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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Tue Nov 11, 2014 2:04 pm 
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Oh I get it now. The value that needs changing is the one immediately after, namely that 00 01 that follows. OK. So I changed it to 00 02 and guess what?

NO MORE ERROR!!!!!!!!!!!

I ran Farm Road with 8 trucks and complex scenery and no crashes. Normally it would crash right at start.
I ran Duality with 8 trucks and no crash.
I ran Razzle Dazzle with 4 trucks and no crash. Success!!!

Now for the sad part.

I decided I'm on a roll and I wanted to get Mark to finally increase the box count (otherwise known as the groundboxes error). Sadly this one is not an easy fix. If I increase the box count this is what happens. Only to the player truck, the AI trucks continue racing without a problem. If anyone here has any suggestions? Like what this error could be tied with? Otherwise it seems that this is not something I can fix.


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Tue Nov 11, 2014 3:02 pm 
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MTM2 Patch 002

Here it is guys.
For more info:

MTM2 Render Patch updated


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Tue Nov 11, 2014 9:41 pm 
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http://www.cs.virginia.edu/~evans/cs216/guides/x86.html

A guide to x86 assembly, it can help you translate some of that gibberish as well.

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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Wed Nov 12, 2014 1:12 am 
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Awe :(

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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Wed Nov 12, 2014 3:59 am 
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Slayer wrote:
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Awe :(


Really? Hmmm, I'll have to look into that.


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Wed Nov 26, 2014 6:44 pm 
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The patch is not compatible with Castle Rock Too.

It gives an AV as you approach the first bridge. So I can't tell what's bothering the game because the AV has no error message.


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Wed Nov 26, 2014 10:27 pm 
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I can see the attachments now

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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Thu Mar 19, 2015 8:28 pm 
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Found another track it's not compatible with. Spring Valley.

The annoying thing is that it simply gives an AV and doesn't mention any specific errors for you to reverse engineer.
Maybe one day I'll have a lot of free time to look into this.


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Wed Mar 25, 2015 8:57 pm 
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Fila wrote:
Found another track it's not compatible with. Spring Valley.

The annoying thing is that it simply gives an AV and doesn't mention any specific errors for you to reverse engineer.
Maybe one day I'll have a lot of free time to look into this.

Is it at a specific spot in the track? Maybe you could modify the track to find the culprit.

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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Sat Mar 28, 2015 12:04 pm 
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It is a specific point in the track yep.


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Sun Mar 29, 2015 9:36 pm 
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Debugging idea: Does the render distance patch hard-code a new distance or is it determined by monster.ini? Try turning one or both way down and running the track again. If it still crashes, you will still be most likely much closer to the problem object on the track, which ought to make it a lot easier to pinpoint what's crashing it.


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Tue Mar 31, 2015 7:13 am 
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Hi Guys, been lurking for some time ... One minor problem I noticed running Deadmans Gulch with all trucks enabled, is the tyre marks left on the ground start appearing some way behind the trucks. So if you are following the pack, the tyre marks always seem to be trying to catch up with the trucks, they don't start under the wheels but some way behind?


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Tue Mar 31, 2015 9:32 pm 
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Mat-Allum wrote:
Debugging idea: Does the render distance patch hard-code a new distance or is it determined by monster.ini? Try turning one or both way down and running the track again. If it still crashes, you will still be most likely much closer to the problem object on the track, which ought to make it a lot easier to pinpoint what's crashing it.


I'll look into that when I'll get a chance. Going through another busy period right now.


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Tue Mar 31, 2015 9:37 pm 
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Disposable wrote:
Hi Guys, been lurking for some time ... One minor problem I noticed running Deadmans Gulch with all trucks enabled, is the tyre marks left on the ground start appearing some way behind the trucks. So if you are following the pack, the tyre marks always seem to be trying to catch up with the trucks, they don't start under the wheels but some way behind?


Since I rarely play with AI trucks I never noticed. Funny bug though :)


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Sun Apr 19, 2015 9:43 pm 
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-Edit
Nevermind, I wasn't running the latest patch

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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Mon Jul 27, 2015 9:39 pm 
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Gave a few more test tries, including cloning the tracks and modifying them. The error seems to be due to too many models rendered at once. It's hard to know whether it's the number of vertices, or the number of actual objects as the game doesn't give a reason when it crashes. Just gives an AV with no details (hence it's hard to try and fix it because there are several ambiguous AV crashes with no comments related to different things).

Also, I drove from the other way of the track and every time the crashes simply happen in the exact same spot.


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Fri Jul 31, 2015 6:05 am 
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I suspect swapping out the models for simple cubes would answer that question.


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Mon Aug 10, 2015 12:06 am 
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I'll do that tomorrow.


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Fri Feb 10, 2017 7:12 pm 
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I'd love to do this for MTM 1 as well, where the view distance is even more ridiculous. I grew up with MTM 1 but you can barely see the corners coming up in front of you.

I downloaded IDA and had a look around Moster.exe, and I managed to find some stuff about the view window width/height, and the GUI, but nothing about the render distance. I'm a newbie at disassembling like this though so I was really just searching blindly for things like "view", "distance", "frustum" etc.

Has anyone ever looked into it?

It looks to me like the default view distance is about 8 tiles in front of you - so 16 tiles total maybe?

Image

I don't know if they did this in MTM 2, but in MTM 1 every map is the same standard size, so smaller circuits have a massive amount of unused space. Some of the tracks have cool bonus areas if you go exploring. It'd be extra nice to be able to see those areas before you're right on top of them! The Highlands map has a hidden castle that you can sit in the middle of and not even see the walls!


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 Post subject: Re: MTM2 Render Distance Patch
PostPosted: Mon Feb 13, 2017 12:34 pm 
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Don't think anyone looked into MTM1.

In the meantime we moved on from using IDA to poke around monster.exe and we're using the source code of MTM2 to make changes, which makes it alot easier.

And yes, the maps have a standard size for MTM2 as well. Actually MTM1 tracks are compatible with MTM2.


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