https://www.mtm2.com/~mtmg/misc/Beta0.48hotfix3.zip
These are the correct files, I swear! And unless something catastrophic happens, I will catch some sleep tonight!
Anyway, changes to this hotfix
- Mal's backdrops are not fixable from a visual parity point of view. turns out they didn't work correctly in the original game either. Might spend time trying to fix these later but they basically need a special fix just for the backdrop itself. (weird how he never caught it)
- I fixed the missing water texture at terrain-wrap-around
- I never had any issue with the water mirror reflection at the same spot so I wasn't able to replicate. Let me know if it still happens, if it does... not sure how to approach it. But considering it is a minor thing I will probably leave it be for now (do mention if it is an issue though just so i know)
- I have brought a first glimpse of multithreading. Whenever you load levels now, it uses multithread to load... so the more cores you have the faster it will load. (works for pause/unpausing too)
- In addition, I have also brought in level caching. So what it does is, it saves the baked shadows. When you run the game it's going to create a folder named LevelCache. DX11 level cache is 4mb, DX9 cache is 1mb. (they are also separate so running the same track with both renderers will issue two separate files). For now I have put a limit of 1gb for the folder (can fine tune later, might even make it user adjustable when I redo the menus) which means, when the folder reaches 1gb it's going to delete the cache for the track that hasn't been used in the longest. Also works for pause/unpause
Note: There is no in-game multithreading. This is strictly level loading only but it will make loading faster.
So between the multithread and the cache, levels should load at almost the same speed as the original game. The first time you load a level, you might still get a bit of a black screen depending on your CPU power but after that, you should barely feel the black screen (since the cache has been created and it's just reading from there instead of doing math). Hopefully Rudee's HDD won't die since it apparently doesn't like MTM2 :p
- i semi-improved a shadow edge case but it's not fully fixed because it's a pain in the *beep* do fully fix
- i semi-fixed another edge case (the one that broke all my shadows today). The bug still happens but now it's an edge of an edge of an edge case and I think I can live with that.
- I added the self-shadowing back to Dusk. It was supposed to be there, it was a mix of too feint to see it and some objects actually bugged out in addition to that.
And I truly hope I haven't broken anything else. lol