Myth 1.4 Frequently Asked Questions
| Myth 1.4 includes a lot of improvements so we expect there will be lots of questions to answer. Hopefully this FAQ will answer most of them. If you have a question that isn't covered in the FAQ, feel free to stop by our forum, or µDog Hotline.
Questions
| What is Myth? Will Myth 1.4 feature OpenGL support? What are some of the new graphics, AI and interface enhancements mentioned? What are the new mapmaking features mentioned? Will Myth 1.4 be compatible with any older versions of Myth II? Will all my Myth II plugins be compatible with Myth 1.4? How will Myth 1.4 handle plugin management differently than 1.3? Will Myth 1.4 be compatible with both PlayMyth.net and Marius.net? Myth 1.4 is being released relatively soon after Myth II v1.3.2. Why not just release one update instead of two? What are some of the Myth II bugs that have been fixed in Myth 1.4? Will Myth 1.4 be difficult to install? How firm is the May 15th release date? If, after release, significant bugs are reported in 1.4, will you release fixes? Will there be a public beta test like there was with Myth II v1.3.2? Is Myth 1.4 going to alter the balance of units? I've played Myth II plugins that claimed to use TFL physics. Will the vTFL (virtual TFL) gameplay option be something like those? Is it really just like TFL, though? How exactly will the vTFL (virtual TFL) gameplay option work? What is this TFL Mappack? Have the TFL Solo maps been ported? Will Project Magma continue to support regular TFL the way it has in the past? Can I have a copy of the Myth II source code? How did you get access to the Myth II source code? Are there any plans for future updates beyond 1.4?
What is Myth? | Back to Top
| Myth is a real-time strategy game by Bungie that brought a whole new meaning to the genre. Instead of being focused on resource gathering and building, Myth focused on the tactical aspects of warfare. Instead of being locked into an isometric view of the landscape, you are free to move the camera whereever you want by panning, turning, orbiting and zooming in and out. Also, a full physics engine brings the battles to life; bodyparts fly through the air, heads roll downhill, and terrain can catch fire. Multiplayer gameplay is supported on the meta-servers PlayMyth.net and Marius.net and allow you to choose from a number of different game types, including; body count, last man on the hill, capture the flag, territories, scavenger hunt, stampede, king of the hill, and more. Another great aspect of the game is the ability for players to make their own maps and units to play on the meta-servers, bringing endless variety to the game. You can buy a copy of Myth II Worlds (which comes pre-patched to version 1.3 and includes two bonus disks of some of the best 3rd party maps) at Take2's Online Store, and you can find incredible deals on Myth II at Amazon.com.
Will Myth 1.4 feature OpenGL support? | Back to Top
| We're working very hard on it, but it's a monumental task. If OpenGL is not working 100% bug free by May 15th, we'll include it as soon as it's ready in a 1.4.1 patch that will be compatible with 1.4.0
What are some of the new graphics, AI and interface enhancements mentioned? | Back to Top
| We want to leave most things as a pleasant surprise, but rest assured we've devoted endless thought on how to make Myth 2 a smoother, richer, and more expansive game, while not changing all the good things that already exist. In other words, it will still feel like the same old Myth 2, only better and with lots of exciting new features. Here's a screenshot to give you an idea of just what's in store.
What are the new mapmaking features mentioned? | Back to Top
| Using the existing PC and Mac versions of Fear, creative mapmakers will be able to take advantage of roughly twenty new unit abilities and settings. A guide and list of all the features will appear on the Project Magma site upon release of Myth 1.4. The guide will also be available for download in .pdf format.
Will Myth 1.4 be compatible with any older versions of Myth II? | Back to Top
| No. There will be Windows and Mac versions of 1.4 that will be compatible with each other, but not with older versions of Myth 2, including v1.3.2.
Will all my Myth II plugins be compatible with Myth 1.4? | Back to Top
| Yes, and in fact, with the new plugin management system, you will be able to keep many more plugins loaded with no ill effects or lag. However, certain plugins may not be compatible with Myth 1.4's vTFL (virtual TFL) gameplay option.
How will Myth 1.4 handle plugin management differently than 1.3? | Back to Top
| Myth II v1.4 has made a number of improvements regarding the management of plugins. First and foremost, plugins will be handled as they were in Myth TFL, ie: plugins are loaded as they are needed instead of at startup, this significantly reduces the load time for Myth II, and allows you to load many times more plugins at once then was previously possible due to problems with lag. Next, you can have a stack of plugins selected, some tagsets, others with meshes you choose a mesh from and hit 'OK', all the tagset plugins are loaded and the plugin the mesh came from but not the other mesh plugins, this effectively allows you to mix multiple tagset plugins with a mesh plugin for some very interesting results.
Will Myth 1.4 be compatible with both PlayMyth.net and Marius.net? | Back to Top
| Yes, Myth 1.4 will work on both PlayMyth.Net and Marius.Net Note: Users of the Marius.Net meta-server will need to install the file "Myth_2_EEL" (located on the downlaods page here) in their base Myth II folder in order to be able to connect to Marius.Net.
Myth 1.4 is being released relatively soon after Myth II v1.3.2. Why not just release one update instead of two? | Back to Top
| Myth 1.4 will contain many more features and improvements than its precursor, Myth 2 v1.3.2, therefore it's taking longer to develop. However, we realized the lack of adequate Mac OS X or Win XP support in Myth 2 was keeping some people from playing and we wanted to remedy that situation as quickly as possible.
What are some of the Myth II bugs that have been fixed in Myth 1.4? | Back to Top
| There have been a number of bug fixes made to the Myth II client. For instance, the archer 'walk bug' is gone, chat lag, and plugins lag have been eliminated, options lag significantly reduced, reduced unit clumping, and water ripples are invisible unless the unit producing them is within your visual range, to name just a few.
Will Myth 1.4 be difficult to install? | Back to Top
| Provided you have an older version of Myth 2 installed and the necessary files downloaded, updating to 1.4 shouldn't take longer than 60 sixty seconds. Simple and detailed instructions will, of course, be provided.
How firm is the May 15th release date? | Back to Top
| The release date has been pushed back to May 30th. We feel that doing so will make 1.4 a significantly better game, and substantially reduce the number of bugs that might otherwise slip through.
If, after release, significant bugs are reported in 1.4, will you release fixes? | Back to Top
| Absolutely. We are committed to ensuring that 1.4 is a success and are doing our utmost to avoid any software bugs. However, should we miss any and they are deemed worthwhile to fix prior to 1.5, then that will be done.
Will there be a public beta test like there was with Myth II v1.3.2? | Back to Top
| At this stage no. Such a test would be very disruptive to normal play of Myth II, as 1.4 is not compatible with Myth II v1.3.2. We have recruited a finalized skilled team of players to conduct closed internal testing and ensure that the final release is of the highest quality.
Is Myth 1.4 going to alter the balance of units? | Back to Top
| No, unit stats will stay unchanged from Myth II. We feel Myth II already has a perfect balance and that's not something we would tamper with.
I've played Myth II plugins that claimed to use TFL physics. Will the vTFL (virtual TFL) gameplay option be something like those? | Back to Top
| The vTFL gameplay option in Myth 1.4 far surpasses any previous attempts to give Myth II an accurate TFL look and feel. Many things just weren't possible to replicate without modifications to the source code
Is it really just like TFL, though? | Back to Top
| In most areas, vTFL (virtual TFL) is identical to TFL; in other areas, such as graphics, it is far superior - the way most TFL players wished Myth II had been made in the first place. vTFL was created by veteran hardcore TFL mapmakers and players. Nearly twenty more hardcore veteran TFL players tested it for months. It was tweaked and retested and tweaked again till everyone was convinced it was perfect.
How exactly will the vTFL (virtual TFL) gameplay option work? | Back to Top
| It's as easy to turn on or off as switching between Terries or Lmoth. It alters all units in both single and multi-player maps to behave and look exactly like TFL units. It's compatible with all Myth 2 plugins provided those plugins use standard Bungie units. Custom units retain their Myth 2 attributes and are not altered by vTFL. In some cases, plugins with custom units can cause Myth 1.4 (if running vTFL) to crash to the main menu. Myth 1.4 is not compatible with TFL plugins.
What is this TFL Mappack? | Back to Top
| The TFL Mappack is a painstakingly accurate port of all the standard Bungie multi-player maps. It contains all eight original Bungie color maps and the 14 original variants on them. In addition, it contains ports of 'Keep Across the River', and 'Appalachian Hot Springs'. It also contains variants taken from the Unity 2 and 3 plugins as well as some brand new meshes. All in all, it contains ten color maps with 42 mesh variants.
Have the TFL Solo maps been ported? | Back to Top
| No, it was strongly considered, but time did not allow for such a tremendous undertaking. It is still being considered for the future, however.
Will Project Magma continue to support regular TFL the way it has in the past? | Back to Top
| No, Project Magma is abandoning regular TFL, and once you try vTFL (virtual TFL), we think you'll understand why.
Can I have a copy of the Myth 2 source code? | Back to Top
| No, there are legal restrictions that bar us from sharing it. Even the majority of Project Magma members are forbidden to have it.
How did you get access to the Myth II source code? | Back to Top
| We gained access to the Myth II source code after signing NDAs with MythDev. MythDev gained access to the source code as a spinoff from their valuable work on Myth III: The WolfAge for Take2 Interactive.
Are there any plans for future updates beyond 1.4? | Back to Top
| Absolutely. We have tremendous plans for keeping Myth alive and evolving well into the future - but first we're going to take a little break to enjoy playing Myth 1.4 (and get some sleep). We won't be releasing a Myth 1.5 till the end of 2003 at the very earliest.

DeadMan of MIA : | Site Design and Graphics | Site Implementation and Scripting : | Losk of SJ
| Many images used on this site have been extracted from Bungie products, or are otherwise copyrighted by Bungie. Myth: The Fallen Lords, Myth II: Soulblighter, and bungie.net are trademarked by Bungie All original content © 2001 DeadMan, Losk, & Project Magma. |