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Posted: 29 Dec 2009, 03:18
zagames
lol, pleghm. Everything looks good so far.

Posted: 29 Dec 2009, 05:36
jigebren
@human
Good works, it looks nice an smooth with the black background.
But (sorry there's a but ;) ), if we change the color, you'll see what's wrong:

Look near the 'Z', the '^' or the 'oe'. And in the game, when a '8' is displayed, we can see the top of the 'X'...

So I insist on it once more:
Black color in Revolt textures is just a color key to indicate transparency.
It has nothing to do with a real black color: instead of black, it could have been any color (as I said in a post above).

@urnemanden
Same sort of glitches in your files. Notice that when you use bicubic filter, it can create what is called 'Overshoot' (see wikipedia here), which can create unexpected black areas in the texture (I think you'll find them on the image below). And all these unexpected areas will be rendered transparent in the game.
I didn't realize you had a patch for this already.
Yes :) and you can download it here
Me too, I use KompoZer as well. Haha, You're probably the only other person besides me in the community that does. Take a look at my site if you want.
Great to see another KompoZer user. Anyway, your site looks much more elaborated than mine (but I'm a really beginner in HTML and all that stuff :unsure: )
Hmm. At least you actually release your work, unlike *cough* rst *cough cough cough PHLEGM!!*
I was so angry when I discovered the rst's tools to see that he would not release them to anybody, that I promised myself not to do the same thing :angry: . I think it's a shame, as I'm sure he's happy to use tracks and cars made by people who share their work to anybody (but I don't know the reasons why he acts this way).

For now, I have to release a sort of pack of auto-resized texture, which could help us as a good starting point. But it's a big mess in my revolt files, due to too much testing and testing, and I'm a bit lazy about it.

Sorry guys for the long post :D

Posted: 29 Dec 2009, 06:39
human
jigebren @ Dec 29 2009, 01:06 AM wrote: It has nothing to do with a real black color: instead of black, it could have been any color (as I said in a post above).
i actually think a color like pink would be easier to work with than black. black is a "hard to see" color, you always have to "measure" it, instead of just observing with eyes.

Posted: 29 Dec 2009, 11:12
Aeon
I typically use pink ("magenta") as my transparent background color of choice in any kind of graphical work I do. Its not typically a color that people will use, and it stands out very well.

Posted: 29 Dec 2009, 13:58
urnemanden
jigebren wrote:@urnemanden
Same sort of glitches in your files. Notice that when you use bicubic filter, it can create what is called 'Overshoot' (see wikipedia here), which can create unexpected black areas in the texture (I think you'll find them on the image below). And all these unexpected areas will be rendered transparent in the game.
I did a Brightness +1 on some of the cars, because I saw this mistake too, but thanks for the reminder. Will bilinear do the job better?

I was thinking that to prevent the actual textures themselves from overshooting each other - we probably need to manually split each texture part up into shape and layer.


Posted: 29 Dec 2009, 18:58
Killer Wheels
Hi there !

Isn't that easier to make the patch detect when a car/track is original or not ? Maybe simply by checking the bmp size...
Instead of making 512*512 for the thousand of custom content there is all over the internet... (Because you will never get any improvement simply by scaling an image up with an algorythm, the only way is to make a new one...).

Of course it is possible to scale textures and having a 3D result as good as the original, but as you said : "filesize*4"...
Sorry but I don't think I'm gonna use this patch if re-volt folder's size is growing so much for...nothing !
Even if it allow further creations to be "better"...

Anyway, good luck for this project ;)

Greetings,
KW

Posted: 29 Dec 2009, 23:21
jigebren
i actually think a color like pink would be easier to work with than black. black is a "hard to see" color, you always have to "measure" it, instead of just observing with eyes.
I typically use pink ("magenta") as my transparent background color of choice in any kind of graphical work I do. Its not typically a color that people will use, and it stands out very well.
I think the same. Unfortunately, it's was not the choice of the revolt developer. I believe I could change this black color to pink in revolt, but it would really break the compatibility with existing textures (which would all need to have their black pixels filled with pink). It's probably not worth the pain...
I did a Brightness +1 on some of the cars, because I saw this mistake too, but thanks for the reminder. Will bilinear do the job better?
I didn't checked all your textures, but brightness +1 is fine. AFAIK, bilinear won't create this mistake, but it will look too smooth.
Isn't that easier to make the patch detect when a car/track is original or not ? Maybe simply by checking the bmp size...
Not possible. I'm not working with the source code, just patching the exe, so every little change is a pain to implement.
(Because you will never get any improvement simply by scaling an image up with an algorythm, the only way is to make a new one...)
That's true. But if my resizer tool is working fine (still in development), it should at least increase the smoothness of the edges between transparent and non-transparent area.
Of course it is possible to scale textures and having a 3D result as good as the original, but as you said : "filesize*4"...
I understand. The space taken by the original texture bmp goes from 52MB to 208MB (size*4), due to bmp's uncompressed format. But, sincerely, who really cares about 200MB on his harddrive today? It doesn't even represent a month of personnal pictures from my camera... :)
Sorry but I don't think I'm gonna use this patch if re-volt folder's size is growing so much for...nothing !
It's not really for nothing, but you're are free...
Anyway, good luck for this project
Thanks, KW.

Posted: 29 Dec 2009, 23:21
human
Aeon @ Dec 29 2009, 06:42 AM wrote:Its not typically a color that people will use, and it stands out very well.
exactly.
Isn't that easier to make the patch detect when a car/track is original or not ? Maybe simply by checking the bmp size...
Instead of making 512*512 for the thousand of custom content there is all over the internet... (Because you will never get any improvement simply by scaling an image up with an algorythm, the only way is to make a new one...).
good point KW.

Posted: 30 Dec 2009, 00:06
jigebren
@human
Sorry, I think we have posted above at the same minute :) .

Another announcement:
I've released a complete pack of resized original (stock) textures. You can download it here.

Tell me what you think about it.
If you find artifacts, or stuffs like that, please specify the resolution you're running revolt at, and the filtering used in revolt display option.

Posted: 30 Dec 2009, 00:17
Adamodell
jigebren @ Dec 29 2009, 07:36 PM wrote: @human
Sorry, I think we have posted above at the same minute :) .

Another announcement:
I've released a complete pack of resized original (stock) textures. You can download it here.

Tell me what you think about it.
If you find artifacts, or stuffs like that, please specify the resolution you're running revolt at, and the filtering used in revolt display option.
Good job! You wrote the resize tool exactly how I wanted you to. :)

(Seperating the black pixels into a different process.)
I just didn't know how to do this in any image editor in an automated fashion.

Posted: 30 Dec 2009, 00:40
Killer Wheels
jigebren wrote:
Of course it is possible to scale textures and having a 3D result as good as the original, but as you said : "filesize*4"...
I understand. The space taken by the original texture bmp goes from 52MB to 208MB (size*4), due to bmp's uncompressed format. But, sincerely, who really cares about 200MB on his harddrive today?
I do ! No, just kidding. Anyway, think that because of the amount of custom creations available, I think most people will have to deal with more than 200MB...

But if you do not have any solution, just don't care about this. :P

human wrote:I actually think a color like pink would be easier to work with than black. black is a "hard to see" color, you always have to "measure" it, instead of just observing with eyes.
You could just make an image with nothing where it's supposed to be transparent, and add a layer under it with that pink color.
When exporting, just replace this color with a black one.
Of course, this is not possible if you're using MSPaint, but I hope you don't ! :ph43r:

Posted: 01 Jan 2010, 22:04
urnemanden
jigebren @ Dec 29 2009, 07:36 PM wrote: Another announcement:
I've released a complete pack of resized original (stock) textures. You can download it here.
Nice, their so much greater than my own bicubic re-sizements!

Posted: 02 Jan 2010, 01:15
krisss
Nice patch!
All I can say...

Posted: 02 Jan 2010, 01:19
zagames
Hey jig, I have a question for you. Would like to work on a complete RV engine rebuild? We've started a project over at RV Devs to work on this daunting task. Any help would be appreciated. Check it out sometime. Thanks,
Zach

Posted: 02 Jan 2010, 01:39
jigebren
zagames @ Jan 1 2010, 08:49 PM wrote:Hey jig, I have a question for you.  Would like to work on a complete RV engine rebuild?  We've started a project over at RV Devs to work on this daunting task.  Any help would be appreciated.  Check it out sometime.  Thanks,
Zach
I'm aware of this nice project.
But I'm sorry to tell you that I have no C++ knowledge at all :( . I just know purebasic and a bit of python (probably not very usefull for that case), and I can read/understand simple assembly.
When I'm done with my own stuffs, maybe I could help if there is still unknown or obscure revolt file formats, or missing graphics, stuffs like that...

Posted: 02 Jan 2010, 01:46
zagames
Sounds good.

Posted: 02 Jan 2010, 10:04
jigebren
Good job! You wrote the resize tool exactly how I wanted you to. smile.gif

(Seperating the black pixels into a different process.)
I'm glad to hear that. :)
I just didn't know how to do this in any image editor in an automated fashion.
For the automated fashion part, photoshop would do that fine with the help of a script. But the hard part is to find what to do in this script.
I'm not sure that there is the appropriate filters in existing image editor. In my resizer tool, I can use some tweaks that would be hard to reproduce in any image editor I know (photoshop, gimp).

Posted: 02 Jan 2010, 13:33
urnemanden
Hey jig, I am not sure whether this might help you or not, but I just got a reply from Rick Brewster:
Rick Brewster wrote: "Smooth" is just a bilinear resampling (triangle filter).

In order to do the math correctly, however, you need to work with the pixel centers. Basically, add 0.5 to the dstX/dstY, then translate to the srcX/srcY, then subtract 0.5. Otherwise you'll have all sorts of confusing issues with "black borders" and no amount of fudging or kludges will really fix it all.

Code: Select all

for &#40;int dstY = 0; dstY < dstHeight; ++dstY&#41;
{
    double srcY = &#40;&#40;&#40;dstY + 0.5&#41; * srcHeight&#41; / dstHeight&#41; - 0.5;
    for &#40;int dstX = 0; dstX < dstWidth; ++dstX&#41;
    {
        double srcX = &#40;&#40;&#40;dstX + 0.5&#41; * srcWidth&#41; / dstWidth&#41; - 0.5;
        ... normal bilinear sampling kernel goes here ...
    }
}
Also, the Move Selected Pixels tool has some fixes coming in v3.5.2. So does Image->Resize.

As far as automation or batch processing, that isn't currently possible with Paint.NET.

Posted: 02 Jan 2010, 20:46
jigebren
I some of you have tested my 512 textures pack, I think there is a problem with skymaps. I have to check out if my patch allows 512x512 skymaps, as it seems it doesn't.
Urnemanden, perhaps that the reason why you talked to me about missing resized skymaps, isn't it?
Hey jig, I am not sure whether this might help you or not, but I just got a reply from Rick Brewster:
Not sure it can helps, but thanks anyhow.

Posted: 02 Jan 2010, 21:16
urnemanden
Jig is saying: wrote:I some of you have tested my 512 textures pack, I think there is a problem with skymaps. I have to check out if my patch allows 512x512 skymaps, as it seems it doesn't.
Urnemanden, perhaps that the reason why you talked to me about missing resized skymaps, isn't it?
Exactly, but I edited it out because I found out that they actually were re-sized. It seems like the skymaps is some sort of exception in the Re-Volt code you've modified? I have no idea, but it looks like a so-called internal re-size.

Weirdly enough your patch is also saving me from sound lagg that occurs when the FPS in-game is below 70 on my laptop. I just drove my old track, Bone Island (24-75 FPS), without any trouble at all.
:)

Posted: 02 Jan 2010, 21:34
MOH
ive recently remade some 512x512 textures for my zonda and OMG its amazing, really good job here, amazing what can be done... great job so far! :P

Posted: 02 Jan 2010, 21:44
jigebren
Skymaps support was missing. I've updated my patch accordingly. You can find it here. It will look better now. :) In fact I used to conduce my tests on a level without skymap (market2), I think that's the reason why...
Weirdly enough your patch is also saving me from sound lagg that occurs when the FPS in-game is below 70 on my laptop. I just drove my old track, Bone Island (24-75 FPS), without any trouble at all.
Funny, I think it's a strange coincidence.
For a future development, I maybe increase the number of mipmap levels (to simplify, the .bmq files), and that could perhaps lead to a better FPS (not sure).
ive recently remade some 512x512 textures for my zonda and OMG its amazing, really good job here, amazing what can be done... great job so far
Thanks, MOH

Posted: 02 Jan 2010, 21:52
urnemanden
Is it normal that the patched Re-Volt is crashing when loading a track that isn't 512 dimensions?

EDIT: Perfect! It works just fine on my lappy. :D

Posted: 02 Jan 2010, 21:56
jigebren
urnemanden @ Jan 2 2010, 05:22 PM wrote: Is it normal that the patched Re-Volt is crashing when loading a track that isn't 512 dimensions?
I think no.
Can you develop (level name, revolt version, 512 patch version, crashing exactly when...)

Posted: 02 Jan 2010, 22:11
urnemanden
- Level Name: Toys in the hood 1 (Nhood1)
- Re-Volt Version: 1.10 (0916)
- 512 Patch Version: Crashes on 512Patch 0.3 & 0.4 Alpha
- Crash occurs: While loading. Exactly while the loading bar is showing "Nhood1.fin"
- Operating system: Windows Vista Home Basic 64bit
- Commands added: -sli

Posted: 02 Jan 2010, 22:36
krisss
I say: " Thanks, jigebren!!!"
Patch is wonderful and I have made Midnight-volt (my newest track :)) for this patch...
Download track clicking here!
:D

Posted: 02 Jan 2010, 22:51
Aeon
I forgot all about sky maps. Those would be great to have resized!

Posted: 02 Jan 2010, 23:01
urnemanden
krisss @ Jan 2 2010, 06:06 PM wrote: I say: " Thanks, jigebren!!!"
Patch is wonderful and I have made Midnight-volt (my newest track :)) for this patch...
Download track clicking here!
:D
Nice one, krisss. I would just wish that track zone 1, 2 and 3 was increased in size - Nothing is indicating where you can take the corner at sharpest degree.

Is any of the BMP's optimized for 512x512 or are they all nearest neighbour re-sizements?

Posted: 02 Jan 2010, 23:09
jigebren
urnemanden wrote:Is it normal that the patched Re-Volt is crashing when loading a track that isn't 512 dimensions?

EDIT: Perfect! It works just fine on my lappy. biggrin.gif
Unremanden, does it means there is no crash problem anymore?
krisss wrote:I say: " Thanks, jigebren!!!"
Patch is wonderful and I have made Midnight-volt (my newest track smile.gif) for this patch...
Quickly tested. Seems to work fine, but I fear I've broken my car in the stairways ;) .
Aeon wrote:I forgot all about sky maps. Those would be great to have resized!
What do you cleary mean, Aeon? I mean, I supllied the resized skymaps in the 512 textures pack and the patch was updated...

(I'm sorry I have to be quick in answer, as I'm getting too much late in my real job working on revolt ;) )

Posted: 03 Jan 2010, 00:22
krisss
I have made Dust Mite in higher quality... I call this car Dust Mite HD.
Picture ---->click here<----
Zip file. Included car folder for this patch:
---->click here<----
:D

Posted: 03 Jan 2010, 04:21
urnemanden
Jig wondered: wrote:
Jig Quoted me: wrote:Is it normal that the patched Re-Volt is crashing when loading a track that isn't 512 dimensions?

EDIT: Perfect! It works just fine on my lappy. :D
Urnemanden, does it means there is no crash problem anymore?
My short edit was a notice towards the skymap, sorry for confusing you. Alpha 0.3 & 0.4 makes Re-Volt crash if the selected level is containing 256x256 textures as main bmps. Please take a look below the specifications I gave you in a previous post:
Me in a previous post wrote: - Level Name: Toys in the hood 1 (Nhood1)
- Re-Volt Version: 1.10 (0916)
- 512 Patch Version: Crashes on 512Patch 0.3 & 0.4 Alpha
- Crash occurs: While loading. Exactly while the loading bar is showing "Nhood1.fin"
- Operating system: Windows Vista Home Basic 64bit
- Commands added: -sli

Posted: 03 Jan 2010, 05:06
jigebren
urnemanden @ Jan 2 2010, 05:41 PM wrote:- Level Name: Toys in the hood 1 (Nhood1)
- Re-Volt Version: 1.10 (0916)
- 512 Patch Version: Crashes on 512Patch 0.3 & 0.4 Alpha
- Crash occurs: While loading. Exactly while the loading bar is showing "Nhood1.fin"
- Operating system: Windows Vista Home Basic 64bit
- Commands added: -sli
I tried 'Toys in the hood 1' with 512patched revolt 0916 and 256x256 textures.
Indeed, there is a problem. On my system it doesn't crash but the font look really weird (just the first time, if I restart the level it looks nice).
I don't know the reason why, perhaps later I will take a deeper look (sorry, I try to support 0916 for those who still use it but it's a bit boring for me).

Anyway, urne, does the problem really just appears with 256x256 textures in 512patched version? I mean, is everything alright with 512x512 textures?

Posted: 03 Jan 2010, 05:16
urnemanden
Everything is totally alright using 512x512 textures with the exception of the skymap which looks pixelated for some reason (below).



I had no font problems at all. And I do remember watching the skymap while it looked just fine.

EDIT: No way! I just found out that the skymap was pixelated because I forgot to delete the 256x256 textures while testing them out with the patch. It seems like I managed to load Nhood1 without any trouble this time.

Just got all the 512 textures back and everything looks just fine, the font does too. No worries from here, with the exception of when loading 256x256 textures as primary textures.

Posted: 03 Jan 2010, 05:29
jigebren
Pixelated skymaps should have been fixed with the patch 'alpha version 0.4'. Are you sure you are not still using patch alpha 0.3?
I updated the patch for 0916 version too, but I have not tested this version with 512x512 textures (I think you're in the way to become the official beta tester for 0916 ;) )

EDIT: Forget my answer, I didn't see you have edited your own post before I post mine.

Posted: 03 Jan 2010, 05:34
urnemanden
That sounds like an interesting title. =)

1 question more/bug to report: It seems like the Re-Volt 512patch doesn't save the screen resolution anymore. It still do save amount of laps, latest selected car and track, tho.

Posted: 03 Jan 2010, 05:58
jigebren
urnemanden @ Jan 3 2010, 01:04 AM wrote:That sounds like an interesting title. =)
:D
1 question more/bug to report: It seems like the Re-Volt 512patch doesn't save the screen resolution anymore. It still do save amount of laps, latest selected car and track, tho.
I have tested 0916 and 1207 without problem. Difficult to think it is directly linked to the patch.
Tell me, whith which resolution do have the problem, and which resolution do you get when restarting?

Posted: 03 Jan 2010, 06:03
urnemanden
The resolution I have in the unpatched Re-Volt is always 1280x1024x32 - The 512 patch starts up fine showing thoose advertisements, but when the loading screen is comming it's changing the screen resolution down to 1280x960x16. I have to manually set this setting back to what is should be in Video settings to make things look right when playing.

Please note that I am a 64bit-user and since Re-Volt stores it's settings in the registry editor, there might lay a problem there. I never had any trouble with the original Re-Volt though.

Posted: 03 Jan 2010, 07:01
jigebren
Try to remember if '1280x960x16' correspond precisely to a setting that you have already used before.
Also, you could check the values set in the registry (for winXP it is located in 'HKEY_LOCAL_MACHINE&#092;SOFTWARE&#092;Acclaim&#092;Re-Volt&#092;1.0').
And I've never touched Vista in my life, but perhap you've set parameters that were lost when modifying the exe, and that need to be re-applied. Check twice the 'compatibility mode', maybe test with “Run this program as an administrator”.

Posted: 03 Jan 2010, 08:54
Adamodell
jigebren @ Dec 29 2009, 01:06 AM wrote: Great to see another KompoZer user. Anyway, your site looks much more elaborated than mine (but I'm a really beginner in HTML and all that stuff :unsure: )
Hey, don't feel bad. I'd give anything to know how to hack around like you do. Anyway, my site was heavily built off of TheMeandMe's site anyway. It's just tables and borders and nice looking fonts; fixed backgrounds and matching colors. If you dig around in KompoZer, you'll find a lot of this really really easy to do.

Posted: 03 Jan 2010, 12:31
zagames
I make plenty of websites, like this one for my dad (still a WIP): http://zackattackgames.com/Up-Tyte/

The only tools I use include Notepad(ALL the coding), MSPaint(the general image designs), and a tiny bit of photoshop(special effects/shading). Not to brag or anything... :P

Posted: 03 Jan 2010, 15:31
Aeon
Is that a resize or a redraw of Dust Mite?

If anyone's planning to go through with an "HD" mod for the stock Re-Volt then it might be worthwhile to invest some time into actually retexturing things to take full advantage of the better image size. Resizing the images just stretches a 256x256 image, so it really wouldn't be improving the visuals of the game any.

Posted: 03 Jan 2010, 16:28
urnemanden
Aeon wrote:Is that a resize or a redraw of Dust Mite?
It seems to be a re-size blended with a re-draw which also got a touch of a repaint.

Posted: 03 Jan 2010, 20:10
Adamodell
zagames @ Jan 3 2010, 08:01 AM wrote: I make plenty of websites, like this one for my dad (still a WIP): http://zackattackgames.com/Up-Tyte/

The only tools I use include Notepad(ALL the coding), MSPaint(the general image designs), and a tiny bit of photoshop(special effects/shading). Not to brag or anything... :P
If any of you were around before my site took on the look of TheMeandMe's, when it was just a single page and a scrolldown a literally a few cars, now that was done in Notepad and Paint.NET.

I'm capable of making websites in Notepad, I just don't do it any more.
Nowwww back on topic. :P

Posted: 03 Jan 2010, 22:01
urnemanden
Jig wrote:Try to remember if '1280x960x16' correspond precisely to a setting that you have already used before.
Also, you could check the values set in the registry (for winXP it is located in 'HKEY_LOCAL_MACHINE&#092;SOFTWARE&#092;Acclaim&#092;Re-Volt&#092;1.0').
And I've never touched Vista in my life, but perhap you've set parameters that were lost when modifying the exe, and that need to be re-applied. Check twice the 'compatibility mode', maybe test with “Run this program as an administrator”.
Do you mean that since Re-Volt is 4:3, it won't save the settings because the screen resolution I've chosen is a stretch-out of the existing resolutions, Re-Volt is compatible with?

The registry files is placed the same place on Vista as on XP in general, but because I am on a 64-bit operating system, my registry files is placed at "HKEY_LOCAL_MACHINE&#092;SOFTWARE&#092;Wow6432Node&#092;Acclaim&#092;Re-Volt&#092;1.0". The settings in there is the same as they are when I play without the 512patch.

I also just tried out all custom tracks after each other in ther 512patch, but when I reached Nhood1 (512), Re-Volt crashed at loading the nhood1.fin again. It seems like the stock tracks is rather unstable with this patched version of Re-Volt to me - unstable with 256x256 textures, less unstable using 512x512 textures..

Posted: 03 Jan 2010, 22:14
Adamodell
urnemanden @ Jan 3 2010, 05:31 PM wrote:
Jig wrote:Try to remember if '1280x960x16' correspond precisely to a setting that you have already used before.
Also, you could check the values set in the registry (for winXP it is located in 'HKEY_LOCAL_MACHINE&#092;SOFTWARE&#092;Acclaim&#092;Re-Volt&#092;1.0').
And I've never touched Vista in my life, but perhap you've set parameters that were lost when modifying the exe, and that need to be re-applied. Check twice the 'compatibility mode', maybe test with &#8220;Run this program as an administrator&#8221;.
Do you mean that since Re-Volt is 4:3, it won't save the settings because the screen resolution I've chosen is a stretch-out of the existing resolutions, Re-Volt is compatible with?

The registry files is placed the same place on Vista as on XP in general, but because I am on a 64-bit operating system, my registry files is placed at "HKEY_LOCAL_MACHINE&#092;SOFTWARE&#092;Wow6432Node&#092;Acclaim&#092;Re-Volt&#092;1.0". The settings in there is the same as they are when I play without the 512patch.

I also just tried out all custom tracks after each other in ther 512patch, but when I reached Nhood1 (512), Re-Volt crashed at loading the nhood1.fin again. It seems like the stock tracks is rather unstable with this patched version of Re-Volt to me - unstable with 256x256 textures, less unstable using 512x512 textures..
I have a 1280x1024 monitor myself. I never had a problem with saving resolution, but you're right. It's off-aspect. Everything is stretched a little bit, because 1280x960 is 4:3.

The Re-Volt engine is stupid trash when it comes to resolutions. It's really terrible if you have a widescreen, all it does is stretch to fit. It's only kinda noticeable with 1280x1024 monitors.

Posted: 03 Jan 2010, 22:28
jigebren
urnemanden @ Jan 3 2010, 05:31 PM wrote:
Jig wrote:Try to remember if '1280x960x16' correspond precisely to a setting that you have already used before.
Do you mean that since Re-Volt is 4:3, it won't save the settings because the screen resolution I've chosen is a stretch-out of the existing resolutions, Re-Volt is compatible with?
No, it's to guess where that 1280x960x16 value came from. It could be a scenario like:
You had use this value before and revolt saved it somewhere in the registry. Then for an unknown reason the patched revolt is prevented from saving new value in the registry so it keeps using the old value.

But if there is no trace of the '1280x960x16' value in the registry, I don't understand where this value came from.

If I understand for now:
- you have '1280x1024x32' (good values) in the registry.
- everytime you start patched revolt it uses '1280x960x16' (bad value)
- if you set the good value in revolt interface, you can play with this good values (you're sure of this?)
- but if you restart revolt, it uses back the bad values
- and it don't do that with unpatched revolt
Is that right?

For non 4:3 user, like you and Adamodell, the only solution I know to the strech issue is to use revolt in windowed mode. Add something like:

Code: Select all

 -res 800 600 32 -window
to the command line.

Posted: 04 Jan 2010, 01:51
urnemanden
Jig wrote: If I understand for now:
- you have '1280x1024x32' (good values) in the registry.
- everytime you start patched revolt it uses '1280x960x16' (bad value)
- if you set the good value in revolt interface, you can play with this good values (you're sure of this?)
- but if you restart revolt, it uses back the bad values
- and it don't do that with unpatched revolt
Is that right?
- True
- True
- I am sure, sine I first of all easily can see the difference between x16 and x32 & second of all because my screen is auto-adjusting to the selected resolution, so Re-Volt appears right on my screen with no borders.
- True. By exiting Re-Volt and Launching it again, I am back at 1280x960x16. But if I also adjusted laps and track selected, Re-Volt would remember this when I start it up again.
- Exactly. At the unpatched Re-Volt it always launches in 1280x1024x32, since that's what the registry files is set to.

Posted: 04 Jan 2010, 02:29
jigebren
@urnemanden
As a last suggestion, could you try to:
- write yourself in the registry these values: 800x600x16
- launch the patched revolt and tell me which values it uses then

@Adamodell & zagames
I didn't answer you not to be too much offtopic ;) but you both made good job making website. I have so much to learn (css, php...) that I'm not sure I'll get the time. Anyway, I think I will let my website very simple, as it was intended to be...

Posted: 09 Jan 2010, 22:24
human
jiggie,
some questions:
i would like to try the patch, is it the most recent version that is downloadable from your site?
also, if i patch the exe, is there a way back? or is it only reinstalling if something doesnt work?
what will i see on the custom tracks that have currently 256 textures?

Posted: 09 Jan 2010, 22:38
jigebren
human @ Jan 9 2010, 05:54 PM wrote:jiggie,
some questions:
i would like to try the patch, is it the most recent version that is downloadable from your site?
Yes it is. Always.
also, if i patch the exe, is there a way back? or is it only reinstalling if something doesnt work?
Tha patch create a backup file. To uninstall, all you have to do is delete the patched file and rename the backuped file. Everything else is left untouched.
what will i see on the custom tracks that have currently 256 textures?
You will see badly resized textures, in the same way that if you put 512x512 textures in a unpatched revolt (see below).

And, for the more curious of you, if you remember the beginning of this post, we were talking about the way textures are resized by revolt when they do not fit the expected size. I said after some tests that I believe it was done by ANDing the RGB color value, which is a very dirty way to do (not intended for color textures but for something like with/black texture).
I have found the proof of this in directX documentation a few days ago. It don't help a lot, but it explains why resized texture looks this way.

@urnemanden
Do you still have the problem above, have you tried what I suggest, or is everything alright now?