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Oddities

This is a sub-page of TrackMania Nations ESWC.

Bench replay#

This probably the most well known fact about this game.
In the game, there is a special replay file that is used to measure the game's performance in order to calibrate graphics settings for optimal experience. When viewing the replay in game, It's quickly apparent that something is not right.
The StadiumCar seems to have completely different handling and other physics parameters, like lower gravity.
The vehicle also collides with a part of the finish much earlier than the visual model, and is creating skid marks in the air behind the finish block.
This means, that the finish block had a different model that extended further. (It might have been a copy of the start block model, but rotated and without the raised platform.)

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The tunings preset used in this replay seems to be "14decembre2005".
The game version in the replay header is "0.1.7.0" and the version name in the body is "GameBox" instead of "TmNations", meaning that It's not possible to validate this replay in the retail game.
The track itself is made by Zangief, and is called BenchTMN.
Bench.Replay.Gbx was last modified on January 10th, 2006.

Inconsistencies in cubemap textures#

EnvCubic#

The cubemap texture used for reflections in Stadium, shows the environment in a different state than the final version.
TMN2006_EnvCubic_Unwrapped.png
Unwrapped version of the EnvCubic.dds texture file.

It has several differences, such as:

  • Missing screen on one side of the Stadium.
  • No flags on the flag poles.
  • All advertisements use the same texture (even the big screen).
  • Different grass stripe pattern.

This texture remained exactly the same in later games up to TrackMania Nations Forever.

EnvCubicPC1#

For some reason, the cubemap texture for PC1 shader level uses the Bay cubemap texture instead.

Inconsistencies in LoadScreen texture#

The LoadScreen.dds texture is used in online multiplayer when joining the game and switching tracks.
It is very peculiar, because on the screenshot in that image, we can see the StadiumCar using a different model, which seems to be a median version between the Early Era and the Modern Era.
The pillar blocks are also using an older texture, with 4 vertical lines on each side. (That texture can still be seen in the block icons.)

TMN2006 1.7.5 LoadScreen.png
The vehicle has these notable differences:

  • No spoiler
  • No wheel guards on front wheels
  • No metal head cover
  • Different wheel rubber texture
  • Different engine model
  • Different exhaust pipe model

Inconsistencies in block icons#

Several blocks use outdated icons that do not match the current model and/or textures.
Here is a small gallery of the most noticeable examples:

The differences in these icons are:

  • Different model and texture for StadiumRoadMainStart
  • Different model and texture for StadiumRoadMainFinish
  • Waypoint blocks (Start, Checkpoint, Finish) have missing arch supports extending in front
  • Tube pillar blocks use different texture, having 4 vertical lines on each side
  • Grass texture uses a different stripe pattern

There are also other blocks using the old grass texture, but It's not worth mentioning each one here.

Here is how these blocks actually look like in game:

TMN2006_BlockInconsistencies_Screenshot.png

Incorrect path to IconMoodSmall#

In DayTime.GameSkin.Gbx, there is a list of file paths that define "skinnable" assets based on the mood of the track.
For whatever reason, the path for IconMoodSmall is incorrect and that's why this texture gets unused.
Path defined in the file:

EStadium\Media\Texture Icon\Image\IconCollectionStadium.tga

Correct path:

Stadium\Media\Texture Icon\Image\IconCollectionStadium.dds

Not only the file extension does not match, but it also references EStadium, which might be some kind of development branch.