Midtown Madness 2 2013/2014 Community Patch Discussion

Need help for fixes to do!

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The_Most_Wanted
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Postby The_Most_Wanted » Wed Jun 04, 2014 1:25 pm

Hey Aaron why don't you make that EXE handle too much of high poly cars?
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Postby Diatosta » Wed Jun 04, 2014 4:08 pm

The cause of that MW, is the already discussed "Heap Overrun", fixable by increasing the games memory limits (I think?) thus not possible atleast now :/
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Postby GKRacer » Wed Jun 04, 2014 4:30 pm

A little random proposal: Removing the "10 paintjobs limit", or at least setting it to a more acceptable value ^^

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Postby aaro4130 » Wed Jun 04, 2014 4:37 pm

@The_Most_Wanted : The polygons limit in vehicles is set by DirectX and not MM2. Sorry

@GKRacer, the paintjobs limit is 127.
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Postby GKRacer » Wed Jun 04, 2014 4:47 pm

@GKRacer, the paintjobs limit is 127.
Whoops my bad....

BTW, I can help with this project by remastering the default car's textures, if you want :wink:

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Postby Diatosta » Wed Jun 04, 2014 6:37 pm

Aaron don't you mean 27? Cause I think 127 is really a lot. :P
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Postby aaro4130 » Wed Jun 04, 2014 8:45 pm

@GKRacer, the paintjobs limit is 127.
Whoops my bad....

BTW, I can help with this project by remastering the default car's textures, if you want :wink:
It's just a code patch.

@Diatosta , Nope. 127. 128 would make it think you have 0 paintjobs .
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Postby mm2mm1fan » Wed Jun 04, 2014 9:46 pm

Increased car limit in game, too much cars in the game would cause a crash on the splash screen.

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Postby Diatosta » Wed Jun 04, 2014 10:02 pm

Oh wow, I didn't knew that. Next project: Car with 127 paintjobs XD
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Postby Franch88 » Wed Jun 04, 2014 11:01 pm

The 10 paintjobs limit issue is related with the ZModeler 1.07b version PKG filter, it's not by the game. The maximum done so far is of 21 with the MM2BR's PKG filter.
Curious to know of well 127 paintjobs limit in the game, but anyway, there's always the 100 characters limit concerning their names in the .info file. If is possible increase this, would be just great.
Increased car limit in game, too much cars in the game would cause a crash on the splash screen.
Also this causes the Heap Overrun game crash error, but maybe about this there's a remote possibility to get a workaround.
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Postby aaro4130 » Thu Jun 05, 2014 1:57 am

I keep trying to fix the heap thing without success.

And the 127 paintjobs limit is a limit of the PKG file format, the highest bit (128) indicates shader type, if the paintjobs # is > 128 then paintjobs = nPaintjobs - 128. E.g. If shader type = 1 and you have 2 paintjobs, it will show as 130 paintjobs to the game, which then will be subtracted by 128. If you have 128+ paintjobs with shader type 0, it's impossible
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Postby whoami » Thu Jun 05, 2014 9:07 am

You know, that heap overrun thing sounds a lot like a buffer overflow - the game reserves, say, 2 bytes for something, but the stuff you're giving it is 3 bytes, and the game says, "Whoops, you don't have any space, last byte." The last byte tries to get in anyway, the game gets mad and crashes.
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Postby BUGATTIMAN253MPH » Fri Jun 13, 2014 9:25 pm

I was going to say fix some of SF's roads, like the road at the start of Take it Easy where your car gets lifted off the ground, sometimes you get stuck there forever unless you restart.
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Postby mm2mm1fan » Fri Jun 13, 2014 9:47 pm

City editing is the only way to fix that. This is modding the EXE of the game.

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Postby mm2mm1fan » Wed Jun 18, 2014 11:36 pm

How about a fix for Windows 8, like the XP fix?