Well yeah it did. And the intent for CommPatch1 was to have a standard patch in case people are interested in playing the game in a new way. And as I mentioned, I am continuing to work on it and it just so happened that today I had a lot of free time so I was in the mood to continue the work.
PLEASE NOTE: First download CommPatch1 and THEN download Beta0.35. This is not a cumulative package as I wanted to keep the download low for those that have already gotten CommPatch1 (which I assume is most of you).
Changes in Beta 0.35 compared to CommPatch1
- Increased draw distance to 120 tiles! To put this into perspective, the original game had a max of 20. The CommPatch1 has a max of 50. This has a max of 120!!! Considering this setting is a radius (120 starting from the truck) it means that the diagram is 240. The game map is 256, so it basically loads about 95% of the map at any given time!
- The visual distance setting in the graphic option now displays exactly the number of tiles you want to set it at instead of percentage.
- Increased vertices and vertex limits to go with the increase in visual distance (certain tracks crashed because of it).
- Fixed the checkpoint finder!!!!!!!!! Now it works correctly on all resolutions! It turned out to be a much easier fix than anticipated. I had to look more carefully through the code as TRI implemented various lines of code that manipulated the finder bitmap (ultimately I believe for no good reason, it simply complicated things when it shouldn't have been).
- Fixed the instant replay page. I have no idea at which point I screwed this up or how but there was a problem in the way the .POD was built.
Known Issues
- ZooN Kitchen 2 crashes again
Notes
- I have tried running other tracks and so far so good but I have not done extensive testing.
- Software Renderer hasn't been tested but I expect it to work (or crash) the same as in CommPatch1.
- Toys in the Attic is marvelous with 120. It basically loads the whole track and it's a real beaut.
- I have experienced an average loss of somewhere between 10-20fps using the maximum distance on Win10. On Win8 this is most likely unplayable. WinXP and Win7 I expect it to be fine. However this does increase the problem with tracks that have many 256x256 textures as it is likely to increase the drastic fps drops I mentioned previously (dropping to 10fps) but after playing yesterday I realized the majority of the tracks should be fine. Also I have tested this using complex scenery. Tracks like Fila's Adventure (which is a prime candidate for 10fps spikes) is fine if you play with sparse scenery. So it really depends on how well a track was built and how much the trackmaker decided to hide the more expensive models.
http://www.mtm2.com/~mtmg/misc/Beta0.35.rar (rar file - 67mb)
http://www.mtm2.com/~mtmg/misc/Beta0.35.zip (zip file - 72mb)
