Page 33 of 41
Posted: 09 Feb 2013, 21:55
Phantom
RV House wrote:<Phantom> we saw you in the lobby
<Phantom> but you show as not ready
<dragonrider157> ok, we're one step closer xD
<dragonrider157> I managed to connect to lobby
<dragonrider157> but this time, when loading, appeared a lot of windows errors like could not load car, world etc
<Phantom> LOL
<Phantom> cool
<DrPepper> lol
<Phantom> that's good sign
<Phantom> you just patched it incorrectly, like everyone
<DrPepper> yea that what it sounds like
<Phantom> run the patch again
<Phantom> but this time select the revolt folder manually
<Phantom> dont just hit next, next
Can we have an auto-detect Patching method pleeeease? ;)
This happens everyday, for almost every new player.

Thanks.

On another hand, Battle Tag Timer Bug:

http://www.youtube.com/watch?v=MhAkbmPX30k

Posted: 17 Feb 2013, 06:16
Phantom
Is it me or old Time Trial files don't work in 1225?

I'm trying to load a ghost file (.laplocal and .times) made in an older 1.2 version last year and the game does not detect it.

When I load them in 11.0825 they work perfectly.

Please I hope that 1225 has backwards compatibility because if not, many old times will be lost unless loading them in older versions. :(

Posted: 17 Feb 2013, 17:42
sebr
Phantom @ Feb 17 2013, 01:46 AM wrote: Is it me or old Time Trial files don't work in 1225?

I'm trying to load a ghost file (.laplocal and .times) made in an older 1.2 version last year and the game does not detect it.

When I load them in 11.0825 they work perfectly.

Please I hope that 1225 has backwards compatibility because if not, many old times will be lost unless loading them in older versions. :(
1) try to select the same car as the one used to make your previous time
2) load again time trial ...


in last build ONLY times made with the actual selected car are loaded

Posted: 20 Feb 2013, 05:30
Phantom
Don't worry, problem is fixed.

I realised that 1225 only reads Ghost Files with the Track Folder's name that appears inside Levels (example NHood1.laplocal, Market2.times, etc), while original Re-Volt creates ghost files with the actual Track name (example Toys in The Hood1.laplocal, Supermarket 2.times, etc).

After I renamed the files to the new format (from Toys in the Hood 1 to NHood1, they can be detected by 1.2.

I recommend to apply some way to convert old time trial files to the new format similar to the TrackUpdate Tool from 0916 or people will have no idea why their times don't appear anymore after updating.

Not everyone will realize what I've realized this time.

Posted: 24 Feb 2013, 20:51
Pranav
Huki, can you please randomize the position of star in the splitscreen mode for Battle tag? The star is always at the same place when I play tag in the splitscreen mode in any level.

Posted: 26 Feb 2013, 04:52
Huki
Pranav @ Feb 24 2013, 08:51 PM wrote: Huki, can you please randomize the position of star in the splitscreen mode for Battle tag? The star is always at the same place when I play tag in the splitscreen mode in any level.
I had the same issue a few weeks ago, but when I checked the code it was properly set to randomize the star for every game. I'll give it a check again later today.

@Phantom: I think your problematic time files were created by an old v1.2 Alpha, that's why you had to manually rename it. Time files generated by the original versions (v1.0, 1.1), even v1.2 official Beta's, are automatically detected and converted to the new format.

Posted: 26 Feb 2013, 05:23
aryo_adhi
Pranav @ Feb 24 2013, 04:21 PM wrote: Huki, can you please randomize the position of star in the splitscreen mode for Battle tag? The star is always at the same place when I play tag in the splitscreen mode in any level.
Interrogative; how many players who plays battle tag?

Posted: 26 Feb 2013, 07:55
Phantom
aryo_adhi @ Feb 25 2013, 08:53 PM wrote: Interrogative; how many players who plays battle tag?
Around 5-10 people every day.

@Huki: Nice to know that.
Yeah the times were made in 11.0825 last year and I just tried to paste them into the new revolt installation which is 12.1225. Maybe that is why the times were not converted. Thanks for the info.

Posted: 09 Mar 2013, 12:55
aryo_adhi
Phantom @ Feb 26 2013, 03:25 AM wrote:
aryo_adhi @ Feb 25 2013, 08:53 PM wrote: Interrogative; how many players who plays battle tag?
Around 5-10 people every day.
Re: Strange. I've looking it at dev mode (objects) and there seems more than one stars. What didn't i know is randomization algorithm of star(s).

Posted: 16 Mar 2013, 09:31
Phantom
Some people want to play more than 20 laps in RVH and we can't make it work. How can we fix it?

I thought this was a limitation in v1.1 only.

Posted: 16 Mar 2013, 18:42
sebr
on rv1.1 lap limitation was 255

because rv1.2 didn't use registery animore (introdicing with profil feature) limitation is 20 laps only ...

Posted: 19 Mar 2013, 09:28
Platform
Maybe Rooftops Track Will Be Added On Next Re-Volt 1.2 Version (Maybe Long To Added)

Posted: 23 Mar 2013, 23:32
gdfsgdfg
VaiDuX461 @ Feb 8 2013, 02:37 PM wrote: :lol: I didn't really noticed any collision behavior changes, maybe because I don't care and fine with what we have now. But still, if it's not like before, then it should be looked and fixed.
Although I noticed this few times:
Phantom @ Feb 7 2013, 10:45 PM wrote:the star, even in no lag races if 2 people tried to get the star in almost the same moment, they both get the star.
------------
gdfsgdfg @ Feb 7 2013, 10:52 PM wrote:Sonic and all stars racing transformed seems to be the new "re-volt" on pc now.
Tried already and got bored pretty fast. It also runs quite bad even on good PC's. Bad port maybe. Probably it would be more fun on multiplayer. But I liked 1st game more.
I finally got a new pc and I gotta say damn, sonic all stars racing transformed is a piece of &&#036;#^ barely anyone plays on multiplayer and speaking of that the game isn't fun at all. I have more fun playing battle tag on re-volt alone.

Don't touch that game just don't.

Posted: 24 Mar 2013, 03:09
Phantom

Posted: 26 Mar 2013, 20:26
MarvTheM
Look, I got firth!

Courtesy of ZR
(Standard string file, English)


BTW, if you need help translating to German, just ask me.

Posted: 30 Mar 2013, 12:13
Platform
I Suggested To Add Implode Firework When Hit Other Car Will Pull When Exploded :D

Hint:Before Your Cars Gets Pull Back :D

Posted: 30 Mar 2013, 19:43
Skarma
Platform @ Mar 30 2013, 06:43 AM wrote: I Suggested To Add Implode Firework When Hit Other Car Will Pull When Exploded :D

Hint:Before Your Cars Gets Pull Back :D
NO.

Posted: 30 Mar 2013, 22:52
VaiDuX461
Just quick suggestion came to mind:
- Enable "look back" and F2/F3 cameras when spectating any player. (...wouldn't mind F5 and F6 too)

Posted: 04 Apr 2013, 09:45
Platform
I Suggest These In Championship Mode

1.These Is No Give Up Try Left And Tries Left Just Forward Track
2.These Is Quality On Championship Mode Just Straight Next

Posted: 14 Apr 2013, 13:11
Phantom
Just a small report.

I've installed Re-Volt 1.2 on a notebook with Windows 8 (and AMD processor), and I can confirm that it works very well without problems. I get 32fps according to the internal Frame Rate meter from the game. Even if i was expecting a very bad performance, it's working nice.

So the problem of slow performance applies only to Intel Core i3, i5, and i7, am I right?

Posted: 14 Apr 2013, 13:50
VaiDuX461
Phantom @ Apr 14 2013, 10:41 AM wrote:So the problem of slow performance applies only to Intel Core i3, i5, and i7, am I right?
Maybe, if they use shitty Intel HD integrated graphics instead of graphics card (if it have).
Does that notebook has separate video card or it's integrated in AMD CPU?
These slowdowns on Win8 can cause drivers. With AMD drivers can work correctly on win8, with intel maybe not.

Posted: 14 Apr 2013, 14:44
aryo_adhi
Phantom @ Apr 14 2013, 08:41 AM wrote: I've installed Re-Volt 1.2 on a notebook with Windows 8 (and AMD processor), and I can confirm that it works very well without problems. I get 32fps according to the internal Frame Rate meter from the game.
I think you're playing on fullscreen mode, right?

Posted: 14 Apr 2013, 16:50
Phantom
aryo_adhi @ Apr 14 2013, 06:14 AM wrote: I think you're playing on fullscreen mode, right?
Yes precisely. That test was on fullscreen and I got 32fps all the time, no more, no less.

I just made the window mode test now and guess what, I get a minimum of 170fps and a maximum of 230fps. Thanks aryo for reminding me that.

So according to these tests, the slowdown is not Intel-exclusive issue. Although, those 32 fps seemed very acceptable to me at least.
Vaidux wrote:Does that notebook has separate video card or it's integrated in AMD CPU?
Integrated. It's called AMD Radeon HD 7520G. When checking its properties it says it has 512MB of dedicated video memory.
Vaidux wrote:Maybe, if they use shitty Intel HD integrated graphics instead of graphics card (if it has).
The thing, my friend, is that most notebooks nowadays come with these integrated GPU Intel HD 3000, 4000, whatever or AMD Radeon HD. And it's not possible to change that unfortunately. I tried to buy an nvidia for a notebook with core i3 hd graphics 3000 when i realized there are no graphics cards for notebooks, damnit.
Anyways, I hope you agree that we can't just ignore the problem or see it as an exception when the amount of users updating to Windows 8 and having integrated GPU is increasing with pass of months.

Posted: 14 Apr 2013, 17:10
urnemanden
Might as well add a report from here as well. I run Re-Volt on GNOME / Arch Linux 64-bit over the latest version of wine (1.5.28) and have on average a 100 FPS at 1920x1080x32. Hardware specs would be Intel HD graphics 4000 and a i7-3630QM 4x2,40GHz.

The only thing I have yet to get working is sound. It used to work previously but that's no longer the case. I will look into this - I believe mostly it's a bug with wine, not a problem with Re-Volt 1.2.

Posted: 16 Apr 2013, 00:17
halo_one
Phantom @ Apr 14 2013, 12:20 PM wrote:I just made the window mode test now and guess what, I get a minimum of 170fps and a maximum of 230fps. Thanks aryo for reminding me that.
Having the same problem:

full screen: 32 fps
windowed mode: 400-1200 fps

windowed mode looks rear ugly and forces me to edit screen capture vids

hardware Asus G75VX:
cpu: Intel Core i7 3630QM
graphics: GeForce GTX 670MX
chipset: Intel Mobile HM77

Posted: 16 Apr 2013, 00:26
Phantom
halo's report shows that the problem is not related with Intel HD or AMD Radeon GPU exclusively as we thought.

And I agree that windowed mode is indeed ugly. I hope we can see a permanent solution in the future.

Edit: Halo suggested that installing DirectX 6.1 would make a difference so we tried it and nothing, it didn't work.

Posted: 16 Apr 2013, 00:38
VaiDuX461
Maybe it causes new DirectX on Windows 8, because it doesn't support old ones properly?

Posted: 17 Apr 2013, 15:43
aryo_adhi
Oh, mine is worst...
Fullscreen about 20 fps max
windowed max get 200, min 150

Notebook Acer Aspire V5-471
Intel Core i3 (forget series)
Graphics: Intel HD Graphics 3000

Posted: 17 Apr 2013, 21:28
fightnight
Hi. I want to translate this game into portuguese.

Send me game files to translate. :)

Posted: 17 Apr 2013, 21:51
Manmountain
Por favor seria bom :P

Posted: 18 Apr 2013, 01:11
Phantom
fightnight @ Apr 17 2013, 12:58 PM wrote: Hi. I want to translate this game into portuguese.
The game has already been translated. Take a look here and fix it if there are orthographical mistakes or things out of context:

http://z3.invisionfree.com/Our_ReVolt_P ... topic=1806

And do it in a separate topic, not here. Thankyou for your time.

Posted: 24 Apr 2013, 11:10
urnemanden
urnemanden @ Apr 14 2013, 12:40 PM wrote: The only thing I have yet to get working is sound. It used to work previously but that's no longer the case. I will look into this - I believe mostly it's a bug with wine, not a problem with Re-Volt 1.2.
So I found out it was just me who was missing a library or two which wine needed to get sound working. Fixed now. :)

Another nice thing is that I got AD HOC connections working with Linux (you just need to adjust Ipv4 to Link Local only). At the moment I cannot join a race created but only host though. I get the "Can't enum sessions" when I attempt to search for rooms in Re-Volt. But I'll look a bit more into that.

Posted: 17 May 2013, 07:32
Phantom
Is there a way for you to make the revolt.exe to be run as admin by default?

This is, that players don't need to do the manual configuration after updating their game on Windows Vista/7/8. I know some programs install with admin priviliges to their .exes, so this would be very helpful (and needed actually) for re-volt.

In Windows XP it is not a problem, because running as admin is not needed.
But unfortunately the amount people using WinXP is decreasing day by day, so daily newcomers come to RV House and their main problem is that RV House can't run re-volt. I tell them they can fix it by running revolt & rv house as admin, but the less lucky ones can't do this by themselves.

So can you do this for the next version? It will fix one of the most common problems in RV House.
I will talk with arto about RV House, but revolt will be needed too.

Posted: 17 May 2013, 10:45
Skarma
Phantom @ May 17 2013, 02:02 AM wrote: I tell them they can fix it by running revolt & rv house as admin, but the less lucky ones can't do this by themselves.
Because opening a dialog box, checking a tickbox and clicking "Ok" is exceedingly difficult...

Posted: 17 May 2013, 12:02
aryo_adhi
Phantom @ May 17 2013, 03:02 AM wrote: Is there a way for you to make the revolt.exe to be run as admin by default?
Use Compability Troubleshooter.

Posted: 17 May 2013, 14:55
Phantom
Skarma @ May 17 2013, 02:15 AM wrote:
Phantom @ May 17 2013, 02:02 AM wrote: I tell them they can fix it by running revolt & rv house as admin, but the less lucky ones can't do this by themselves.
Because opening a dialog box, checking a tickbox and clicking "Ok" is exceedingly difficult...
For many people it is, and you perfectly know it's true because you see that many times per day like me, newcomers getting the "can't open revolt" error and they don't know how to fix it. If the old players are not there to help these guys they go away without answer to their problems.

And that is sad, we have lost soo many players in the past that i think it's time to make new players' lives easier too.

Playing Re-Volt online is very difficult compared to other games, and this because there are tons of silly obstacles like this and the port forwarding that could be improved. For most readers of this forum it might be a piece of cake as Skarma made it look like, but there are other people out there too, hundreds of them that have no idea how to do it, and many others that know how to run a program as admin, but they don't know that this is the real solution for their revolt errors.

It is about simplify things and attract new members, nothing else.

Posted: 17 May 2013, 16:30
Huki
Phantom @ May 17 2013, 07:32 AM wrote: Is there a way for you to make the revolt.exe to be run as admin by default?
You don't have to run 1.2 Alpha in admin mode, only RV House needs it.

Posted: 17 May 2013, 16:51
Phantom
Interesting! do you think the same thing you did to Re-Volt alpha can be applied to RV House's exe as well? I hope arto knows how to do this. :rolleyes:

Now I'm very hopeful. I hope Winsock gets implemented soon. We are closer to simplify the most annoying problems in re-volt. :)

Posted: 20 May 2013, 14:49
Huki
Phantom @ Feb 9 2013, 09:55 PM wrote:Battle Tag Timer Bug:
http://www.youtube.com/watch?v=MhAkbmPX30k
So the timer stops when the player pauses the game, doesn't it? That was a vital piece of info I was missing. ;) It's fixed now...
Phantom wrote:Can we have an auto-detect Patching method pleeeease?
This happens everyday, for almost every new player.
We already autodetect every possible way we can.
- First we check the registry key created by the CD installer.
- If that doesn't exist, we check the DirectPlay key that RV House checks (this requires having already run v1.1 re-volt once).
Pranav wrote:Huki, can you please randomize the position of star in the splitscreen mode for Battle tag? The star is always at the same place when I play tag in the splitscreen mode in any level.
The code is set to properly randomize the star each time, and it's in fact working in my main PC (I had the bug last time when using my old PC). I believe the bug is not coming directly from re-volt.. it could be the way the hardware (or OS?) generates random numbers. I remember Nero reported that the same car was picked over and over again in random cars mode. This could be related...
Phantom wrote: suggest the Removal of the JOKER cheat at least in 1.2 only mode to put an End to the unfortunate facts happening in the last weeks related with Abc ruining online races in RV House.

We know that in chat he is annoying but not a real threat. He is only a threat when he late joins and uses Joker to change all drivers' cars. Very annoying situation for all.

Putting him on Global Ignore List was not effective since he's still able to join any race he wants by IP. We must find a different solution to prevent this problems in the future and I think remove Joker is the most effective. This way he can join if he wants, but not ruin our races.
I disabled JOKER cheat in v1.2-only mode (only enabled from now on in all-versions mode).


Other than that,
- fixed the sound bug (reported here)
- Fixed the split-screen "can't change track after replay" bug (reported here)

Posted: 31 May 2013, 20:54
LedZep
To whoever is in charge of 1.2 development from today on:

Hi, I am a huge fan of Re-Volt since I was a kid. It makes me really happy to see that there is a patch in the making these days, however, (IMHO) it would have been a more appropriate decision to put the code GitHub or SVN or at least something. We all know the history of this 'abandonware'.

I know that being "the private club who are in charge of the development" sounds cool and all, but it's making the progress rather sluggish... I mean make no mistake: I'm not rushing, I'm just confused as to why you didn't make a community thing out of it. The mailing list is kind of helping, but still :/

Posted: 31 May 2013, 23:26
Manmountain
LedZep @ May 31 2013, 04:24 PM wrote:To whoever is in charge of 1.2 development from today on:.... however, (IMHO) it would have been a more appropriate decision to put the code GitHub or SVN or at least something. We all know the history of this 'abandonware'.
I know that being "the private club who are in charge of the development" sounds cool and all, but it's making the progress rather sluggish... I mean make no mistake: I'm not rushing, I'm just confused as to why you didn't make a community thing out of it. The mailing list is kind of helping, but still :/
Hi LedZep, welcome to Our Re-Volt Pub.:hi-bye:
Thank you for your positive encouragement in this project, I hope all your future posts are just as enlightening and uplifting.
again... Welcome! :D

Posted: 01 Jun 2013, 00:29
MarvTheM
Other than that,
- fixed the sound bug (reported here)
- Fixed the split-screen "can't change track after replay" bug (reported here)
Is there a new release or will the fixes be featured in the upcoming one?
Keep it up, you rock!

Posted: 05 Jun 2013, 13:34
Phantom
Since jig said that the Pickup issue is a different thing from the collissions issue i'm not going to continue it there.
Have you noticed that in offline mode when custom cars (specially fast ones) take a pickup, they take it in a strange way? The pickup dissappears completely from its place when being touched instead of showing the usual vanishing effect.
I was able to record it since it happens very oftenly for me now, and it looks very strange, i never seen it before and it feels something is broken when it happens. Here you have:
Click me to see.

And another thing, I captured a fail shockwave during the same race. I thought this was fixed.
Click me to see.

Note: the recording is a replay but the events happened exactly the same way during race.

Posted: 05 Jun 2013, 18:00
jigebren
@MarvTheM
In the upcoming one... A new release would have been announced here anyhow.

@Phantom
Thanks, we'll check that soon. Just a point though, your video are unfortunately very jerky on my computer (using MPC 1.6.5 and its internal filters). I'm afraid it's not powerful enough to render DivX at such a bitrate (9000kbps). Maybe you can lower the bitrate a bit for your next videos...

Posted: 06 Jun 2013, 01:49
jigebren
A WIP feature coming straight from the suggestion topic.





I guess the pictures are enough to know what it's about, and who has suggested it. :)

A bit more info though: we've added this feature for the fun of it, but in case of unexpected trouble we're likely not going to spend much more time on this. So it's not a definitive feature for now. As you may wonder, it modifies not only the visual but also the physics of the car, though I can't really tell if it's in a realistic way actually...

Posted: 06 Jun 2013, 01:57
Kenny
I would have never thought that this suggested feature is seriously considered to be implemented :blink:

Don't get me wrong, I don't dislike it and it actually looks not bad but in comparison to other suggestions I don't think this is one that "needs" to be implemented.

Are the tires permanently like that (like you can only have them constantly in a specific way) or do they actually take the car's weight into account and make the car really "bounce"? (I'm guessing its the first one :P )

Posted: 06 Jun 2013, 02:38
jigebren
Well, this feature has actually never been seriously considered to be implemented... I just came to a point where I wondered if it was doable, so I tried a quick hack, which worked, then I cleaned it up and polished it to make a feature of it.

Don't get me wrong either, but a lot of people seems to have a very precise idea of what we should or should not do - for example the "whoever is not in charge of 1.2 development" above if you see who/what I mean - but I guess we're still free to decide what we're going to or not going to work on, aren't we? What I mean is that something may be more "needed" actually, but I may don't feel like working on it for now. That's all.

For the last question, the answer is the first one indeed...

Posted: 07 Jun 2013, 23:43
jigebren
Just to tell you that the long-awaited search-track feature has finally been implemented, as well as other navigation shortcuts.

Currently that's how it work: Type anything in the track selection, for example "MU" as in the screenshot below (here the filter is displayed with a red font), and it will filter all tracks starting with MU.



That mean if you go left / right it will only browse tracks starting with what you typed.
The search filter is cancelled by pressing Esc.

It's also possible to search for tracks not only starting with but also including a word. This mode is enabled by pressing the "*" key (it you're used to using wildcard, it's very intuitive). An example with *DALI* below:



There's also 4 extra navigation shortcuts:
  • Home: Jump to the first available track (nhood1 if there's not filter).
  • End: Jump to the last track.
  • Page up: Jump to the 10th previous track.
  • Page down: Jump to the 10th next track.

Posted: 08 Jun 2013, 00:53
Kenny
Thats a nice implementation, should finally make track browsing a lot more efficient :)

Can the keyword only be written in capital letters (because there are no small letters in the pictures)? It's a little irritating, I'm used to small letters only but it's definitely good to make no distinction of small/big letters in the search.

Posted: 08 Jun 2013, 05:34
Phantom
jigebren @ Jun 7 2013, 03:13 PM wrote: Just to tell you that the long-awaited search-track feature has finally been implemented, as well as other navigation shortcuts.


_______________________________________________________________________________
Edit!
Almost forgot the important questions, before everybody ask this:

1) - Does it work in multiplayer after the race finishes to choose next track faster?

2) - Does it work for cars as well?