MFR Beta released!

mtm2 and other sensible chat
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Roadknight
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Post by Roadknight »

I have beta 1F, that won't play any other truck. :(
Mat-Allum
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Post by Mat-Allum »

I just d'led 2a and it *still* won't let me play, still same error (runtime error '5': invalid procedure call or argument), regardless of parameters and track/truck selection. :x :x
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Slayer
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Post by Slayer »

Thats why you got the game half price Mat :)
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Gurlymgun
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Post by Gurlymgun »

In Excavation! :D

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It's like the Nintendo 64 version. Only needs the rockets and the enemies.
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Kmaster
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Post by Kmaster »

Mat-allum (or should I say "Tarres" ;) )

- MFR version?
- Operating System?
- OpenGL version?
- Check missing DLLs with Dependency Walker
- You may want to upadate some DLLs.


Nintendo 64 version totally bites. It's like the Mario 64 version of MTM. Horrible.
Mat-Allum
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Post by Mat-Allum »

You remember [;)]

-MFR version 2a
-Windows XP SP2
-Don't know OpenGL version
-nVidia GeForce 6200 Turbocache video card
-512mb RAM

Dependency Walker still detects that msvcr80.dll is not available, however regsvr32 still refuses to register the file.

Edit: Sort of amusing really. Regsvr32 crashes with a runtime error while trying to register a DLL to prevent MFR from crashing with a runtime error.
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Slayer
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Post by Slayer »

websites say uninstalling windows defender fixes it...
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Slayer
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Post by Slayer »

nevermind, Download and install this


http://www.microsoft.com/Downloads/deta ... laylang=en
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Kmaster
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Post by Kmaster »

Do you have msvcr80.dll on your Windows/System32 folder?

EDIT: My version of Beta2a didn't work at first time, i had to replace the CONFIG.CFG file from the Beta1f version to make it work.

Try beta1f, the lastest stable release.

http://trevorsarchives.selfip.net/kmast ... beta1f.exe
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Slayer
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Post by Slayer »

shouldnt be in windows/system32 heh, should be in

C:\WINDOWS\WinSxS
In the correct folder (not sure which)
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Mat-Allum
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Post by Mat-Allum »

Wow... it seems that over one entire *page* of this thread has been dedicated to a few people who have tried everything to get this working on the computer of the person who let them down with "Project Monster." That's one awesome community! :) :)

Slayer, that link you provided (http://www.microsoft.com/Downloads/deta ... laylang=en) did the trick. The default setup still didn't work (MFR truck on World Finals track) but I ran it with Bigfoot on C98 and was happy to see it booted up properly at last! The physics can definitely use some work but the game looks and feels great.

Latest: I just did a full C98 lap in Bulldozer, 1024x768. It had a little bit of lag but nothing too bad. The truck drives vaguely like an inflatable toy that doesn't like to stay on its roof or side, but the visuals look good, the framerate was pretty good, and the broken-bridge jump felt GREAT even without perfect physics.
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Kmaster
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Post by Kmaster »

Slayer wrote:shouldnt be in windows/system32 heh


yeah, that's what i was trying to say.... :roll:
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Slayer
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Post by Slayer »

Mat-Allum wrote:Slayer, that link you provided (http://www.microsoft.com/Downloads/deta ... laylang=en) did the trick. The default setup still didn't work (MFR truck on World Finals track) but I ran it with Bigfoot on C98 and was happy to see it booted up properly at last! The physics can definitely use some work but the game looks and feels great.



No problem :)
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Post by Mat-Allum »

Latest results with latest build:

-Default MFR truck does work and so does default track. Apparently the problem I had before was just a one-shot issue.
-Felt very good to race Sidewinder Canyon with a good view distance. I have never seen the track like that before - quite a nice break from the obsolete 20-square view distance limit of mtm2!
-Cascade Summit and City Limits did not work; neither did the summit rumbles (they gave an error regarding the skybox or backdrop or something)
-Jqoc's original BF14 replica uploaded for the expo '03 did indeed work (well, the version with the body, anyway). It causes lots of problems with mtm2 but in MFR it seems to be the best truck around in terms of physics. It doesn't display quite right in the truck preview window but it's fine in the game.

I'll try it on a few more tracks and see how those come out. Nice job!
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Kmaster
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Post by Kmaster »

City Limits, one of my favorite tracks :D

yeah, seems like MFR hates city tracks lol, i have tried Enocell tracks and some of mine, no one of em work :(
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Post by Mat-Allum »

Unfortunately yes... most of enocell's stuff doesn't work on it, except Route 66 and Quadrophenia (or however you spell that one). Hopefully that will be fixed soon.

Notes for Jpez:

EDIT 1:

Just ran a lap on Tinhorn Junction. I think the physics would drastically improve just by lowering the body on the truck. Compare a truck in mtm2 with the same truck in MFR, and note the difference. I don't think it's so much the "position" of the tires as it is the compression of the shocks and how much they will compress when pushed on. mtm2's shocks reach full compression very often whereas MFR's don't do it nearly as much. Perhaps it's a bad adjustment on the trucks, perhaps an alignment issue in the game, perhaps both. I think ideally the tires should be moved up and the shock travel slightly decreased to compensate.

Edit 2:

I notice that the camera stays stiffly behind the truck at all times and never swivels from side to side when the truck turns (as if the camera can't turn fast enough to stay directly behind it). This "side-to-side rotation lag" effect often gives a racing sim a smoother feel - maybe you could implement that in the future? I think I have the algorithm for it left over from Project Monster. It's written in C-Script and would require a few changes but you can have it if you'd like.
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Post by Oggy »

Alright, been playing around with this for quite a while. Love the slap wheelies in drag racing. Makes it a lot more fun than MTM2.

Although, many trucks do not work. None of Scott B's trucks work, and it gives me the "76 Runtime" Error. Is there any way to fix this? Do I need to copy some stuff from my MTM2 folder into the MFR folder so it can load the models?

Anways, here's some trucks that work (so far)

Gun Slinger (Garrett Lockhart, version 2)
Sudden Impact (Garrett Lockhart)
Eradicator (Garrett Lockhart)
Nitro Hornet (recently released)
Q-Torque Iron Outlaw (Recently released)
Bounty Hunter 08 (recently released)
El Toro Loco 07
TRUCK2.pod (all MTM2 trucks)
Hot Wheels (2005 Release)
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Post by Oggy »

Edit - Pretty much anything from 2005 and older works with this game. Scott B''s trucks must be using an unsupported tire model, because everything else works wonders. Heck, even Garrett Lockhart's trucks work, and look amazing in this game. MTM2 doesn't do them justice.

Tracks are a different story.
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TlathamXmahtalT
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Post by TlathamXmahtalT »

When I Start The Game, I'm Underground And I Won't Come Above Ground. -Sigh- :cry: Maybe If U Could Fix That. Instead Of Under, Above. [thanx] [memo] And It Is WAAAAAYYYYYY Too Slow.
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E J D
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Post by E J D »

Is there going to be support for Direct3D? The game runs alright, no errors, but it's soooooooooo slow. It reads -1 FPS. :P
Call me Ethan :)
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