2 #CP3's rumble might still use some tweaking in the sense of how it will still rumble after a race finishes.
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

OpenMTM2 v0.5.3
wash1_evo2.jpg
NEW: FULL 4x4 EVOLUTION TRACK & TRUCK SUPPORT
  • 4x4 Evolution 2 and 4x4 Evolution vehicle physics (Options, Game): any model on any track with any vehicle. New "Auto (by vehicle)" and "Auto (by track)" choices.
  • Evo surfaces: each ground texture has its own surface (mud, snow, ice, rock...), felt by every truck.
  • Evo trees placed as the game places them, a generated forest on tracks without a vegetation file ("Evo forest"), and trees that can be knocked over.
  • Evo grass drawn around the camera and pressed down under the trucks ("Evo grass", with a range slider).
  • Evo shade and shadow maps under a sun; tire debris by surface and Autumn's falling leaves ("Evo particles").
  • Evo AI life: flocks of birds that follow the racing line ("Evo AI life").
  • Evo objects that move along paths, and track scripts with their on-screen messages.
  • Evo trucks drawn with their own axles, bars and shocks; any number of forward gears on the gauges.
  • New keys for Evo vehicles: Emergency Brake (B) and Drive Mode (R: 2WD / 4WD High / 4WD Low).
  • Evo 2 Class 2 and Class 3 trucks now carry their pre-installed parts (engine, brakes, weight, race springs, lift kits, bigger tires) and are listed as "... Class 2" / "... Class 3". The two Nissan Xterra XE 2WD versions are listed by engine (2.4L / 3.3L).
  • Evo 2 smoothed terrain, as the game draws it at high detail, with "Smooth terrain" on (driven on as well as drawn).
  • Fixed: z-fighting on two-sided Evo boards and banners, and Evo checkpoint banners drawn all black.
evo2_autumn.jpg
NEW: PARTY MODES (EXTENSIONS)
hockey.jpg
  • Tag: one truck is It and passes it on by touching another truck.
  • Hockey: two teams play for goals on Breakneck Ridge's frozen lake.
  • Both are optional extensions with their own settings in Options, Extensions, and they work in spectator races. Both need at least 2 trucks.
tag.jpg
OTHER NEW FEATURES & FIXES
  • Ground boxes now work exactly as in MTM2: A step lower than the wheel hub is climbed, a taller one is a wall.
  • Computer trucks get back on course when they stray, as in the game. Fixes CPU trucks on Yucatan Adventure (Professional) driving into the border wall.
  • Summit Rumble: scoring, point-loss and knock-off sounds; the map shows the summit and scoring zone instead of a course.
  • Dust, sparks and tire tracks scale with the size of the vehicle's tires.
  • New drivers start with Medium suspension and Medium tire cut.
  • Fly-by mode uses all the race's graphics settings (presets, scenery, sun shadows, water reflections, anti-aliasing, V-sync, frame-rate limit).
  • Depth-aware dust.
  • Spectator free camera: only the lap count and race clock at the top, plus the fly controls list.
  • Fly controls list (O key) in the game's font.
  • FPS counter shows simulation figures (steps/s, replies/s, gaps).
You do not have the required permissions to view the files attached to this post.
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

OpenMTM2 v0.5.4
Captura de pantalla 2026-10-20 a la(s) 2.34.14 p.m..jpg
Captura de pantalla 2026-10-20 a la(s) 2.34.04 p.m..jpg
Captura de pantalla 2026-10-20 a la(s) 2.33.45 p.m..jpg
Play it in your browser

World and weather
  • The world wraps endlessly again, like the original: drive in any direction and the track keeps repeating, with no end to the ground.
  • Track backdrops now work properly with Volumetric weather. Clear and cloudy days have a lighter haze when a backdrop is shown, and the backdrop is hazed by its distance, so far hills no longer look bluer than the mountains behind them.
  • The whole backdrop is drawn, including its floor, and the far ground fades smoothly into it instead of into a band of fog.
  • 4x4 Evolution: distant trees are drawn as flat cards from the track's vegetation file, like the original game, and nearby trees as full models.
Performance and loading
  • HUD: The gauges, timing board, finder ring and text stay sharp at any resolution, scaling the way Community Patch 3 does at 1440p.
  • Tracks and trucks load faster: game files are read in parallel, and trucks and palettes are reused between previews, races and restarts.
  • Only the trucks in the race are built, and the race screen gets ready while you pick a race.
  • Fewer stutters at the start of a race: shaders are prepared before the green light.
  • Shadows are only redrawn when something moves, and many small per-frame costs were removed.
  • A hitch or switching away from the tab no longer fast-forwards the race when you come back.
You do not have the required permissions to view the files attached to this post.
User avatar
Jpez1432
Member
Posts: 139
Joined: Sun Apr 17, 2005 8:10 am
Location: U.S.A.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Jpez1432 »

Hey KMaster, been runnin' Linux Mint lately so been out of the MTM scene. I saw openMTM2 and was intrigued. I was able to download the game zip from this site straight onto the Quest 2 (Quest 3 charge port burnt) and extract it and run it from the browser. I don't know if anyone else has reported on the VR parts. It's pretty slick. For the record it's possible to do it right on the Quest. Thoughts are running through my mind of porting it to native openxr and egl.
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

Jpez1432 wrote: Thu Oct 22, 2026 7:48 am Hey KMaster, been runnin' Linux Mint lately so been out of the MTM scene. I saw openMTM2 and was intrigued. I was able to download the game zip from this site straight onto the Quest 2 (Quest 3 charge port burnt) and extract it and run it from the browser. I don't know if anyone else has reported on the VR parts. It's pretty slick. For the record it's possible to do it right on the Quest. Thoughts are running through my mind of porting it to native openxr and egl.
VR support is all the work of this dev https://github.com/LorenDB great to hear it works on more devices. Personally I have no knowledge about VR or its platforms but feel free to port it
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

OpenMTM2 v0.6.0

Play it in your browser
  • Added multiplayer with online rooms, room codes, invite links, in-race chat, and classic MTM2/CP3 connectivity through the local helper.
  • Added one-click installation of Microsoft’s free MTM2 trial, plus installation from ISO and ZIP files.
  • Added authentic CART Precision Racing physics, computer drivers, driving aids, and garage tuning.
  • Added Soccer, Cops & Robbers, and Race & Rumble, with team support and online play.
  • Added mouse free look, wheel zoom, look-back controls, and a free replay camera.
  • Added 4x4 Evolution garage tuning, a 4WD indicator, and LTE track support.
  • Greatly improved water, reflections, waves, puddles, underwater effects, and enhanced-graphics performance.
  • Improved replay smoothness and added separate MTM2 and CP3 export options.
  • Added complete Spanish localization.
Captura de pantalla 2026-10-22 a la(s) 10.45.30 p.m..jpg
Captura de pantalla 2026-10-22 a la(s) 10.46.42 p.m..jpg
Captura de pantalla 2026-10-22 a la(s) 10.40.01 p.m..jpg
You do not have the required permissions to view the files attached to this post.
User avatar
Kmaster
Member
Posts: 1580
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: OpenMTM2 - An online, open source implementation of MTM2

Post by Kmaster »

OpenMTM2 v0.6.1
Phones & Gamepads update

Play it in your browser
  • Gamepad fix: the triggers are now throttle and brake, and the left stick only steers. No more false starts on the drag strip from a drifting thumb stick.
  • New option to choose what drives the pedals: triggers, left stick, or both.
  • New Steering response setting to make stick steering smoother.
  • Play with only a gamepad: menus, options, the track list and the setup screen all work with a controller.
  • On-screen keyboard for typing names and passwords with the gamepad.
  • Race buttons: Y helicopter, X camera, A gauges, B map, Start pause.
  • Gamepad rumble: feel crashes, landings, the ground under your wheels and the engine. Adjustable strength, and fewer effects to save a wireless controller's battery.
  • Test rumble button, and an on-screen readout for checking it.
  • Phones: the menus now fit the screen in portrait and landscape.
  • Add OpenMTM2 to your Home Screen (iPhone) or install it as an app (Android) to play fullscreen with no browser bars.
  • Fullscreen button on the Start screen and in Options.
  • Instant replays now have engine sounds, gear changes, ambience and music.
openmtm2_chrome_iphone.jpeg
You do not have the required permissions to view the files attached to this post.
Post Reply