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Posted: 15 Jan 2012, 18:53
nero
miromiro wrote:Aren't you RST's left right hand Huki? How you dare to not know about it? I'll tell him!
Aren't you RST's left right hand Huki?
left right hand
what
Posted: 15 Jan 2012, 19:53
Dave-o-rama
huki wrote:So, could someone inform the guy who built this level so he can fix it?
miromiro wrote:Blame Dave he always does things wrong dammit!
Dammit me!
Anyway,
here's a fixed Rooftops, WolfR4 and 1.2 compatible, and with the track zone problem fixed. I bet the same thing happens on Level_6, but I didn't bother to check. I'll get to it, though.
Posted: 15 Jan 2012, 20:21
miromiro
nero @ Jan 15 2012, 03:23 PM wrote: miromiro wrote:Aren't you RST's left right hand Huki? How you dare to not know about it? I'll tell him!
Aren't you RST's left right hand Huki?
left right hand
what
I have no idea what you're talking about I never typed that!
Posted: 15 Jan 2012, 20:37
ElvenAvenger
nero @ Jan 15 2012, 02:23 PM wrote: miromiro wrote:Aren't you RST's left right hand Huki? How you dare to not know about it? I'll tell him!
Aren't you RST's left right hand Huki?
left right hand
what
Looks like RST has two right hands...or two left hands.
Posted: 15 Jan 2012, 20:40
ElvenAvenger
Dave-o-rama @ Jan 15 2012, 03:23 PM wrote: huki wrote:So, could someone inform the guy who built this level so he can fix it?
miromiro wrote:Blame Dave he always does things wrong dammit!
Dammit me!
Anyway,
here's a fixed Rooftops, WolfR4 and 1.2 compatible, and with the track zone problem fixed. I bet the same thing happens on Level_6, but I didn't bother to check. I'll get to it, though.
The .INF file points to an MP3 file that is not there (levels\roof\OVERDRIVER.mp3).
Just saying.
EDIT: Also one camera view during Spectating shows just the skymap. Hard to miss since its shown every time I finish a race there. After that it randomly switches to that camera again.
EDIT2: There might be more than one bugged camera, one shows some clouds and the other one shows only black sky.
Its really annoying when viewing replays on that track.
Posted: 15 Jan 2012, 20:40
Pranav
Dave-o-rama @ Jan 15 2012, 07:53 PM wrote: huki wrote:So, could someone inform the guy who built this level so he can fix it?
miromiro wrote:Blame Dave he always does things wrong dammit!
Dammit me!
Anyway,
here's a fixed Rooftops, WolfR4 and 1.2 compatible, and with the track zone problem fixed. I bet the same thing happens on Level_6, but I didn't bother to check. I'll get to it, though.
Nice to see that you fixed that and the clouds file.
One suggestion, you could add those skymaps included in the directory. They look really nice.
Also, you should have added the bmq files too, this
post by Huki would tell you why bmqs should be added.
EDIT: Lol, i just tried adding bmqs, and they look completely weird on the track, i suggest you not to add them
Posted: 16 Jan 2012, 04:02
Huki
WARNING: We're trailing offtopic and about to crash into that tree right there!! Let's stop before it's too late!
Elven wrote:Dave-o-rama @ Jan 15 2012, 03:23 PM wrote: Anyway,
here's a fixed Rooftops, WolfR4 and 1.2 compatible, and with the track zone problem fixed. I bet the same thing happens on Level_6, but I didn't bother to check. I'll get to it, though.
The .INF file points to an MP3 file that is not there (levels\roof\OVERDRIVER.mp3).
EDIT: Also one camera view during Spectating shows just the skymap. Hard to miss since its shown every time I finish a race there. After that it randomly switches to that camera again.
EDIT2: There might be more than one bugged camera, one shows some clouds and the other one shows only black sky.
Its really annoying when viewing replays on that track.
All these problems exist in the original Rooftops. I don't know if anyone got my earlier joke
(especially the guy who keeps requesting for Dreamcast content...)
Posted: 16 Jan 2012, 15:02
gdfsgdfg
@ElvenAvenger I fixed those problems in my version and overdrive is rooftop's song
It doesn't seem like RVZT wants to accept my upload though...
Posted: 17 Jan 2012, 16:18
Pranav
I have a small suggestion.
Custom features are introduced for tracks. How about adding this type of support for cars too? I mean we can have our own custom aerials, custom wavs etc. We could add those custom things in a folder called "custom" as we can do it for tracks. This feature isn't much needed but why car makers should be left? Track makers can enjoy custom things for their tracks but car makers cannot. Its a small suggestion but its up to you to add it.
Posted: 19 Jan 2012, 00:10
gdfsgdfg
Looks like the 16 player option is broken huki currently i hosted a 16 player rvh room we were 12 in-game and the 13th player that joined I saw him as spectator but it somehow ended in crashing my game.
The others were still playing though.
Posted: 19 Jan 2012, 01:10
Dave-o-rama
gdfsgdfg @ Jan 18 2012, 02:40 PM wrote: Looks like the 16 player option is broken huki currently i hosted a 16 player rvh room we were 12 in-game and the 13th player that joined I saw him as spectator but it somehow ended in crashing my game.
The others were still playing though.
Only 12 racers can race at one time. It's a limitation of Re-Volt's engine, not necessarily something huki or jig did. It's been a 12 cars maximum since day one. So that leaves the other 4 players to be spectators.
Posted: 19 Jan 2012, 03:24
gdfsgdfg
Dave-o-rama @ Jan 18 2012, 08:40 PM wrote: gdfsgdfg @ Jan 18 2012, 02:40 PM wrote: Looks like the 16 player option is broken huki currently i hosted a 16 player rvh room we were 12 in-game and the 13th player that joined I saw him as spectator but it somehow ended in crashing my game.
The others were still playing though.
Only 12 racers can race at one time. It's a limitation of Re-Volt's engine, not necessarily something huki or jig did. It's been a 12 cars maximum since day one. So that leaves the other 4 players to be spectators.
Kinda weird how i crashed anyway next time i will only use 12 slots.....
Posted: 19 Jan 2012, 23:43
Skarma
I had Re-Volt minimised for about a half hour tonight whilst I ate dinner, when I re-opened it I saw this.
I'll leave you to guess whats wrong with this image...
EDIT - Also, out of curiousity, why was the folder name limit reduced and will it ever be restored?
Posted: 20 Jan 2012, 00:56
miromiro
It must be the thing that you're in the last lap and aren't 1st. Or maybe it's the fps... nope, it's the place.
Posted: 20 Jan 2012, 04:22
Dave-o-rama
I do believe I have encountered the strangest bug in Re-Volt to this date.
So, in multiplayer, one of the players who was with us had CHANGELING as his name. When we got to the game, we started on Toys in the Hood 1. The host, mmud, got a "cannot load track parameters error", everyone else got a whole load of errors, and I got massive slowdown , an all-blue screen, and the MPH meter was going haywire.
It was something like this. So, realizing that Toys in the Hood 1 was a pretty futile effort, we went on to Supermarket 2. Shortly after the start, there seemed to be invisible walls that you couldn't pass in the track, and your car was randomly being pulled in random directions. It was quite strange. And then I came here to report this. Note that not everyone was using the latest alphas, as spectating wasn't an option. I was, but i'm not sure about everyone else.
And since CHANGELING will just cause problems with everyone anyway, technical or otherwise, maybe disabling it would be a solution?
Posted: 20 Jan 2012, 22:29
ElvenAvenger
Skarma @ Jan 19 2012, 07:13 PM wrote: I had Re-Volt minimised for about a half hour tonight whilst I ate dinner, when I re-opened it I saw this.
I'll leave you to guess whats wrong with this image...
EDIT - Also, out of curiousity, why was the folder name limit reduced and will it ever be restored?
The wrong part is the amount of awesomeness on that picture due to the car.
It's just wrong to contain the awesomeness on only one picture
Seriously though, I have no idea...the ceiling?
Posted: 20 Jan 2012, 22:33
Pranav
I guess that you mean the game did not pause as usual when you minimized the re-volt window and the game continued.
Posted: 21 Jan 2012, 00:18
Skarma
ElvenAvenger @ Jan 20 2012, 04:59 PM wrote: The wrong part is the amount of awesomeness on that picture due to the car.
Offtopic - Aheh, yeah I know. I finally decided to work on it and it's pretty much done now.
The answer is that the guiding arrow has disappeared.
Posted: 21 Jan 2012, 05:00
gdfsgdfg
Dave-o-rama @ Jan 19 2012, 11:52 PM wrote: I do believe I have encountered the strangest bug in Re-Volt to this date.
I used changeling once online yup the game glitched we couldn't pass the first part on market1 lol
Posted: 21 Jan 2012, 15:08
stoney1918
Yeah, using changeling online can have some pretty strange effects, but sometimes it does work the way it was intended. Using changeling can be fun if you are just in a game to mess around, but in actual races it just is not fair. Also with the "drinkme" cheat that makes all the cars tiny baby sized, it is fun to mess around with but it makes the cars a bit difficult to drive.
Posted: 22 Jan 2012, 04:16
gdfsgdfg
I noticed something in the folder strings (Multiplayer.txt)
It says "my custom message" in it oooo what's that for?
Posted: 22 Jan 2012, 14:35
Kenny
Dave-o-rama @ Jan 14 2012, 10:15 PM wrote:Try
this update I did for it, i lowered the track zones and hopefully it will work without breaking anyone's car collection.
I found another bug with this track that I didnt have with others (at least not with stock and the 3-4's I tried)
When you want to play the track in Clockwork Carnage mode he begins loading the track but comes up with 3-4 errors like "Couldnt create player "playername" " and then Re-Volt quits.
Could it be that for such custom tracks the combatibility for a mode like Clockwork Carnage needs to be implemented manually by the author and is not automatically included?
If not then I guess its a bug or?
[offtopic]Could someone please give me a link to the car Huki once posted?
->
http://img838.imageshack.us/img838/607/3mipaniso.png
I cant find it anywhere on RVZT...[/offtopic]
Also afaik there is currently no "legal" possibility to unlock the special stock cars like Ufo, Mystery and Clockworks right?
Maybe we could make them unlockable once the player has the full progress table unlocked? Like all Championships done, all Stunt Arena stars, all Time Trials done and all races won.
Posted: 22 Jan 2012, 16:12
urnemanden
Kenny wrote:I found another bug with this track that I didnt have with others (at least not with stock and the 3-4's I tried)
When you want to play the track in Clockwork Carnage mode he begins loading the track but comes up with 3-4 errors like "Couldnt create player "playername" " and then Re-Volt quits.
AFAIK this is usually due to a limit in the number of maximum objects on the track. I believe the object limit is something around 128 but not exactly sure.
Kenny wrote:Also afaik there is currently no "legal" possibility to unlock the special stock cars like Ufo, Mystery and Clockworks right?
Maybe we could make them unlockable once the player has the full progress table unlocked? Like all Championships done, all Stunt Arena stars, all Time Trials done and all races won.
Would personally not classify Ufo, Mystery and Clockworks as "normal" stock cars but instead cheat cars as they're all special in one or another way. Making it possible to obtain them through the progress table could make newer users a bit confused about whether or not they can use them in normal online races. Oh well, just my opinion on that subject.
EDIT: Whooops, fixed that Kenny - thanks for noticing and sorry!
Posted: 22 Jan 2012, 17:11
Kenny
urnemanden @ Jan 22 2012, 11:42 AM wrote: Would personally not classify Ufo, Mystery and Clockworks as "normal" stock cars but instead cheat cars as they're all special in one or another way. Making it possible to obtain them through the progress table could make newer users a bit confused about whether or not they can use them in normal online races. Oh well, just my opinion on that subject.
I see your point but what if those newer users have never heard of Re-Volts's cheats? Then they will never see those cars
Besides Ufo would be anyway the only car that might give you an advantage in the online races but its really hard to handle the high speed with it so thats only good for experienced players.
PS: you quoted Pranav
Posted: 23 Jan 2012, 01:51
urnemanden
Kenny wrote:PS: you quoted Pranav
Sorry! fixed that now.
Got some good news here. With patch 0107 Re-Volt works really well on Linux under Wine 1.3.36. I posted the test results I made offline and online
here on WineHQ.
As to online racing, at first I had some issues but after several re-installs I got this working too. Hosting and joining is no problem. Here is a few pictures of the session I had today:
Test with Skarma
Waiting Room
During Race
Even though Re-Volt performs surprisingly good there is still some performance drop under Wine of course. Hence why I run in 1024x768 instead of full resolution. I can recommend trying it out to anyone who also use Linux though - I never imagined that Re-Volt would work so well. ^^
Posted: 23 Jan 2012, 17:57
BossVolter
Fix the weapon bug at motorbikes (If is possible)
And add support to listen MP3 from Hard-drive... not from Original ISO
In rest all is well.
Posted: 23 Jan 2012, 18:44
Skarma
BossVolter @ Jan 23 2012, 12:27 PM wrote: Fix the weapon bug at motorbikes (If is possible)
And add support to listen MP3 from Hard-drive...
Uhh..... What?
Posted: 23 Jan 2012, 19:10
miromiro
Why do you even reply to him? Trolls gonna troll. And they must be ignored.
Posted: 24 Jan 2012, 08:07
MythicMonkey
BossVolter wrote:Fix the weapon bug at motorbikes (If is possible)
And add support to listen MP3 from Hard-drive... not from Original ISO
In rest all is well. smile.gif
Translation:
Please fix the weapons bug with the motorbikes if at all possible.
And if you would be so kind, I would very much like to listen to music from my harddrive rather than needing the original CD.
I am very pleased with the way the rest of the game works. Thank you for your time and attention and I apologize if my less than perfect command of the english language causes you any inconvenience. Have a nice day.
*****************************
Okay, so what is wrong with what this guy posted? Sure it might take a little reading between the lines, but in this case it looks very much to me like this guy was just trying to add a couple of requests and give some feedback. This place will never get any new members if there is such a low level of tolerance for differences. Sure, there are always going to be 'problem' people, but may I humbly suggest that you give people the benefit of doubt before condemning them as trolls?
*****************************
As for the motorbikes...they do have a problem with their weapons. Perhaps this can be fixed in a future release. In the meantime, I don't want to hear any complaining about it when I upload my soon-to-be-released Unibikes. <wags finger and smiles>
As for the music...you can play it from your harddrive right now, BossVolter...with the latest alpha, at least. I haven't tried with earlier versions. You just need to place the sound files in the Re-Volt directory. Get the files
> HERE <. Hope that helps.
Now that didn't hurt too much , did it?
Posted: 25 Jan 2012, 21:35
Pranav
Game crashing while changing the resolution.
My game started lagging a lot so i decided to change the resolution but whenever i select the desired resolution and press Esc, the game crashes.
I am using the latest alpha.
Posted: 25 Jan 2012, 22:21
Skarma
I noticed another quirk in the AI (if it might be foolish to report on a WIP). I was racing on pipelyne and noticed that one of the cars didn't seem to be moving. When I viewed it from it's own perspective, the car had got "stuck" on one of the corners, it was trying to turn around whilst steering to the right but because it was against one of the very steep "slopes" of the wall it couldn't fully turn around. I didn't take a picture or record it in the action but I may try to recreate it if I can.
Posted: 26 Jan 2012, 01:19
gdfsgdfg
Late joined, level loads, says host restarting and bam crashed
here's the log
http://www.mediafire.com/?ks97hj1rwd87xlm
Posted: 26 Jan 2012, 01:48
Cosmo_Kramer
hey,wanna to ask is maybe somewhere on your mind that online championship i was talking about maybe,i think its a great idea,to do it same like offline champ (with points) multiplayer races would be more funn,and maybe also add country flags on end of ever race,was thinking something like this (points missing here)
Posted: 26 Jan 2012, 21:49
hi-ban
online championship would be cool.
However, it would be even cooler if it was an easier way to play online.
Posted: 26 Jan 2012, 21:54
miromiro
Easier way? Ain't it easy enough? You just need to click on a chat program, click on some room and wait to start. Imagine how people played online before RV House was made.
Posted: 26 Jan 2012, 22:53
Kenny
Imagine how people played online before RV House was made.
Well I never had the chance to actually be able to use the supposed way to play Re-Volt over the internet (like immediataly start the game and join a multiplayer game) but I imagine that it was alot easier and shorter than nowadays.
The main reason why I dont play online myself (never even tried
) is that I'm too lazy to install some 3rd party software. I know RV House has been basically the only way to play Re-Volt over netwrok nowadays but I still would very much prefer it if we only could use the game for that like it is supposed to be.
If that would be possible then Re-Volt has at least one more online player
Posted: 26 Jan 2012, 23:57
miromiro
We're in 2012 not in 1999, you know...
Posted: 27 Jan 2012, 00:20
rvtr
My will, online module to develop a little more and not spend the time to go to great lengths for each version, RV House program of multi-player mode, play our game I'm playing with a little is not enough, do not automatically download maps and vehicles, and the course. So much to love and be offered more.
Posted: 27 Jan 2012, 01:56
Phantom
@Hi-Ban: you're absolutely right. The main problem about online playing is that Re-Volt uses the DirectPlay protocol, which generates a lot of incompatibilities with routers and firewalls. Since DirectPlay is a bit outdated and deprecated, switching to
Winsock would be the best solution at the moment. Don't worry, it will be done.
Re-Volt 1.2 ToDo wrote:
•Update the game engine to meet the current standards.
•Allow full customization, additional game modes and downloadable content.
•A full featured development environment built inside Re-Volt, with complete documentation.
•A better network connection based on Winsock, for compatibility with routers and wireless adapters.
•An active Multiplayer server and desktop application for connecting and playing online.
•A working Re-Volt Manager for easy sharing and managing, automatic install/uninstall of Re-Volt content.
•Better AI, better difficulty and better physics
@Huki: Pause button (P) doesn't work correctly in Replay Mode.
Posted: 27 Jan 2012, 02:49
ElvenAvenger
^Cool. Maybe this will somehow enable me to play online. I still can't, since I can't unlock my ports. First the router settings page wouldn't load, now after switching to a different router I find out that my ISP blocked that page.
Posted: 27 Jan 2012, 05:38
Skarma
Kenny @ Jan 26 2012, 05:23 PM wrote: The main reason why I dont play online myself (never even tried
) is that I'm too lazy to install some 3rd party software.
Too lazy to click a download click, click a few buttons and then open said program?
...............Wow.
Posted: 27 Jan 2012, 14:27
Kenny
Skarma @ Jan 27 2012, 01:08 AM wrote: Too lazy to click a download click, click a few buttons and then open said program?
...............Wow.
well ok I tried it once but for some reason it didnt work, so I didnt want to spend my time figuring out the problem.
We're in 2012 not in 1999, you know...
that has nothing to do with the fact that it wouldnt hurt if we also had the possibility to solely play with the game online.
Posted: 27 Jan 2012, 16:42
gdfsgdfg
Kenny @ Jan 26 2012, 06:23 PM wrote:
The main reason why I dont play online myself (never even tried
) is that I'm too lazy to install some 3rd party software. I know RV House has been basically the only way to play Re-Volt over netwrok nowadays
Anyone laughed at that sentence?
Posted: 27 Jan 2012, 19:26
miromiro
No.
Posted: 27 Jan 2012, 20:05
hi-ban
miromiro @ Jan 26 2012, 05:24 PM wrote: Easier way? Ain't it easy enough? You just need to click on a chat program, click on some room and wait to start. Imagine how people played online before RV House was made.
i already tried it, and followed the somehow ambiguous instructions. But i really didn't know if it was working. do the race starts automatically? do i have to select any track? car? online mode on re-volt? when do i have to start re-volt? (do i have to start it?)
i sat waiting for about 20 minutes, there was people connected to rvhouse, but i got bored of waiting for... well i really didnt't know what was supposed to happen...
is there any detailed video tutorial in which i could see how to handle rvhouse?
Posted: 30 Jan 2012, 19:48
Huki
@hi-ban: In RV House you can create a session and invite people to join, or you could join an existing session. To join a session you'd double-click on one of the sessions from the list (in the upper pane). To create a new session you'd press the blue room button
. Creating or joining a session will open up the Session Window displaying the list of players in the session.
You have to keep Re-Volt closed. Once the host presses the "Launch Button" in the Session Window in RV House, the game will automatically launch for everyone in the session and re-volt will directly connect you to the session. You can create a new session in RV House and just start alone if you want to check how everything works...
If you have problems connecting to other players, make sure you have the latest v1.2 Alpha release.
This FAQ entry should also be helpful.
Posted: 31 Jan 2012, 02:20
gdfsgdfg
miromiro @ Jan 27 2012, 02:56 PM wrote: No.
Of course you ip ban people for no reason on rvl (aka me) I expect you to have the humor of a donkey.
More info: it seems 13+ players crashes the host only
happened to me,hil and another guy.
Posted: 31 Jan 2012, 07:14
Huki
gdfsgdfg @ Jan 31 2012, 02:20 AM wrote: it seems 13+ players crashes the host only
happened to me,hil and another guy.
I just noticed a very minor issue with the code that could crash the host when there are 13+ players. It's fixed now, thanks for the report.
Posted: 02 Feb 2012, 14:30
rvtr
Hello, you submit the Re-Volt the Turkish translation of a friend, we did Do you accept?
Regards
Re-Volt Turkey.
Posted: 02 Feb 2012, 15:01
MythicMonkey
rvtr wrote: Hello, you submit the Re-Volt the Turkish translation of a friend, we did Do you accept?
I'm sorry friend...no offense, but we can't understand a word that you are saying. I don't know if it will help, but perhaps you could try an online translator?
And are you certain that this thread is the proper place to be posting these comments? Perhaps it would be a good idea if you started a thread of your own in
this forum?
Kind Regards,
Mythic