Re: MTM2 Beta Patch 0.48 - and we have Dx11

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OG_RuDeE
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by OG_RuDeE »

Fila wrote: Wed Jul 08, 2026 7:31 pm The amd shadow fix does away with the bake, so shadows are calculated real time, so slower.

Truck shadows and anything that is moving or moveable is still real time shadows now as well
I think I notice double up of shadows in Dx11 when AMD Shadow Fix is enabled.
Fila wrote: Wed Jul 08, 2026 7:18 pm Wanna make sure I'm not getting confused. You meant to say yes models are still broken in addition to the sky?
Yes, lots of models are still displayed wrong in addition to the sky reflections being broken. In fact, I just noticed that several of Malibu's backdrops are now broken on his Evo conversions, e.g. Treasure Bay 2 and Skull Islands. Maybe related to faces displaying backwards for some backdrops?

One final separate thing involving shadows in Dx11: In clear weather, baking shadows on ultra takes 10-15 seconds, but in Dusk weather the tracks load almost instantaneously (with or without AMD Shadow Fix). I still can see shadows of objects on the ground with Dusk weather, but shadows on faces of objects no longer render. Not sure if this is intentional? Ground boxes's faces still have shadows in dusk.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Kmaster »

I finally got to test the patch and had no issues so far, smooth 160+ fps on 1080p with my AMD Ryzen + NVIDIA setup.

on my Enocell city track the trucks are still tied to the track palette it seems. And how do no-palette textures work?

Also, the always facing models (aka "billboards") like trees cast a shadow that moves with the camera (which looks weird). I honestly don't know how to fix that one
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

Wait.. I think i messed up badly. lol

Omg, so sorry guys. I was barely awake when I put up the download. I gave you guys the wrong files. No surprise nothing was working. seeesh

I went to bad at 2am trying to get it done (while needing to wake up at 6am for work, lol)

https://www.mtm2.com/~mtmg/misc/Beta0.48hotfix2.zip
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

Kmaster wrote: Wed Jul 08, 2026 9:03 pm I finally got to test the patch and had no issues so far, smooth 160+ fps on 1080p with my AMD Ryzen + NVIDIA setup.

on my Enocell city track the trucks are still tied to the track palette it seems. And how do no-palette textures work?

Also, the always facing models (aka "billboards") like trees cast a shadow that moves with the camera (which looks weird). I honestly don't know how to fix that one
The always facing models are... I don't know a good fix, I think the compromise has to be as is. You can try and have them have a fix shadow that doesn't rotate but then it looks weird with the rotating tree. Or you can have them NOT cast shadows but then it's going to look weird with everything else around having shadows. There's no good solution to this.

The game still takes the palettes into consideration because otherwise we end up with incorrect colors for the tracks. Maybe I can decouple the trucks from the track palette.

I don't know how non palette textures work, I haven't put thought into it until I'm done finding bugs (and/or not uploading the correct files apparently, lol)
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

So kimiko, first try hotfix2 before I upload a special version for you.
Oh and please use Dx11. DX9 will definitely still have the same problem for you. I'm hoping that the DX11 hf2 fixes it :/
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Ford-chan »

I'm out and about for the day till afternoon, and whenever or not I have to do football training afterwards this evening (Aussie Rules Football in fact :wink:) so hopefully I'll fit in my spell of testing with this hotfix2 afterwards.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by OG_RuDeE »

Just ran a few tracks on the 5600 xt on ssd with hotfix2.

Seems like models and ground boxes are fixed.

Sky reflection in water is much better, almost perfect. I did notice some glitching (where reflection pops on and off) near the edges of maps (where the game glues the edges of the map together); kryptik mountains and Skull Islands are examples. Not sure if that's an easy fix.

FPS are lower, but the game still feels very fast. Definitely, enjoyable. Only using 40%ish gpu and 20%ish cpu.

Mal's backdrops on the two tracks Treasure Island 2 and Skull Islands (maybe same backdrop?) still broken.

Keep up the good work (andf get some rest :D)! More tomorrow.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by KF2416 »

Fila wrote: Wed Jul 08, 2026 9:15 pm So kimiko, first try hotfix2 before I upload a special version for you.
Oh and please use Dx11. DX9 will definitely still have the same problem for you. I'm hoping that the DX11 hf2 fixes it :/
It seems like arena backdrops were been fixed...

expect that TWA one.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Kmaster »

Fila wrote: Wed Jul 08, 2026 9:10 pm The always facing models are... I don't know a good fix, I think the compromise has to be as is. You can try and have them have a fix shadow that doesn't rotate but then it looks weird with the rotating tree. Or you can have them NOT cast shadows but then it's going to look weird with everything else around having shadows. There's no good solution to this.

The game still takes the palettes into consideration because otherwise we end up with incorrect colors for the tracks. Maybe I can decouple the trucks from the track palette.

I don't know how non palette textures work, I haven't put thought into it until I'm done finding bugs (and/or not uploading the correct files apparently, lol)
my suggestion: make the facing models shadow static by just using sun orientation. never make shadows face the camera

Regarding textures... my guess is a DX11 DDS format. But please... let's get rid of palettes! :mrgreen:
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

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KF2416 wrote: Thu Jul 09, 2026 1:21 am It seems like arena backdrops were been fixed...

expect that TWA one.
You might want to post your system specs on here, there's probably something with them that's causing certain issues to persist, like your end with the Trans World Dome track, and not mine. Hopefully from that point of view, Fila will probably figure something out.

I know at one stage you said that you were still using Win10, not entirely sure if that's the issue surrounding the TWA track, but you never know.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

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Fila wrote: Wed Jul 08, 2026 9:08 pm Wait.. I think i messed up badly. lol

Omg, so sorry guys. I was barely awake when I put up the download. I gave you guys the wrong files. No surprise nothing was working. seeesh

I went to bad at 2am trying to get it done (while needing to wake up at 6am for work, lol)

https://www.mtm2.com/~mtmg/misc/Beta0.48hotfix2.zip
Beta 0.48 HF2 is proving to be the more definitive version for me so far, no lags, bridges work again, and the stadium backdrops are finally fixed. There was one occasion when loading Yeastman's Deception Pass took at least 10-15 seconds to load, but it still worked as it should regardless.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by KF2416 »

Ford-chan wrote: Thu Jul 09, 2026 2:13 am
KF2416 wrote: Thu Jul 09, 2026 1:21 am It seems like arena backdrops were been fixed...

expect that TWA one.
You might want to post your system specs on here, there's probably something with them that's causing certain issues to persist, like your end with the Trans World Dome track, and not mine. Hopefully from that point of view, Fila will probably figure something out.

I know at one stage you said that you were still using Win10, not entirely sure if that's the issue surrounding the TWA track, but you never know.
myspec.PNG
Here's mine.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

OG_RuDeE wrote: Wed Jul 08, 2026 11:06 pm Just ran a few tracks on the 5600 xt on ssd with hotfix2.

Seems like models and ground boxes are fixed.

Sky reflection in water is much better, almost perfect. I did notice some glitching (where reflection pops on and off) near the edges of maps (where the game glues the edges of the map together); kryptik mountains and Skull Islands are examples. Not sure if that's an easy fix.

FPS are lower, but the game still feels very fast. Definitely, enjoyable. Only using 40%ish gpu and 20%ish cpu.

Mal's backdrops on the two tracks Treasure Island 2 and Skull Islands (maybe same backdrop?) still broken.

Keep up the good work (andf get some rest :D)! More tomorrow.
Oh shoot yeah I see why it's broken. Most of the backdrop is black (for transparency reasons). I know for sure dx11 doesn't know how to handle this :D (probably neither dx9)

Also interesting, in my case water reflection stays correct. However, along the seam where the worlds are joined, the water texture goes missing.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

https://www.mtm2.com/~mtmg/misc/Beta0.4 ... _test1.zip

Ok this is for kimiko only (i mean, others can try it out too but I'm breaking the game on purpose here).

Copy that monster.exe over (it uses same .dll files as before). Use DX11. Load any of the mtm1 drags that worked correctly before just as a test. You should see them be smaller and come onto the track. Drive into the side wall, your truck should now drive the crowd/stadium walls. If it does that, it is correct, no need to send pictures. I made the stadiums smaller on purpose.

Then load trans dome and let me know how it looks. Take pictures so I can compare if anything changed to how it looked previously.

One of the things I wonder is if there is a chance you might have a different .pod file that affects the trans dome stadium. try and mount the pod at the very top of the list, right after the stock tracks.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

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Fila wrote: Thu Jul 09, 2026 3:32 am https://www.mtm2.com/~mtmg/misc/Beta0.4 ... _test1.zip

Ok this is for kimiko only (i mean, others can try it out too but I'm breaking the game on purpose here).

Copy that monster.exe over (it uses same .dll files as before). Use DX11. Load any of the mtm1 drags that worked correctly before just as a test. You should see them be smaller and come onto the track. Drive into the side wall, your truck should now drive the crowd/stadium walls. If it does that, it is correct, no need to send pictures. I made the stadiums smaller on purpose.

Then load trans dome and let me know how it looks. Take pictures so I can compare if anything changed to how it looked previously.

One of the things I wonder is if there is a chance you might have a different .pod file that affects the trans dome stadium. try and mount the pod at the very top of the list, right after the stock tracks.
I got it fixed, finally. Mounting the pod at the very top of the list after stock tracks fixed the incorrect placement of stadium, but the stadium backdrop size looks off. D'OH! Why didn't I think about doing that before?

Image

Revert it please?
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

Just copy the monster.exe from the hotfix2 patch and you are good to go.

So that means you have another drag (potentially drag) that has a name similar to the trans dome stadium and it conflicts.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

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Fila wrote: Thu Jul 09, 2026 4:00 am Just copy the monster.exe from the hotfix2 patch and you are good to go.
I just did.

Image

Looks fixed alright to me.
Last edited by KF2416 on Thu Jul 09, 2026 4:02 am, edited 1 time in total.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

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KF2416 wrote: Thu Jul 09, 2026 4:00 am
Fila wrote: Thu Jul 09, 2026 4:00 am Just copy the monster.exe from the hotfix2 patch and you are good to go.
I just did.
And does it look correct now?

Edit: Yup, it's fixed! Hooray!
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by KF2416 »

Fila wrote: Thu Jul 09, 2026 4:01 am
KF2416 wrote: Thu Jul 09, 2026 4:00 am
Fila wrote: Thu Jul 09, 2026 4:00 am Just copy the monster.exe from the hotfix2 patch and you are good to go.
I just did.
And does it look correct now?
Yes, I think so.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

Yeah that looks correct. So the problem was another .pod messing up the stadium!
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