The new features are nice! When the track searching feature was mentioned, I was worried about how it would work for cars since they are now sorted per-rating rather than strictly alphabetical. The filter idea takes care of that problem, so that's just great.
@Phantom: I agree the track searching would also be needed for multiplayer in-game menu, but I don't know how as we don't have space there to display the filter. We'll think about it though.
Posted: 12 Jun 2013, 05:57
jigebren
Phantom @ Jun 8 2013, 01:04 AM wrote:
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.
...
1) - Does it work in multiplayer after the race finishes to choose next track faster?
2) - Does it work for cars as well?
For cars not yet but if there's no major trouble it'll be added as well.
Adding it directly to the current multiplayer menu doesn't sound very practical (both from the end-user and the code point of view).
The solution would be to replace the current track selection item by a "Select Track" entry, which would call a menu very similar to the usual track selection menu (just the menu, no background and TV image). Unless it's not possible from at that point in multiplayer, it would also make it possible to pick another Reverse / Mirror setting without going back to frontend...
Posted: 12 Jun 2013, 15:13
VaiDuX461
Would it be possible to add "next menu" (enter key) function to the multiplayer "Next track [Track name]" menu without removing left, right key functionality? So you could still choose tracks same way as before, but you could press "enter" for better (frontend) track select menu, without track gfx and frontend arena obviously.
Making this way, it wouldn't change any menus and people wouldn't notice any difference as original menu left/right function would still work.
Posted: 12 Jun 2013, 22:27
Phantom
Good idea, by pressing Enter key over the Next track option it would open a more advanced menu similar to the frontend, or similar to the already existing TAB menu, where the search system can work more properly.
Without pressing the Enter key over this option the track selection would remain the same than it is, which maybe is better for people with only stocks installed.
Posted: 24 Jun 2013, 11:20
Phantom
Does Re-Volt use a different mp3 loading priority for Stock tracks in comparison to customs?
I'm trying to install this music pack that changes Stock sountracks for some other good tunes. I extracted to the Re-Volt directory and i checked the addresses in the .INF files. Everything is where it's supposed to be but the game keeps playing the CD tracks instead of the MP3 file.
Then I finally decided to try unmounting my disk image, and this made the soundtracks work. With the CD inside the CD Drive the mp3 files won't play in stock tracks. But Why? It shouldn't be like this if I remember well.
The loading of an MP3 file should be the priority and the CD tracks should play only if the MP3 is absent. This is how custom tracks play the music, right? MP3 first, and if it is missing it will load the Redbook CD track.
Posted: 24 Jun 2013, 13:40
VaiDuX461
Phantom @ Jun 24 2013, 08:50 AM wrote:The game keeps playing the CD tracks instead of the MP3 file.
Then I finally decided to try unmounting my disk image, and this made the soundtracks work. With the CD inside the CD Drive the mp3 files won't play in stock tracks. But Why? It shouldn't be like this if I remember well.
Highest priority is given to REDBOOK and it was always like that.
We all know that mp3 files has much less quality than CD audio. If there's no cd then play mp3, if it is then CD. I think there's no better way to do that for stocks. Devs didn't knew that you gonna use custom mp3 on stocks, I mean it's game mod and game mods always modifies original files, so they do not support that.
Simply, don't use a CD.
As for custom tracks, I don't think it's worth changing priority, there are only few which uses custom mp3, most are without any music or just redbook. Track makers should only set mp3 file, if they want custom music for it, putting redbook and mp3 would be incorrect, unless both has same music.
Posted: 25 Jun 2013, 00:25
sebr
@ Phantom : why don't made an audio-cd with REVOLT as label, an empty 1st track and the soundtrack you need from track 2 to 15 ???
Posted: 25 Jun 2013, 03:26
Phantom
sebr @ Jun 24 2013, 03:55 PM wrote: @ Phantom : why don't made an audio-cd with REVOLT as label, an empty 1st track and the soundtrack you need from track 2 to 15 ???
Yes it's not a bad idea Seb. It would be very nice for a Mod using the CD redbook with different sountracks, but as vaid said, maybe the easiest thing is to temporarily unmount the CD from the CD Drive.
I assume the reason to make the prioritys different between stocks and custom is the loading speed. I think the game would take more time to load if the priority is set to MP3 first for stocks because most times it will have to check for an absent MP3 file.
Posted: 29 Jun 2013, 11:37
Phantom
Phantom @ Jun 5 2013, 05:04 AM wrote: 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.
[youtube][/youtube]
Posted: 29 Jun 2013, 20:03
Huki
Phantom @ Jun 29 2013, 11:37 AM wrote: 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.
The amount of special effects poly that re-volt can handle is limited. Since your car is high-poly and the electro effect already takes a lot of polys, there is probably nothing left to show the pickup vanishing effect. It's currently a normal behavior.
Phantom wrote:Does Re-Volt use a different mp3 loading priority for Stock tracks in comparison to customs?
Yes it does. For stock tracks greater preference is given for REDBOOK, and for user tracks MP3 takes the higher priority.
PS: I'm so annoyed that the Stop Download option was removed from YouTube videos, stupid Google...
Posted: 01 Jul 2013, 12:06
Phantom
Huki @ Jun 29 2013, 11:33 AM wrote: The amount of special effects poly that re-volt can handle is limited. Since your car is high-poly and the electro effect already takes a lot of polys, there is probably nothing left to show the pickup vanishing effect. It's currently a normal behavior.
It's weird though, I always thought such an old cars were lowpoly. I can't imagine on real highpoly cars such as the newer '1.2-ready' cars that are being released lately.
Changing question, Why is that the "Save Current Car Info" option in -dev mode ruin my cars parameters? I pressed it by curiosity and now my cars look like this:
Try it out. The parameters.txt gets modified and probably this is what ruins the car body position.
I had to reinstall the car to fix it.
Posted: 01 Jul 2013, 13:21
Skarma
Phantom @ Jul 1 2013, 06:36 AM wrote: Changing question, Why is that the "Save Current Car Info" option in -dev mode ruin my cars parameters? I pressed it by curiosity and now my cars look like this:
image
Try it out. The parameters.txt gets modified and probably this is what ruins the car body position.
Just don't use it, it makes a mess. As for the image, it appears to have defaulted the offsets or something...
Posted: 01 Jul 2013, 13:29
Phantom
Yeah, i'll definitely won't use it anymore. Thanks god i had the original files apart. But such a dangerous option shouldn't be even there or should at least do something more useful than this:
[youtube][/youtube]
Posted: 01 Jul 2013, 13:42
Kenny
Phantom @ Jul 1 2013, 07:36 AM wrote: It's weird though, I always thought such an old cars were lowpoly. I can't imagine on real highpoly cars such as the newer '1.2-ready' cars that are being released lately.
Maybe by todays standards they are lowpoly but not for the almost 15 year old engine.
Actually I'm surprised that the game is playable good enough with some cars.
Also from what I saw in the video you use mostly convertions which are most likely to have the most polygons in the car scene. And if half of the cars in the race consist of such cars its no wonder that that special effect limit is reached sooner or later.
Changing question, Why is that the "Save Current Car Info" option in -dev mode ruin my cars parameters?
Maybe it's for creating a basic template of the car so you just have to edit a few more parameters?
edit: sure it shouldn't be used but thats why its not in the default mode in the first place
Posted: 01 Jul 2013, 14:12
Phantom
Kenny @ Jul 1 2013, 05:12 AM wrote: Maybe by todays standards they are lowpoly but not for the almost 15 year old engine.
Actually I'm surprised that the game is playable good enough with some cars.
Just to clarify, I meant I always thought those Re-Volt custom cars had a lower poly count in comparison to what we now see released in RVZT lately, cars with a higher polycount than TM&M's cars. Those cars in my vids were made and converted in the year 2000 and earlier.
I didn't mean to compare a 15 year old engine to any modern game engine.
Posted: 01 Jul 2013, 16:38
sebr
Huki @ Jun 29 2013, 03:33 PM wrote:
Phantom @ Jun 29 2013, 11:37 AM wrote: 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.
The amount of special effects poly that re-volt can handle is limited. Since your car is high-poly and the electro effect already takes a lot of polys, there is probably nothing left to show the pickup vanishing effect. It's currently a normal behavior.
@ Phantom : On your last video we can see a yellow message on the left :
"SFX Channel FULL !"
Try to do the same thing with original revolt car, if you don't get the same message it might explain your 3 pickup bug ...
I don't know, i'm like you and try to understand
Posted: 01 Jul 2013, 23:48
VaiDuX461
@sebr: SFX channels have nothing to do with special effect polies. That message means that it reached limit of sound effects running at the same time, changing sfx channels to 64 in audio settings would probably help to avoid that "FULL" message.
Posted: 02 Jul 2013, 03:22
jigebren
Phantom @ Jul 1 2013, 07:36 AM wrote:Why is that the "Save Current Car Info" option in -dev mode ruin my cars parameters?
Phantom wrote: such a dangerous option shouldn't be even there or should at least do something more useful than ...
Hmm, do you realize though that it is a dev feature and as such is not really there already, since it only appears when you purposely enable the dev mode, and the dev features were never meant to be available for end user. Now, you're free to use to it in v1.2, but at your own risk.
Anyway, there's no reason this specific feature doesn't work, so that's definitively something we'll have to fix. I guess it's just a glitch with body offset, and should not be to hard to pin point... Thanks for the report.
Edit:
Fixed. The body offset was actually forced to 0,0,0 when writing (probably since no stock car makes use of it).
Just as a note, (though it's not officially supported) using "Save Current Car Info" may not be a bad idea, in that it reformats your parameters file, use the v1.2 slightly updated/fixed comments, and should properly place the ";)" comment symbol where needed to make the parameters file supported by v1.1 too.
So feel free to use it for your car creation (except if you're using the Lists special format since is will be converted to the simple regular format).
Posted: 05 Jul 2013, 15:31
gdfsgdfg
What happened to the rv house and 1.2 update websites they are both down atm.
Posted: 05 Jul 2013, 17:10
Phantom
gdfsgdfg @ Jul 5 2013, 07:01 AM wrote: What happened to the rv house and 1.2 update websites they are both down atm.
The RV House site will be back when Re-Volt Zone is finally up. The RV1.2 site on the other hand can be accesed here:
I am going to propose you something. I am having way too much troubles to make new players understand how the Patch must be installed.
Your automatic 'detector' really doesn't work, it keeps offering 'C:\Program Files (x86)\Acclaim Entertainment\Re-Volt' as default folder when almost nobody have their game installed on this folder. And i bold it because it's the reality, we may like it or not but most people have their game files in a folder in their desktop or in "my documents", or in any other folder. Only a few of us including you 2, Urne and me have the CD so we just can't expect the rest to have the same default folder as we do.
You said that the game already checks in the registry if the player launched a v1.1 at least once no matter the folder, but I tried this exact situation on many computers and doesn't do its job.
It keeps offering 'C:\Program Files (x86)\Acclaim Entertainment\Re-Volt' and the worst thing is that it brings a message saying "Setup completed succesfully" even when the files were copied to an incorrect folder, which only confuses the players who end up thinking the update is done.
Well, my point is that the installation method should be improved.
If the detection method can't be improved, I recommend you put a File detector looking for a revolt.exe file in the folder selected by the user. If the file is not present, the Patch installer should bring an error saying "File not found. Installation can't continue", so the patch files are not copied to a folder without the revolt.exe.
This prevents the creation of a shortcut pointing to a folder that doesn't have the required game files to open Re-Volt.
The following is what happens to absolutely every new player.
<Phantom> http://rv12.revoltzone.net/downloads/rv1.2a12.1225.exe
<Phantom> run this installer and choose your revolt folder as destination
<Phantom> click on Browse button if u installed the game in a different folder from default, ok?
<Peter> ok. give me a minute
<Phantom> when the update is finished, open the game peter so u can test the new version
<Peter> when i run the shortcut it tries to load it up and brings "cant find string/english" error
<Peter> then it shuts down
Please, I'm sick of situations like this. They need a tutor to just update the game or like hilaire9 says "you need to read 2 manuals to play re-volt these days".
Posted: 15 Jul 2013, 00:09
Huki
Phantom @ Jul 14 2013, 08:43 PM wrote:You said that the game already checks in the registry if the player launched a v1.1 at least once no matter the folder,
Yes, but for this to work v1.1 has to run properly. If running v1.1 gives you a "Can't register for lobby support" error message, it never creates a registry path for us to check for.
but I tried this exact situation on many computers and doesn't do its job.
It keeps offering 'C:\Program Files (x86)\Acclaim Entertainment\Re-Volt'
The default path set for the installer does not contain (x86). I wonder if you had originally done a CD installation to that directory, and had not used the uninstaller properly? So the registry key created by the CD installer is still left out?
Posted: 15 Jul 2013, 03:08
Phantom
That is not the point of my post but i should have known you were going to make those remarks.
1) - I never ever got the "can't register for lobby support" error and Re-Volt 1.1 or 1.0 could be opened, play a race and closed, so i suppose this is what you mean by "run properly".
And before you ask.. I almost everytime end up using TeamViewer to install the patch for new users so it's me who sees if the re-volt installation gives an error or if the patch installer offers the wrong or correct folder. And it always throws the same (wrong) folder withour alternatives.
2) - Yes I know it doesn't contain (x86). I just copied that from my re-volt path as example because i didn't have a newbie's pc near to see the folder offered by the installer, but still the point is that it always offers Acclaim Entertainment/Re-Volt instead of offering my documents, desktop or wherever re-volt is really located after launching 1.1 many times..
And the real point is that it lets the installation continues in a folder where the Re-Volt files aren't present and creates a shortcut for it. This is why I believe that a revolt.exe detector is essential.
It even gives a happy message "Setup completed succesfully" making players believe they did it correctly and when they open re-volt... WHOO! Tons of errors and files that can't be loaded..
Posted: 15 Jul 2013, 04:32
Strix
Hello !
Just a very small bug.
Not long ago I played Re-Volt in Split-screen with somedy (Excellent moment by the way, we had fun ), I noticed during this moment that the stock of fireworks and water ballons were not shown (the small number indicating ammunitions which we have).
Is it possible to fix it ? :3
Posted: 15 Jul 2013, 06:59
sebr
Huki @ Jul 14 2013, 07:39 PM wrote:
Phantom @ Jul 14 2013, 08:43 PM wrote:You said that the game already checks in the registry if the player launched a v1.1 at least once no matter the folder,
Yes, but for this to work v1.1 has to run properly. If running v1.1 gives you a "Can't register for lobby support" error message, it never creates a registry path for us to check for.
but I tried this exact situation on many computers and doesn't do its job.
It keeps offering 'C:\Program Files (x86)\Acclaim Entertainment\Re-Volt'
The default path set for the installer does not contain (x86). I wonder if you had originally done a CD installation to that directory, and had not used the uninstaller properly? So the registry key created by the CD installer is still left out?
only with registery editing (on win 8)
i found a way to change the default revolt path found by "rv1.2a12.1225.exe"
set it to a unreal folder WITHOUT break rv-house revolt path setting
so i can play revolt with rvhouse as usual and give to "rv1.2a12.1225.exe" a wrong directory
i think using rvhouse's methode to find revolt path on your patch installer might be better ...
rv1.2a12.1225.exe with a "Re-Volt 123456" who was never created =>
Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\DirectPlay\Applications\Re-Volt]
"Guid"="{6bb78285-71df-11d2-b46c-0c780cc10840}"
"File"="revolt.exe"
"CommandLine"=""
"Path"="E:\\Acclaim Entertainment\\Re-Volt"
"CurrentDirectory"="E:\\Acclaim Entertainment\\Re-Volt"
"Launcher"="revolt.exe"
"dwFlags"=dword:00000000
i hope this will help you
Posted: 15 Jul 2013, 08:00
stoney1918
I figure I might as well throw in my two cents on the update installer (not that they are actually worth anything).
It seems to me that because most people do not have Re-Volt installed in the default directory, then the folder "Program Files\Acclaim Entertainment\Re-Volt" will not exist on their machine. The problem is that the patch installer actually creates that folder. Perhaps a suitable solution would be to prevent the installer from creating a Re-Volt folder and force the user to browse to the folder that contains revolt.exe, prompting them with a message like "The Re-Volt folder was not found in the default location. Please browse to the folder where revolt.exe is located."
But that's just what I think.
Posted: 15 Jul 2013, 20:02
Citywalker
I think Stoney's option is the simplest working solution. And the surest, too.
Posted: 17 Jul 2013, 03:12
Kenny
Alright, I know we all want more users to play ReVolt, especially online but there are some things that just have to be taken for granted when it comes to game installation and patches so we shouldn't really take too much attention in that (but of course that depends on the developers to decide).
I mean seriously, how did they install the game in the first place (or any other) if they have no clue how a patch works?
And the installer is very much self explanatory, people should really know where they put their game files and not just blindly clicking "Next" all the time (I guess thats how those people get their spamware...).
Also the mentioned "Setup completed succesfully" message just refers to the extraction of the patch files itself, not if the files were actually put in the right directory.
And, if people are even that clueless when it comes to an installation process, what are they supposed to do when a message pops up that they can't install the files there?
But I guess it's not that hard to include a check for the revolt.exe and displaying a message if it was the right directory...well if the developers want to invest their time in it then I say go for it.
Maybe people have more experience with extracting files from archive in the game directory than using an installer?
Either way a second download link with just an archive of the patch files would be nice since I don't really want installers to just wildly put files on my harddrive (like unwanted shortcuts or perhaps even some regisrtry entries).
Posted: 17 Jul 2013, 08:17
Phantom
Kenny @ Jul 16 2013, 06:42 PM wrote: I mean seriously, how did they install the game in the first place (or any other) if they have no clue how a patch works?
I really don't know if you're talking seriously or not.
I would like to see you spending 2 hours of your time to explain a noob how to install and run the game correctly or explain him how to open ports.
Is it so hard to understand that the people out there, in the real world, the normal computer user is NOT as smart as you are? without counting the millions that don't speak english and the millions of teenagers using computers nowadays.
Yes, you can say they are a bunch of stupids if you want, but it's the reality, it's the new world we live in. Many more people using computers nowadays but not all of them are educated to do it.
The normal user just doesn't have the knowledges that we have, nor hasn't spent the time that we did learning about the game, or patches, etc. Yes, it's a reality that hurts but just accept it dude, people are not so smart as we may wish, but they also have the right to play Re-Volt or not? And better if they do! Instead of playing all those crappy new games with HD graphics out there but pure $hit content, if they want to start playing Re-Volt more than welcome. But how will they do it if they find weird problems when they want to do it?
My point has always been that if we don't get new players, this community would have been dead at this point already. If we expect the new generations to keep this game alive for the next 10 years we should do whatever necessary to make things as simple as possible and make Re-Volt a competitive game.
And I say 'we' (the community) because Acclaim is not there to help us anymore, WeGo even less.
Other games are way more attractive in many ways, so how do we expect Re-Volt can be a competitive game against these new monsters if we don't do the little things in our little possibilities to simplify installation for new users, no matter if they're adults, teenagers or kids they should be able to make it work.
Other games are aimed to have the easiest setup systems as possible so a kid can install and play soon. If not, they just go for another game that actually works or that isn't so complicated to make it work.
Kenny wrote:And the installer is very much self explanatory, people should really know where they put their game files and not just blindly clicking "Next" all the time (I guess thats how those people get their spamware...).
About your question, you are expecting a completely irreal situation. People almost never read installation descriptions, they simply hit Next, and then next, and then next. It's another sad reality that we may just ignore or learn to live with it.
Also People don't know where their games are installed, they just don't. They simply get the game from the first internet site they find and install it, and then they expect it to work.
Sounds very crazy, isn't it? or maybe not too much..
It reminds me again to what hilaire9 says every day: "you need to read 2 manuals to play re-volt, or a tutor". It sounds a bit funny but is not far from the truth.
So this is why I see the File detector or either a better directory detector as essential.
Posted: 17 Jul 2013, 13:56
Kenny
I would like to see you spending 2 hours of your time to explain a noob how to install and run the game correctly or explain him how to open ports.
Is it so hard to understand that the people out there, in the real world, the normal computer user is NOT as smart as you are? without counting the millions that don't speak english and the millions of teenagers using computers nowadays.
That may be (btw I never said that I am smart) but there is a difference between basic things that users should know and more advanced things that are perhaps a little more difficult to understand/know.
I mean when we are talking about installation and patches, its not only a Re-Volt specific thing, basically all other programs and games that people have on their PC's are being installed and updated the same way (with some slight differences). Thats something that every PC user should have figured out if they were using a PC for more than a year (and the chances that someone completely new to PC's wants to play Re-Volt are rather slim I believe).
Now regarding port setup and game specific things (like installing custom content or setting the correct parameters to make the game runable back then with the 1.1 version) I agree that not everyone can know that and that some assistence from outside would be required to get things running.
But thats not relevant here, we are only talking about making the setup, something completely game-irrelevant more user friendly than it already is. Which is not a bad thing (and I never said that it would be) but in my opinion its just not worth spending more time in.
And its not for me to decide either, thats up to the developers of the patch so if they choose to do it then make it.
I would like to see you spending 2 hours of your time to explain a noob how to install and run the game correctly or explain him how to open ports.
I wouldn't try to do that in the first place (talking about installation here). But if you decide to put some time and patience in it then its your decision, not mine.
About your question, you are expecting a completely irreal situation. People almost never read installation descriptions, they simply hit Next, and then next, and then next. It's another sad reality that we may just ignore or learn to live with it.
Well then I guess its their own fault that they end up completely clueless and perhaps even screwing up their system or? I mean if I don't even know whats happening should I really just ignore reading anything that shows up on the screen? But again, not really the topic here.
Anyway, as I already said, its up to the developers to do something, I just wanted to express my opinion on this topic here and lets just end this discussion before we get any deeper into this than necessary
Posted: 17 Jul 2013, 22:03
Citywalker
Kenny, accept the fact – most computer users are stupid. Always were, always will be. If you don’t cater to them, you will simply have that much less people playing the game.
So that’s the decision, whichever side you choose.
Posted: 18 Jul 2013, 01:18
Balint12
Kenny wrote:btw I never said that I am smart
That's something, what you don't have to say
Posted: 20 Jul 2013, 17:06
urnemanden
Phantom wrote:Your automatic 'detector' really doesn't work, it keeps offering 'C:\Program Files (x86)\Acclaim Entertainment\Re-Volt' as default folder when almost nobody have their game installed on this folder. And i bold it because it's the reality, we may like it or not but most people have their game files in a folder in their desktop or in "my documents", or in any other folder. Only a few of us including you 2, Urne and me have the CD so we just can't expect the rest to have the same default folder as we do.
If you ask me, the problem rather lies in the illegal installer(s), than in the Re-Volt 1.2 patch's default fallback. The illegal installer(s) is supposed to register Re-Volt's path just like the CD - but it doesn't. And the illegal installer(s) is supposed to install Re-Volt to the same path as the original CD - but it doesn't.
That said, I definitely think that the 1.2 patch installer should give a warning when it does 'default fallback' - at the moment you do not know whether it actually detects where Re-Volt is installed or if it just falls back on the default path.
stoney wrote:Perhaps a suitable solution would be to prevent the installer from creating a Re-Volt folder and force the user to browse to the folder that contains revolt.exe, prompting them with a message like "The Re-Volt folder was not found in the default location. Please browse to the folder where revolt.exe is located."
Sounds good to me. The only thing which worries me about this is that it prevents you from simply unpacking the contents of the installer into any folder you want. but this might not be necessary anyway if the patch installer continues to be compatible with Linux/Mac.
Posted: 20 Jul 2013, 17:24
sebr
urnemanden @ Jul 20 2013, 12:36 PM wrote:
Phantom wrote:Your automatic 'detector' really doesn't work, it keeps offering 'C:\Program Files (x86)\Acclaim Entertainment\Re-Volt' as default folder when almost nobody have their game installed on this folder. And i bold it because it's the reality, we may like it or not but most people have their game files in a folder in their desktop or in "my documents", or in any other folder. Only a few of us including you 2, Urne and me have the CD so we just can't expect the rest to have the same default folder as we do.
If you ask me, the problem rather lies in the illegal installer(s), than in the Re-Volt 1.2 patch's default fallback. The illegal installer(s) is supposed to register Re-Volt's path just like the CD - but it doesn't. And the illegal installer(s) is supposed to install Re-Volt to the same path as the original CD - but it doesn't.
That said, I definitely think that the 1.2 patch installer should give a warning when it does 'default fallback' - at the moment you do not know whether it actually detects where Re-Volt is installed or if it just falls back on the default path.
stoney wrote:Perhaps a suitable solution would be to prevent the installer from creating a Re-Volt folder and force the user to browse to the folder that contains revolt.exe, prompting them with a message like "The Re-Volt folder was not found in the default location. Please browse to the folder where revolt.exe is located."
Sounds good to me. The only thing which worries me about this is that it prevents you from simply unpacking the contents of the installer into any folder you want. but this might not be necessary anyway if the patch installer continues to be compatible with Linux/Mac.
sometime a simple zip file is easyer to use ... (look car and tracks management)
Posted: 20 Jul 2013, 20:47
Citywalker
sometime a simple zip file is easyer to use ... (look car and tracks management)
You know, I have actually always opened the installer with unpacker (e.g. WinRAR) and simply unpacked it like a car/track zip (at least when it allowed me to do so).
That's a good option, for those who already know how to install tracks/cars.
Posted: 20 Jul 2013, 20:53
sebr
Citywalker @ Jul 20 2013, 04:17 PM wrote:
sometime a simple zip file is easyer to use ... (look car and tracks management)
You know, I have actually always opened the installer with unpacker (e.g. WinRAR) and simply unpacked it like a car/track zip (at least when it allowed me to do so).
That's a good option, for those who already know how to install tracks/cars.
I do EXACTLY as you with 7Zip
Posted: 26 Jul 2013, 16:18
RacerBG
I think that the people nowadays are not so stupid but some of them are... I know one guy from one torrent site which commented the Re-Volt game there: "From where I can get this programs: 64MB RAM, Pentium IV processor...etc." Also I had readed comments like: "After downloading it what I must do?" There are people that just need first to learn what means PC and after that using it but I believe that their age is below 12 years.
Anyway if you ask me the biggest problem of the potential Re-Volt user is: "Where to download it?"
Of course that's a little bit illegal question but the Acclaim is dead, the source code is yours, editing it it's not very legal too but I believe you have permissions...
Then why there is not .iso upload of the game here (one clear version, maybe already patched)? This bothers me from a long time...
Posted: 26 Jul 2013, 19:40
urnemanden
RacerBG wrote:Anyway if you ask me the biggest problem of the potential Re-Volt user is: "Where to download it?"
I agree. It is really a shame that obtaining Re-Volt digitally is almost impossible legally. While we could link to a download on this forum, it is likely that WeGo will try to protect their IP and get us into trouble if we did. :c
Posted: 27 Jul 2013, 00:54
Kenny
urnemanden @ Jul 26 2013, 03:10 PM wrote: It is really a shame that obtaining Re-Volt digitally is almost impossible legally.
Its actually pretty easy to get Revolt, even without torrent one can find links to game files all over some forums (and I'm not only talking about ReVolt dedicated forums here).
I imagine though that it is hard to get untouched original files or even better an untouched clean image of the game but I didn't try searching for it (why would I ) so I'm not sure if thats the case.
Of course that's a little bit illegal question but the Acclaim is dead, the source code is yours, editing it it's not very legal too but I believe you have permissions...
Then why there is not .iso upload of the game here (one clear version, maybe already patched)?
The legal situation about Re-Volt was unlcear for a long time, it was even once on abandonia.com (http://www.abandonia.com/en/games/908, they had to take it down though).
Then around 2009-2010 it seemed that some company called Throwback Entertainment aquired the rights for the game but they didn't really do anything with it so we just assumed that everything was the way it was before.
Around 2010-2011 huki (and perhaps some other people?) managed to get the Xbox source of the game working on PC which was leaked sometimes earlier and finally changes and fixes to the game were possible.
Then 2011 WeGoInteractive aquired the rights for the game from Throwback Entertainment and developed a port of the game for iOS and Android. Also it is because of them that we are not allowed to post download links to the game since they are actively still selling it. They don't seem to care that there are patches to the PC version from time to time from the community and I hope that it stays that way.
Posted: 27 Jul 2013, 02:01
Phantom
RacerBG wrote:Also I had readed comments like: "After downloading it what I must do?" biggrin.gif There are people that just need first to learn what means PC and after that using it but I believe that their age is below 12 years.
I see things like that everyday in RV House so I really believe what you're saying.. the worst is that a few guys are above the age of 20s or 30s.. and also these 'old skool' guys have issues everytime there is a new revolt update.. very shameful situation indeed.
RacerBG wrote:Then why there is not .iso upload of the game here (one clear version, maybe already patched)? This bothers me from a long time...
I posted my Disk Image of the Re-Volt CD many times in this forum and in Revolt Live, and there has never been a problem about it. The game is spreaded all across the internet already, so i don't mind uploading the iso of a game that has been abandonware at least 3 times in a decade.
Since nothing has been officially announced by WeGo, or by jigebren or huki, the legal situation of the game nowadays is a complete mystery.. and nobody seems to care much either.
Some of us are just trying to co-exist with the new korean owners until a new bankrupt arrives.
Anyways, back to topic, stoney's idea is exactly what I meant, so I hope it can be applied in future.
Posted: 27 Jul 2013, 21:38
RacerBG
Phantom @ Jul 26 2013, 11:31 PM wrote:
RacerBG wrote:Also I had readed comments like: "After downloading it what I must do?" biggrin.gif There are people that just need first to learn what means PC and after that using it but I believe that their age is below 12 years.
I see things like that everyday in RV House so I really believe what you're saying.. the worst is that a few guys are above the age of 20s or 30s.. and also these 'old skool' guys have issues everytime there is a new revolt update.. very shameful situation indeed.
RacerBG wrote:Then why there is not .iso upload of the game here (one clear version, maybe already patched)? This bothers me from a long time...
I posted my Disk Image of the Re-Volt CD many times in this forum and in Revolt Live, and there has never been a problem about it. The game is spreaded all across the internet already, so i don't mind uploading the iso of a game that has been abandonware at least 3 times in a decade.
Since nothing has been officially announced by WeGo, or by jigebren or huki, the legal situation of the game nowadays is a complete mystery.. and nobody seems to care much either.
Some of us are just trying to co-exist with the new korean owners until a new bankrupt arrives.
Anyways, back to topic, stoney's idea is exactly what I meant, so I hope it can be applied in future.
Thanks.
I agree that there are a ton of Re-Volt versions on the net already but they are...like the people before me said "not untouched". No matter what I download it's corrupted in some way. Only one time I founded "the perfect version", hopefully it is still on my PC.
Posted: 05 Aug 2013, 22:22
Huki
Huki @ Jul 15 2013, 12:09 AM wrote:
Phantom @ Jul 14 2013, 08:43 PM wrote:You said that the game already checks in the registry if the player launched a v1.1 at least once no matter the folder,
Yes, but for this to work v1.1 has to run properly. If running v1.1 gives you a "Can't register for lobby support" error message, it never creates a registry path for us to check for.
but I tried this exact situation on many computers and doesn't do its job.
It keeps offering 'C:\Program Files (x86)\Acclaim Entertainment\Re-Volt'
The default path set for the installer does not contain (x86). I wonder if you had originally done a CD installation to that directory, and had not used the uninstaller properly? So the registry key created by the CD installer is still left out?
Phantom wrote:That is not the point of my post but i should have known you were going to make those remarks.
Hehe.. in fact that's precisely the point here. The current installer, as you might now, is based on the WinRAR self extracting archive module, and I've done some hacks to make it take and display our automatically detected path, and it depends on the default path. The presence of (x86) after Program Files in the default path simply breaks my code, so yes.. basically the automatic detection currently doesn't work in 64-bit Windows.
Anyway, it was on our agenda for a long time to replace the WinRAR based installer, and I've finally gotten around to it. The new installer's auto-detection doesn't depend on hacks, so it should work in all cases. Also, it gives higher priority to the DirectPlay path, i.e., only if it doesn't exist the original CD path is taken.
stoney wrote:It seems to me that because most people do not have Re-Volt installed in the default directory, then the folder "Program Files\Acclaim Entertainment\Re-Volt" will not exist on their machine. The problem is that the patch installer actually creates that folder. Perhaps a suitable solution would be to prevent the installer from creating a Re-Volt folder and force the user to browse to the folder that contains revolt.exe, prompting them with a message like "The Re-Volt folder was not found in the default location. Please browse to the folder where revolt.exe is located."
This feature is implemented. I've also removed the "Create folder" option from the Browse dialog.
Citywalker @ Jul 20 2013, 08:47 PM wrote:
sebr wrote:sometime a simple zip file is easyer to use ... (look car and tracks management)
You know, I have actually always opened the installer with unpacker (e.g. WinRAR) and simply unpacked it like a car/track zip (at least when it allowed me to do so).
That's a good option, for those who already know how to install tracks/cars.
Jigebren and I agree about that too, and it still works in the new installer (it's a 7z package, so it should work in WinRAR and 7-Zip). Be aware though, that at least on modern OSes, the v1.2 installer must be run at least once to set the necessary permission to user files (such as times and Profiles folders and sub-folders) and register for lobby support.
Posted: 05 Aug 2013, 22:27
Huki
Strix wrote:Hello !
Just a very small bug.
Not long ago I played Re-Volt in Split-screen with somedy (Excellent moment by the way, we had fun laugh.gif ), I noticed during this moment that the stock of fireworks and water ballons were not shown (the small number indicating ammunitions which we have).
Is it possible to fix it ? :3
Thanks for the report. This was done on purpose, it's the same in the Dreamcast version too. I'm not sure if it is really needed (the single firework and firework pack do have different icons to help differentiate).
Can you pleeease remove/hide/delete... or fix.. the unworking LAN option in the Multiplayer selector?
I get 3-4 emails per week from people i don't know telling me they want to play on lan with their friends and this thing never works. They need help because they can't do this by their own.
Are they guilty? No. It is the game that is offering an option which is supposed to be the most logical to choose but in the end it isn't the working one!
Apart from all the ones I already reported months ago, many people keep getting problems with it in many different routers. I got a message from one guy this morning who has a Pirelli DRG A112, UPnP off and windows firewalls off in both computers but the game still cant detect any game created by the host on the LAN mode. In the other hand, when he selects Internet, and writes down the IP manually like shown in the picture, he can connect and play perfectly.
The thing is that if the lan option gets removed, people would be forced to try out the Internet mode, which is the real working mode. And apart from Urne and maybe Marv, I haven't heard of more people who could make it work with zero problems.. but there are so many more people who couldn't play LAN games throught the LAN option, and they can do it in the Internet mode.
Posted: 13 Aug 2013, 23:39
Huki
Re-Volt v1.2 has been updated.
Download the new Alpha release 13.0815 here (changelog).
The installer is fully rewritten (albeit no visual differences), so I'd like to know whether it works without any flaws. I've also revised the readme / changelog format: now there is a single readme file titled "rv1.2 Readme" in your re-volt folder (existing users may delete the old "rv1.2A Readme" and "rv1.2B Readme" files). The new readme features a short and concise timeline in the "Changelog" section (all the way back till the very first alpha ), and a detailed documentation for car/track makers. A complete and up-to-date doc has been missing so far, so I hope this will be helpful for content developers.
Well, this is a quick release:
- It addresses the physics and multiplayer issues that were reported (see original thread), and also improves the online and timer code to better manage lag, etc.
- Fixed some input bugs.
- Added a command line -emulatefullscreen which can improve performance in Windows 8.
- As always, check the changelog for a complete list of changes.
And a new feature for advanced users / car, track makers: you can now spectate in -gazzasaicar mode* while the AI drives your car. Use the Accel / Reverse keys to cycle through players, as with multiplayer spectating mode. An added advantage in this mode, the car you switch to actually becomes your car, which means you can take control over it (using Right Ctrl key), use the "car refresh" command (Ctrl + R), etc. We've also enabled the camera and rearview buttons which were not working in this mode before. * As a reminder, this feature only works in DEV mode, so you'll have to run re-volt with both "-dev -gazzasaicar" command lines. We intended to make this feature available as an option in DEV mode, but for now you'll have to use the command line.
Bare in mind that I haven't included jigebren's recent additions in this one, that will have to wait for another release.
~ Huki & jigebren
PS: Yes I know, the release is 2 days earlier than expected..
Posted: 14 Aug 2013, 00:01
Kenny
Wow, 1.89 MB for ReVolt.exe thats more than double the size of the 1.1 version, what stuff did you cram in there?
Or are you switching to a different compiler or something?
Posted: 14 Aug 2013, 03:38
Kipy
Huki, jigebren, thanks for you did the spectating mode in offline.
Some experiences.. sometimes the cars forget to replace and flip up their cars, and they stop in the middle of the track, why?
Posted: 14 Aug 2013, 03:51
Phantom
Magnificient update.
The size of the .exe really doesn't matter to me.
The important thing is that many highly needed fixes were included in one single installer.
And re-volt is not muted anymore !
Damn I lied, sound and music were there for me because I already rised up the volume once in windows 7.
Re-Volt volume still needs to be raised up once on first run after updating. Confirmed by Max_10, a very good friend of mine. After installing Re-Volt from the CD and updating to 13.0815, re-volt volume was completely down in the sound mixer. Sound card is Realtek and OS is Windows 8.
Another thing. I noticed the -postinstall commandline was removed in one of the latest builds and now i see it confirmed in the changelong. Can you tell me which is the new commandline that replaces it?
I hope it hasn't been removed completely because some of us really really need it. Otherwise I don't have any way to make the 1.2 alpha installation the default lobby launcher again for use in RVHouse.
With 1.2 beta or 1.1 I just have to run it offline once and it gets stablished as default. And with 1.2 alpha I used the -postinstall which was a nice and -sort of simple- way to decide which installation in my system I want to launch.
PS: Any hints or comments about the LAN thing I just posted? Will it be removed? Or are you going to work it out in the future?
Thanks.
Posted: 14 Aug 2013, 22:37
Huki
Kipy wrote:Some experiences.. sometimes the cars forget to replace and flip up their cars, and they stop in the middle of the track, why?
Oh, that's a bug in -gazzasaicar mode.. will be fixed for the next release, thanks for the report.
Kenny wrote:Wow, 1.89 MB for ReVolt.exe thats more than double the size of the 1.1 version, what stuff did you cram in there?
Or are you switching to a different compiler or something?
Yep, different compiler...
@Phantom:
After installing Re-Volt from the cd and updating to 13.0815, re-volt volume was completely down in the sound mixer.
Hmm, 1.2 doesn't do anything to the volume bar in the sound mixer. If it was already down at the time of updating to 13.0815 (for example, because of running an older release previously), then it will stay down unless manually increased. So I assume your friend had already run a previous version on that PC before updating to 13.0815?
About the register for lobby, as long as there is only one re-volt installation that contains the different re-volt versions, WolfR4, etc., you won't need to configure anything manually. If you are keeping multiple re-volt installations, you'll have to manage the lobby registration yourself. There are different ways to do this:
- Run the 1.2 installer again to do the registration for you.
- Use a .reg file like this: (update the path, remember to use double backslash)
About the LAN mode, for those of us it works, it's actually a convenient shortcut for joining a LAN game without having to touch the Host Computer setting. I can imagine that the detection does not work in all cases, and this would most probably be alleviated when we move away from DirectPlay.
But the real problem here IMO is that you get too many personal emails asking the same question, and I can only blame the lack of clear info on the internet for this. On the other hand, if players are encouraged to ask their questions in the forum, it will only have to be answered once which will be of use to anyone else facing the same problem in the future. That's why we generally try to avoid helping people through email, etc. So how about replacing your email address, wherever it is published, with a link to the forum instead?
I also wonder, even if players are forced to use the Internet mode, how would they know what to enter in the Host Computer field without asking for help?