MTM2 Source Code

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Jpez1432
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MTM2 Source Code

Post by Jpez1432 »

Mark over at Terminal Reality released the MTM2 source code to me after signing legal agreements, pretty much everything stays confidential but there is quite a bit of code to go through and look at. Don't know what I am going to do with it, I might make some patches, I don't know how hard it will be to get it to compile, we will see.
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Kmaster
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Re: MTM2 Source Code

Post by Kmaster »

Oh my. Big news indeed.
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Re: MTM2 Source Code

Post by Mat-Allum »

Color me impressed! Don't forget to make some backups.
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Fila
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Re: MTM2 Source Code

Post by Fila »

Holy Crapola!!!!!!!!!!!!!!!!!

Some patches would be awesome if possible :)
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Re: MTM2 Source Code

Post by Fila »

I would be thinking something like this:

Things already covered by current patch but maybe can be improved for stability:

- Bumped up maximum render distance from 20 to 50 units. (more if possible)
- Bumped up maximum vertex count in trid3d.dll from 8000 to 12000
- Fixed the "too many objects" error

Things would be great if improved:

- Native resolution improvement. Wide screen support
- Fix the "Have Mark increase box count". (the following happens if the box count is increased viewtopic.php?f=13&t=7154&start=32 So obviously the engine itself needs to be fixed to avoid that error)
- Using the patch, tracks like Castle Rock Too and Spring Valley crash at a particular point in the game with an ambiguous access violation error. Based on what I've tested it seems to be related to simply too many objects but unknown whether it is the actual object count or the number of vertices that causes the crash.

I hope gamer still visits this forum. Maybe he can help you out with some stuff since he's been working on the Evo source code.
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Re: MTM2 Source Code

Post by Gamer121 »

Of course I'm still here, there will be the curve in getting it compiled. But once that hurdle is sorted, those limitations will easily melt away much as they did with EvoR.

I don't really have as much vested interest in MTM as Jpez does, nor do our goals quite align. But hopefully this helps ya'll, I've had zero free time for EvoR as I'm buried head first in the world of fatherhood & Android/Unity programming.
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Slayer
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Re: MTM2 Source Code

Post by Slayer »

How the hell did you manage to find mark and get him to give you the code?

And further more, if he had the code, why doesn't he just re-release the game himself?


Wish you could share the code with all of us so we could help too. I think half this board is made up of developers :)
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Re: MTM2 Source Code

Post by Kmaster »

probably because Microsoft has all the intellectual property of the game and he might get in serious legal trouble

Mark just re-released Terminal Velocity for Android and ios by the way. (The first game he created using the MTM1 engine back in 1995)
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Re: MTM2 Source Code

Post by Kmaster »

Any news on this?
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Slayer
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Re: MTM2 Source Code

Post by Slayer »

Let us know if you need any help. Like I said before. Easily half of us or more are developers here :)
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Fila
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Re: MTM2 Source Code

Post by Fila »

Yes, I'm interested too!
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Fila
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Re: MTM2 Source Code

Post by Fila »

Tbf Slayer, he did sign an NDA so he can't just go spread the code around.
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Re: MTM2 Source Code

Post by Slayer »

Fila wrote:Tbf Slayer, he did sign an NDA so he can't just go spread the code around.
Of course, but we can still help with compiler errors and stuff. Maybe help him track down 20 year old references? etc.
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Fila
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Re: MTM2 Source Code

Post by Fila »

I signed my life away with Mark and got the source code as well \o/

Right now I'm going through it to try and get it to compile. Don't know how they had it set up back then but right now I need to link every .h file properly (as in give the full address to the file) otherwise they aren't getting found. There are quite a bunch of them.

It also doesn't help that my c++ programming knowledge more or less ends at creating a tic-tac-toe game :D
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Slayer
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Re: MTM2 Source Code

Post by Slayer »

Fila wrote:I signed my life away with Mark and got the source code as well \o/

Right now I'm going through it to try and get it to compile. Don't know how they had it set up back then but right now I need to link every .h file properly (as in give the full address to the file) otherwise they aren't getting found. There are quite a bunch of them.

It also doesn't help that my c++ programming knowledge more or less ends at creating a tic-tac-toe game :D
Do they have a path already? You might just need to make sure the source code is in the exact path it expects.

Like for example if user Mark wrote it on his desktop in windows 95. I would expect the path to be C:\windows\profiles\Mark\Desktop\MTM2\*.h Or something like that
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Fila
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Re: MTM2 Source Code

Post by Fila »

No, there's no path at all.

It's as if it expects the file to be in the same folder but I'm kinda scared to lump everything in one folder. Mark mentioned it's supposed to be separated in folders.

Though maybe I should just make a copy and lump everything in one separate folder and see what happens.
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Fila
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Re: MTM2 Source Code

Post by Fila »

Haha. That didn't work. Ended up with 2000+ errors. Keeping the folders separate only gives me 97 errors (but i'm not done updating the paths yet).
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Kmaster
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Re: MTM2 Source Code

Post by Kmaster »

This is getting really interesting!
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Re: MTM2 Source Code

Post by Gamer121 »

I'm assuming they used Watcom to compile it back then, however it shouldn't be too much work to get it working on something a bit more modern. Feel free to message, or hit me up on IRC as well we can probably help somewhat. As I'd imagine some conventions to be similar.
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Fila
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Re: MTM2 Source Code

Post by Fila »

Yeah I'm trying to get it to work with VS 2015, mostly because eventually I would like to try and port it to DirectX9. But anyway, won't have the time to finish working on the paths until next week.
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