MTM2 Source Code

mtm2 and other sensible chat
Post Reply
Jpez1432
Member
Posts: 102
Joined: Sun Apr 17, 2005 8:10 am
Location: U.S.A.
Contact:

Re: MTM2 Source Code

Post by Jpez1432 »

Check this out Fila, used it before. http://www.resedit.net/
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

Thanks. I'll check it out.
User avatar
Kmaster
MTM2 Engineer
Posts: 1370
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: MTM2 Source Code

Post by Kmaster »

I have always used reshacker to mod executables.
http://www.angusj.com/resourcehacker/
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

So I tried using both resource programs and same behaviour. I can do whatever I want, disable, add stuff etc but when I try to move them around (they get moved inside the programs and the new button coordinates are correct) the game refuses to acknowledge the new placements. This can only mean that, somehow, it's hardcoded somewhere else and so far I've been having difficulties figuring out just where that might be.
User avatar
Slayer
Member
Posts: 1822
Joined: Sun Oct 16, 2005 4:39 pm
Location: Winnipeg Manitoba, Canada

Re: MTM2 Source Code

Post by Slayer »

Fila wrote:So I tried using both resource programs and same behaviour. I can do whatever I want, disable, add stuff etc but when I try to move them around (they get moved inside the programs and the new button coordinates are correct) the game refuses to acknowledge the new placements. This can only mean that, somehow, it's hardcoded somewhere else and so far I've been having difficulties figuring out just where that might be.
Yes most likely the button coordinates are being set through code.
Image
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

Good news. I found the hardcoded part. No wonder I wasn't able to quickly find it because the naming conventions are totally different. And yes, it is set up in such a way that it completely ignores the visual parameters given by the dialog editor.

The bad news... I can't figure out yet if this is brilliant coding design or an absolute pain in the ass. As in, I'm not sure yet how easy it is to get this to scale to the new resolutions setups. I believe I might have to redo parts of the UI coding but at least now I know what I'm looking at.
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

I'm back so I am going to finally resume working on this.
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

I have to say, it's funny when you spend 2 freakin full days on a problem, trying all sorts of solutions and none work satisfyingly and then when almost giving up you realize the solution is freakin 5min simple...

In other words, progress is on the way. Slow but steady.

With that being said, I also have to go back to the work I have already done and change some stuff but this should, hopefully, go a lot more smoother now.
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

I am finally done with Driver's Check-In screen. It has now been done for every resolution. I have to say, this is taking a bucket load of time as it is very tedious work and I have to do this for every other main screen (race,garage,multiplayer,start screen, hall of fame, results screen and instant replay) so sadly it will be a while until I am done.

I have looked into the possibility of trying to quicken things up and have the game automatically scale everything and it works to a certain extent but at the end of the day it just doesn't look very good so I decided to pass. The ideal way of approaching this is a complete overhaul of the menu system but that in itself is a big task with a lot of coding which I am not in command of. I can probably do it but it will take me just as long, if not longer, until I figure everything out step by step. I would rather do that at a later time after the game is in a presentable condition.

For the very same reason I have decided to switch the dashboard to a low priority. It will not be workable in the first full release as getting it to work for every resolution will be a trial in ultimate patience and I would rather get other things out of the way before I engage such a time consuming effort.
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

Garage screen done.

2 down, 7 more to go :/
User avatar
Slayer
Member
Posts: 1822
Joined: Sun Oct 16, 2005 4:39 pm
Location: Winnipeg Manitoba, Canada

Re: MTM2 Source Code

Post by Slayer »

What resolution are you making them? 1080?
Image
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

I'm making one for each resolution that's in the game right now minus 2560x1440 because I'm OCD and I want it to look nice :)

Which is why it is taking so long to do it.
User avatar
Kmaster
MTM2 Engineer
Posts: 1370
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: MTM2 Source Code

Post by Kmaster »

2560x1400 bitmaps lol, you should try adding JPEG or PNG support
User avatar
Slayer
Member
Posts: 1822
Joined: Sun Oct 16, 2005 4:39 pm
Location: Winnipeg Manitoba, Canada

Re: MTM2 Source Code

Post by Slayer »

Kmaster wrote:2560x1400 bitmaps lol, you should try adding JPEG or PNG support
Usually has to be converted to bitmap to be displayed.
Image
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

Woot. Finally a bit of good fortune. I am right now working on the Races screen and it turns out that the track list size is dependent on a bitmap. Which will make it very easy for me to manipulate. Sweet. Even better is that the same process is applied for Network screen (don't ask my why) which ultimately might be to my benefit.
User avatar
Kmaster
MTM2 Engineer
Posts: 1370
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: MTM2 Source Code

Post by Kmaster »

Slayer wrote:
Kmaster wrote:2560x1400 bitmaps lol, you should try adding JPEG or PNG support
Usually has to be converted to bitmap to be displayed.
:roll:
I was concerned about the file size, not how it is rendered
User avatar
Slayer
Member
Posts: 1822
Joined: Sun Oct 16, 2005 4:39 pm
Location: Winnipeg Manitoba, Canada

Re: MTM2 Source Code

Post by Slayer »

Kmaster wrote:
Slayer wrote:
Kmaster wrote:2560x1400 bitmaps lol, you should try adding JPEG or PNG support
Usually has to be converted to bitmap to be displayed.
:roll:
I was concerned about the file size, not how it is rendered
He would have to add some sort of JPG to BMP converter for that to work.
Lots of effort
Image
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

I'm about half way with the UI. I have finished Start, Driver Check-In, Races and Garage. I still have Multiplayer, Results, Hall of Fame and Replay screens to go. (technically ABOUT screen as well but I'll do that at some other time).

Here's a sneak peak of how it looks overall.

http://i.imgur.com/OA8Yv5e.jpg

In regards to the jpeg conversion... I'm not touching that :D I know the size is going to be big and I would have liked to avoid it but the UI is deeply tangled with the bitmaps and the size information it receives from the bitmaps and palettes (directx5 legacy). It will have to do for now. I do hope that at some point in the future I will be able to figure it out and reduce the size.
User avatar
NiteMares2k16
Member
Posts: 170
Joined: Fri Jun 03, 2016 9:09 pm

Re: MTM2 Source Code

Post by NiteMares2k16 »

haha that looks nice, the top looks good, looks like you've fixed the menu bar, but loool..at the pictures on the race screen, since now the UI is such a big resolution, and the old pictures taken from the game were what 640x480? it's like those old pictures from the game are just dwarfed by the UI now lol, the pictures look so tiny..are you going to replace that area with bigger pictures once we get the show on the road? maybe take some bigger pictures from inside the game with real 1920x1080 and use them to show bigger pictures of the tracks on the race screen? that little square is just so tiny lol, I'm not making fun of you, it just looks so funny and odd..

actually, those photos weren't even 640x480 because it was the UI that was 640x480, so those pictures had to be even smaller, but either way, do you plan on making that part bigger in the future? or is it gonna stay the same size?

it can be a low priority..or you don't have to do it..just wondering? (by the way, I'm not talking about the background, I'm talking about the square to the right of the track selection, where it shows the picture of the track selected); the background looks great
User avatar
Fila
Member
Posts: 1460
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: MTM2 Source Code

Post by Fila »

The pictures are something like 300x200 or something like that. I've been trying to figure out a way to use stretchblt to scale up the pictures but so far it ain't working. It's definitely low priority though. Can't actually replace them since every track has the pictures in their .pod file. The most I can do is try to scale them up.
Post Reply