Is MM2 dead?

Has it finally faded out?

aaro4130
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Is MM2 dead?

Postby aaro4130 » Sun Oct 05, 2014 2:22 pm

It's been quiet around here. I'm guessing we're mostly all moving on from MM2. If so, it's been a great 14 years :)
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Postby StanOfGB » Sun Oct 05, 2014 4:28 pm

you're like the type to break up via text looool

forums don't have to be buzzing with activity in order for the community to still be alive. Those who are passionate about the game still remain and that's all that should matter.

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Postby zoot » Sun Oct 05, 2014 9:21 pm

I think yes and no. We've either moved to other, newer games, or have just moved to new things in life.
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Postby Franch88 » Sun Oct 05, 2014 9:44 pm

Al lot has been done in squeezing MM2 to find and get new things in these years, especially in the last 4. The sensation is that there's nothing else to do now, but never say never. Wishes are still a 32 bit colors graphic and increase a lot the limits to avoid the "Heap Overrun" error. The problem is that someone still has to do coding researches...
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Postby BUGATTIMAN253MPH » Sun Oct 05, 2014 10:49 pm

Do the dll files do anything? Because I've opened clcd16.dll in Notepad++ and there are some text

MZY This program requires Microsoft Windows.
CLCD16
SETVECTORS_IF
GETVECTORS_IF WEP SETIDT_IF
DLLENTRYPOINT SETRMINTS_IF GETIDT_IFGETPMVECTOR_IF SETPMVECTOR_IF
GETV86VECTOR_IF SETV86VECTOR_IF GETRMINTS_IF
___EXPORTEDSTUB INITVECTORS INITIV ISLOADCOMPLETE THK_THUNKDATA16 KERNEL
CLCD16.exe
- stack overflow
R6003
- integer divide by 0
- not enough space for environment
R6018
- unexpected heap error
run-time error R6002
- floating-point support not loaded

The bottom ones sound like errors
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Postby aaro4130 » Mon Oct 06, 2014 12:29 am

I was playing around with heaps HeapManger::Init(), and HeapManager::Allocate(int heap_size) functions. Never got much working. It would either heap overrun at loading the game initially (Lol), Or while loading the city (with excessive cars, but the point was to make that work).
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Postby Toty » Mon Oct 06, 2014 2:42 am

I agree with Franch, there aren't too many things to be done in MM2. One of the major mods, MM2 Revisited, seems to have reached a peak point with version 5, as there aren't many things to improve on it.

I think that the goal for many years in the MM community was to get Chicago into MM2, and since that became a reality, the question is what to do next. The city is still not perfect, and there are bugs to be corrected, but the main work was already done by SuperSecret.

Now, if we could somehow get our hands on the source code of MM1 or MM2, it would start a revolution on the community, or at least that's what I think.

But again, never say never. Another long-term goal could be getting SF or London into MM1, or doing something related with MM3, a game pretty much ignored by the community.

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Postby zoot » Mon Oct 06, 2014 3:12 am

But again, never say never. Another long-term goal could be getting SF or London into MM1, or doing something related with MM3, a game pretty much ignored by the community.
Not possible. And probably won't ever be. The BND and other files related to mm1 tracks (I've made mm1 tracks) are of a set size as we can't create them yet. Arch has some space to be expanded, but it's not a huge amount.
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Postby aaro4130 » Mon Oct 06, 2014 4:15 am

But again, never say never. Another long-term goal could be getting SF or London into MM1, or doing something related with MM3, a game pretty much ignored by the community.
Not possible. And probably won't ever be. The BND and other files related to mm1 tracks (I've made mm1 tracks) are of a set size as we can't create them yet. Arch has some space to be expanded, but it's not a huge amount.
Actually, the boundaries and stuff are editable, as well as the portals file for visibility. BNG are the equivalent of PATHSET, etc.

Someone just needs to make something to split PSDL into BMS files
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Postby e-cobra » Mon Oct 06, 2014 12:48 pm

I guess the 'SF expansion project' died because of lack of interest. But you guys can at least release it as it is without buildings and other things, it would be interesting. :wink:
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Postby aaro4130 » Mon Oct 06, 2014 12:52 pm

I guess the 'SF expansion project' died because of lack of interest. But you guys can at least release it as it is without buildings and other things, it would be interesting. :wink:
That would be up to DB. It has no BAI, CPVS, etc. But it works.
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Postby zoot » Mon Oct 06, 2014 7:43 pm

I said BND. It's the bound files for the track that are used for the addons.
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Postby BUGATTIMAN253MPH » Mon Oct 06, 2014 7:50 pm

So, are we locked out of the actual game code or something?
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Postby zoot » Mon Oct 06, 2014 10:59 pm

@Bugatti You can't extract complete code from a built exe.
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Postby BUGATTIMAN253MPH » Mon Oct 06, 2014 11:37 pm

So the code is in the .EXE?
Could this do the trick?
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