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 Post subject: Re: MTM2 Community Patch #1
PostPosted: Mon Nov 13, 2017 4:49 pm 
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Joined: Mon Oct 27, 2003 7:28 pm
Posts: 603
You'd just have to go in and manually edit the .TRK file like the old days, that's all. The difficulty would be maintaining compatibility with older trucks. So say you ended up with separate models for left right and front rear. So you have four models for the game - WHL16RR, WHL16LR, WHL16RF, WHL16LF...but what happens when the game finds a truck that doesn't have those files?


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 Post subject: Re: MTM2 Community Patch #1
PostPosted: Mon Nov 13, 2017 5:46 pm 
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Joined: Mon Jul 02, 2001 2:01 pm
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Location: Lost in Translation
Think keeping compatibility might not be that problematic. They implemented a rudimentary check to see if it's a mtm1 or an mtm2 truck. Using same rudimentary check I can differentiate the new truck and have new instructions for it.

Note: However... this would render any "advanced" truck totally unusable with the non-patched version of the game as the original code will probably crash if it can't find the right tires.


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 Post subject: Re: MTM2 Community Patch #1
PostPosted: Mon Nov 13, 2017 7:41 pm 
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Joined: Mon Oct 27, 2003 7:28 pm
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Unless truck makers just know to put both types of tires in the pod ;-)


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 Post subject: Re: MTM2 Community Patch #1
PostPosted: Wed Jul 04, 2018 4:23 am 
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Joined: Fri Jun 03, 2016 9:09 pm
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So I think ONaN had trouble installing that new version of the game. Dunno what went wrong but he said the game wouldn't open properly, he said he kept getting AV. I told him to make a post about it on this forum but I don't see any post about it. I don't remember if he installed Comm. patch 1 or 2, and don't remember the whole order of all the patches and beta #'s you're supposed to install everything in. So, next time you see him, might want to talk to him about that and try to get it working. I told him to get dgVoodoo, but he said he has nglide.


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