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Posted: 02 Aug 2011, 02:58
Phantom
What a helpful soul we have here... :)
huki wrote:The next release will let you cycle through only the players still racing.
It wasn't so annoying to switch through all but it's a nice change! Thanks! ;)

One question: do you remember the annoying bug in Battle Tag where everything and everyone freezes and the clock becomes crazy? Was it fixed already?
Because a few guys were playing battle last week and some of them said that have experienced the problem a few times (in 1.2 only rooms).
They also mentioned that there were more than 1 star in some tracks. Just wanted to let you know.

Posted: 02 Aug 2011, 03:01
kajeuter
lil weasel @ Aug 1 2011, 05:55 PM wrote: I know mate, but it's kind of pointless, and it'd just make me angry to see that the other are stuck. I need to move the car.
Solution: Dont put any 'noob' customs in ur cars folder. U can aslo pick a easy track (like nHood1). Where u talking about is not a function that everyone needs. Thats because 1.2 is for 75% for online racing.

Posted: 02 Aug 2011, 12:22
Skarma
lil weasel @ Aug 1 2011, 03:53 PM wrote: Well, I usually do 20 lap races, and I always like to wait for the opponents to end the race too. But there are cars like TAXI 2 or Inferno who simply get stuck, so I thought that if I'm able to move the car even after the race, I could help them to finish. Please Huki, if it's possible do it!

If it's not, at least a feature to see the others how far they are. For instance, if I finish the race, I usually overlap all the other, and while I'm waiting for them, the either push me or just shoot at me, moving the user car. While others come, the usually stop behind me, blocking me to see how far is the other player. Do you understand?
This question was brought up recently on RVL. How exactly do the cars get stuck?

As for wanting to see how far away the next car is, drive WELL out of the way so you can not be even touched. Simple.

Posted: 02 Aug 2011, 14:20
VaiDuX461
Phantom @ Aug 2 2011, 12:28 AM wrote:One question: do you remember the annoying bug in Battle Tag where everything and everyone freezes and the clock becomes crazy? Was it fixed already?
Because a few guys were playing battle last week and some of them said that have experienced the problem a few times (in 1.2 only rooms).
They also mentioned that there were more than 1 star in some tracks. Just wanted to let you know.
I had this problem when played with two other guys. So ok, when one guy picked star, I saw other star and picked up then suddenly those two players frezze as they said, but actually they was spinning, as i saw (doing circles), both done same size (not so huge) circles.

Some day when played (with one guy) I was crashed, when he picked up a star (I mean stopped, just can't do anything (keyboard mashing still didn't worked)) we both had probe ufo's, It was Botanical Garden Battle. Btw he tried to restart 3 times but i always got stopped (when about 3 sec passed from start). Other tracks worked great.

Edit: I think they had v1.1 rv, but I'm v1.2.

Posted: 02 Aug 2011, 15:03
lil weasel
Its hard to stay away from cars alike London Bus or RVAirplane because they usually touch all sides of the map, and they will push me to.

And ya, its me The Lurk from Re-Volt Life. :)

Posted: 02 Aug 2011, 21:15
Huki
Probably the final batch of improvements and fixes to the new multiplayer features with this release. I think it's time we establish the "1.2-only" mode as standard and as such, Legacy Compatibility will be turned off by default.

Note that due to these recent changes, older releases (even the last July release) can't join anymore unless host is using the "all-versions" option. But a good news is that this will probably be the last "compulsory" update for a long time.

Spectating Improvements

- Can spectate others after multiplayer race is finished and view their HUD info.
- Best Lap Time info is shared to everyone so the exact time can be shown to spectators.
- The configured Accelerate / Reverse buttons are used to cycle through players instead of Pgup / Pgdn. This allows for Joystick support.
- Players who are still racing are cycled through first.
- Press F1 after multiplayer race finish to switch to classic rotating camera, F5 to switch back to new DC camera.

Changes to Edit Mode

Selecting an edit mode will launch a new minimalistic game mode focused on editing, by default instead of Time Trial.

There is also a new Preview Feature in Objects edit mode. This edit mode loads static (inanimate) version of all models, and the only way to check the results was to finish adding all objects, quit to frontend and start the track again in normal mode.

Now designers can enter a Preview Mode at any time by pressing the P key and view the object animation in action. All objects including 3D sounds can be previewed. Pressing P again will go back to Edit Mode, allowing you to continue editing your track. For example, this feature can be used to change the parameters of a Spark Generator and quickly preview the results.

Edit Mode - Before Pressing 'P' Key:



Preview Mode - After Pressing 'P' Key:



While working on a track or car it could be required to constantly switch between the re-volt window and other tools. To improve the user experience in these cases, the Pause menu will not be triggered in Edit mode everytime re-volt window becomes inactive. A few related reminders: v1.2 takes 0% CPU usage when inactive, and Shift + F10 can be used to refresh car parameters info in Dev mode.

Other New Stuff

- Allow disabled objects like ABC Block, Bottle, etc. in multiplayer.
- Enable all pickups at race start in user levels.
- Smoother text drawing with alpha blending.

Bug Fixes

- Fixed pickups and clone weapons not generating after some laps in single-player.
- Fixed crashes when all players don't have the same number of objects in the level.
- Fixed CPU timer issues (game speeding up, inconsistent timers, etc).
- More stable loading and smoother frame rate in some cases.

Download the new Alpha release 11.0731 here.

Posted: 02 Aug 2011, 21:35
lil weasel
Awesome, good work!
Wait, how do I install it? Replace all those folders or what?

Posted: 02 Aug 2011, 21:45
Dave-o-rama
*impatience disengage*

I haven't had much time to check it out, and will come back with more if there is anymore to come back with...

-Love the new DC camera! I've never really been a fan of that rotating camera, so the ability to not use it makes my day :)
-The new feature in objects edit mode is completely awesome, and does exactly what you said it does: saves ppl from having to quit to frontend, load the track normally, find out something doesn't work, repeat. Brilliant!
-And I agree, we should establish the 1.2 only as the standard.

As usual, awesome job, huki and jigebren ;)!

EDIT: F10 still works! :P

Posted: 03 Aug 2011, 21:49
gdfsgdfg
Trolley always crashes on botanical garden + when online too. I think it happens on the beta ver too.

This time i made sure i didn't use 30 cars.

Posted: 03 Aug 2011, 23:32
Huki
Trolley is fine here, it's probably corrupt files or more likely, corrupt registry entries. And you might want to edit your last post and remove the long and unnecessary quote.. ;)

Posted: 04 Aug 2011, 14:53
gdfsgdfg
Huki @ Aug 3 2011, 07:02 PM wrote: Trolley is fine here, it's probably corrupt files or more likely, corrupt registry entries. And you might want to edit your last post and remove the long and unnecessary quote.. ;)
It always happens to me and it crashes others too my trolley folder contains the textures from levels/market1 and TPAGE "cars\trolley\trolley.bmp" + obtain 0 interesting how it works online people say the textures show too.

Is your trolley setup the same?

Posted: 05 Aug 2011, 05:57
Phantom
Could you test Time Trial Mode on AMCO TT please?

In Time Trial, reposition key is supposed to put me back in starting grid.
Well, in this track it just repositions the car like in single races. I have to press reposition key 3-4 times to go back to starting grid which is a bit annoying.
Is it the track? Is it a 1.2 issue? :)

And also check this pic please:


Sometimes, when I reposition my car, it shows in the radar like if the ghost car is at 281m behind me (or whatever distance, dependes on track), while it should be 3-5 meters in front of me because I haven't started the lap yet (as you can see in the pic).
This is not annoying at all (In my opinion), just weird so I wanted to let u know.

Posted: 05 Aug 2011, 07:46
jigebren
@Phantom
It's weird, we have already fixed several inconsitencies with the radar (in Alpha 11.0710) and I just tried (again) AMCO TT, it was working nicely here.
Are you sure you're using the last Alpha Build?

Dave-o-rama @ Aug 2 2011, 05:15 PM wrote:As usual, awesome job, huki!
Hey, please don't forget the behind-the-scenes worker, :ph43r:
especially if you like the edit mode new feature...

Posted: 05 Aug 2011, 08:31
Phantom
jigebren @ Aug 4 2011, 11:16 PM wrote: @Phantom
It's weird, we have already fixed several inconsitencies with the radar (in Alpha 11.0710) and I just tried (again) AMCO TT, it was working nicely here.
Are you sure you're using the last Alpha Build?
Yes, 11.0731. This is why I posted.
As I said, the radar issue only happens sometimes. So it's very hard to reproduce it. Maybe after a 5 or 10 minutes session of Time Trial you can see it 2 or 3 times only. This means that compared to any older version, this inconsistance happens a lot less ussual than before, so I can totally notice and recognise the improvements you guys made. I thought it was completely fixed too, specially after reading the changelog but... well... there it is.
I repeat: I don't mind it, really. It's not annoying for me. No need to be fixed if it's a lot of work.

About AMCO TT, then I might think it was the car: Panga. Maybe too big for the track?
We were making a little challenge at RVL with Panga and I found that problem on that track.
It seems that if I reposition the car before the 1st curve, it works perfectly putting me back to starting grid at 1st try.
But if I do it at the middle of the track or in a curve, then I have to press the reposition key a few times to go back to starting grid.
Again, not a life-or-death cuestion for me. Just wanted to say the things I saw in latest patch.

Posted: 05 Aug 2011, 17:06
Skarma
For some reason I don't know, 1.2 crashes 99% of the time I select a track in single race mode.

Posted: 05 Aug 2011, 17:46
nero
Skarma @ Aug 5 2011, 12:36 PM wrote: For some reason I don't know, 1.2 crashes 99% of the time I select a track in single race mode.
The problem is the fact that one of your cars has param errors.

Posted: 05 Aug 2011, 17:48
Dave-o-rama
jigebren @ Aug 4 2011, 10:16 PM wrote: Hey, please don't forget the behind-the-scenes worker, :ph43r:
especially if you like the edit mode new feature...
Fixed ;)

Posted: 05 Aug 2011, 19:03
jigebren
@Phantom: About repositioning issue in AMCO TT, I found one case where it can fail: if you go out of the track, you'll get auto repositionned (near the racing line), and until the auto reposition is done you can't press the reposition key to go back to starting grid.
Can you confirm / invalidate if it could have been your case?

EDIT: Huki suggested it could also occurs if you car goes out of the track (by inertia) even after you pressed the reposition key. Both cases should be fixed in next release.

@Dave-o-rama: Ah, I feel better... :)

Posted: 05 Aug 2011, 21:20
Huki
@Phantom: Thanks for your report. We'll look into the reposition problem, but about the market2 radar bug, I just can't reproduce it here. How often do you get it, and do you have to reposition at a particular point in the track to get the bug? And did you notice if the ghost car was ahead or before you (and how far) during the repo?

Posted: 06 Aug 2011, 03:48
lil weasel
lil weasel @ Aug 2 2011, 05:05 PM wrote: Awesome, good work!
Wait, how do I install it? Replace all those folders or what?
Just qouting me in case someone oversaw the post. :)

Posted: 06 Aug 2011, 04:56
MarvTheM
Yes, 'overwrite it'. Windows will merge them.

Posted: 06 Aug 2011, 04:56
urnemanden
Installation instructions is provided below the download links on the official Re-Volt 1.2 website.

http://rv12.zackattackgames.com/downloads.php

Posted: 06 Aug 2011, 14:19
VaiDuX461
Found more minor bugs :ph43r: :

1st bug. Wrong place number at 3 tracks

1. At Supermarket 2, game shows that you're 8th from 12 at start

2. At Museum 1, game game shows that you're 11th from 12

3. At Ghost Town 2, game shows that you're 11th (again) from 12

2nd bug. Blue car aerial at frontend

These two bugs occurs on both v1.2 and v1.1

3rd bug only on v1.2. Gallery pictures at black color got transparent

[EDIT] All these bugs that I mention here are fixed on alpha 0810 build
[EDIT2] Deleted links and screens to save photobucket space

That's all bug's I found when I played game at random :lol:.

Posted: 07 Aug 2011, 02:29
Phantom
Hi again! I've been very busy sorry for not answering before. :)
Autoreposition:
jigebren wrote:If you go out of the track, you'll get auto repositioned (near the racing line), and until the auto reposition is done you can't press the reposition key to go back to starting grid.
Yes. That's exactly how it happens. In AMCO TT, it's very easy to go out of the track if you touch any grass part that doesn't actually belong to the racing line. So if that happens, I get autorepositioned back to the racing line, and I can't press the reposition key until the first auto reposition is complete. If I do it (or if I did it before the autorepo), I get autorepositioned again.
In my opinion, Autoreposition is completely useless in Time Trial Mode.
So I think of 2 possible solutions: one is deleting autoreposition from Time Trial Mode, and the other is that the autoreposition should put you back to the starting grid instead of putting you back to the racing line. Your choice!

Radar bug:
Huki wrote:How often do you get it?
Hardly ever. It's very very difficult to reproduce it because I don't know if it needs a special technique, key convination or whatever to make it happen. And also because it's a lot less ussual than in older versions. When I took that pic, I wasn't trying to make it happen. I just noticed that the distance showed by the radar was green, it was behind me, and too far from me, so I considered taking the pic.
Huki wrote:Do you have to reposition at a particular point in the track to get the bug?
No, I saw it twice when I was repositioning my car after making an error in the normal race line, and I also saw it once afer some repositions before starting the lap (by pressing reposition key a few times in the starting grid).
Huki wrote:Did you notice if the ghost car was ahead or before you (and how far) during the repo?
I forgot to mention: The ghost car itself is perfectly fine, it always is where it's supposed to be and doesn't cause me any problems. The only strange thing was the info displayed by the radar.
Answering your question, I think that the ghost car was ahead of me, and of course it's always ahead of me after the reposition.

The 3 issues reported by VaiDuX461 happen here too:
1. It shows 8th instead of 12th in Supermarket 2, and it shows 11th instead of 12th in Museum 1 and Ghost Town 2. Doesn't happen in any other track and it happens with any car (no matter rating or custom), which makes me think it's a track related issue.
2. Cars' aerial is blue in Frontend (happens with every car). I always saw this in frontend so I never thought it was a bug. Is it?
3. And the gallery has some serious transparency problems on most pics. I think it's related with not standard sizes again, hope I'm wrong.

Posted: 07 Aug 2011, 07:47
jigebren
Phantom @ Aug 6 2011, 09:59 PM wrote:In my opinion, Autoreposition is completely useless in Time Trial Mode.
Well, we've discussed that point with Huki, and though it would have been far easier for us to directly autoreposition player at starting grid in time trial, we decided it was better (ie. less frustrating during the first attempts, when the player don't aim at the perfect race) to auto-reposition on track, and to manually reposition at the starting grid.
Anyway it's fixed now. Just wait for the next release...

Blue car aerial at frontend is fixed too. Seems like it was a long time bug BTW... ;)

And Huki has fixed the transparent pixels in Gallery pictures.

Other bugs are under investigation...

And thanks for the detailled reporting, guys.

Posted: 07 Aug 2011, 19:05
Huki
Just to add that I was able to get the radar bug here. It will be fixed for the next release. Thanks for the answers Phantom, they helped in tracking down this issue.

Meanwhile, jigebren is looking into the race position bug. It's a problem with re-volt inefficiently handling some Posnode files, and we feel it would be worth it to fix the issue directly in re-volt instead of updating each track's Posnode file..

Posted: 08 Aug 2011, 01:06
miromiro
Is there a way to make 1.2 compatible with WolfR4?

Posted: 08 Aug 2011, 03:25
Phantom
Huki wrote:Thanks for the answers Phantom, they helped in tracking down this issue.
No problem bro, glad for being helpful. ;)
It's good to know that the bugs are getting fixed.

@Miro: Yes, just follow this simple instructions:
http://rv12.zackattackgames.com/help.ph ... de-by-side

Posted: 10 Aug 2011, 20:57
jigebren
Race position bug is now fixed. I've checked with Supermarket 2, Museum 1 and Ghost Town 2 and it's ok, but if you know any other track (stock or user) with this glitch, tell me so that I can check it too.

Posted: 13 Aug 2011, 19:40
Huki
Here's the next update. Most of the new features this time are from jigebren, so be sure to thank him on the way out. ;)

Controller Config. Improvements
The controller configure menu is now displayed as a normal menu screen. Each key can be selected and configured induvidually. There is also an automatic Batch configure option to set all keys one by one. Press TAB to skip modifying the current key in batch mode. Press Esc at any time to quit batch mode. The menu width was also increased to display long joystick button names.

Note: Many controller config. bugs could have been fixed by these new changes and improvements. If you have been experiencing any problems configuring and using your controller, let us know if they you find them fixed in the current release.

Improved Car Env Effects
Car shininess effects such as the electrozap and turbo boost were improved, and related rendering bugs have been fixed. Note that these improvements contain experimental modifications. Testers are required to report any car shininess glitches found in this release.

Other Changes
- Object Preview in Edit mode uses Ctrl + P shortcut instead of just P.
- DC finish camera and spectating unfinished players after race finish are now allowed in single-player mode too.
- When viewing other players after race finish, press F1 to set the camera focus back to your car. Both classic and DC version cameras can be toggled.

Bug Fixes
- Fixed Fire button (usually the joystick Button 0) not working in the menus.
- Fixed the reposition button not working when the car has reached a reposition trigger.
- Fixed ghost car disappearing after being repositioned.
- Fixed irregularities with remote car position in radar, lap count and lap times.
- Fixed texture bug in car aerial in frontend preview.
- Fixed inconsistencies with player position, improved calculations using Pos nodes.

Donwload the new Alpha release 11.0810 here.

We've also moved some hard-coded text to the string files. Translations are welcome.
French/Spanish/Italian/German/Dutch/Swedish wrote:Set All Controls
Controls Set To Default
Host Started Game With Unknown Track!
Connecting to Lobby session
Press Esc to cancel
Connection established
Connection canceled
Press Pause to continue
Press any key to continue

Posted: 13 Aug 2011, 20:52
Omegod
Maybe this bug was already mentioned (dunno, i'm too lazy to read the whole thread), anybody noticed that AI cars adapt their speed to player's car's top speed?
I tested it with putting Volken Turbo to "Pro" and setting his top speed to 3mph. In 1207, he moved at 3mph, in the new release he went the same speed as other cars, or even faster (relative to the car's acceleration?). The same happenned when I put Aquasonic as "Pro", leaving his top speed untouched - AIs adapted their top speed to Aquasonic's.

Posted: 13 Aug 2011, 21:21
Dave-o-rama
Omegod @ Aug 13 2011, 11:22 AM wrote: Maybe this bug was already mentioned (dunno, i'm too lazy to read the whole thread), anybody noticed that AI cars adapt their speed to player's car's top speed?
I tested it with putting Volken Turbo to "Pro" and setting his top speed to 3mph. In 1207, he moved at 3mph, in the new release he went the same speed as other cars, or even faster (relative to the car's acceleration?). The same happenned when I put Aquasonic as "Pro", leaving his top speed untouched - AIs adapted their top speed to Aquasonic's.
Is this what you mean?

Ontopic:
While we're fixing controller bugs, are you guys aware that the left and right triggers on XBOX 360 controllers don't work? You can register them as buttons on the controller config screen (right trigger shows up as -Z axis and left trigger shows up as +Z axis), but when it comes time to press them in-game, it doesn't work. This has been going on since before 1.2, and Re-Volt's not the only program that has this problem, many other games and emulators suffer from this... (but they work in MUGEN)

Posted: 13 Aug 2011, 22:45
nero
Omegod @ Aug 13 2011, 04:22 PM wrote: Maybe this bug was already mentioned (dunno, i'm too lazy to read the whole thread), anybody noticed that AI cars adapt their speed to player's car's top speed?
I tested it with putting Volken Turbo to "Pro" and setting his top speed to 3mph. In 1207, he moved at 3mph, in the new release he went the same speed as other cars, or even faster (relative to the car's acceleration?). The same happenned when I put Aquasonic as "Pro", leaving his top speed untouched - AIs adapted their top speed to Aquasonic's.
Yes, it was mentioned elsewhere, Re-Volt has rubberband AI.

Posted: 13 Aug 2011, 23:18
Dreedo
Unfortunately almost every racing game has rubberband AI, except ones like Forza and GT, even GT has an option for rubberbanding though.

Pretty much all arcade racers have rubberbanding.

Most noticeable is Midnight Club LA, an AI VW Golf can challenge a late game car controlled by the AI or a player.

Posted: 13 Aug 2011, 23:34
Dave-o-rama
Another Bug Report

When the Random Track option is on, it only selects stock tracks, no customs. It makes me sad :(

Posted: 14 Aug 2011, 01:16
Iron Bob
Just one thing I've noticed, dunno if it just happens on my copy. But I was working on a paint job for a new car and noticed that the .bmo 512x512 level of detail bitmap doesn't show until the car fills the whole screen. This kinda defeats the point of having it. Even when I could get it to show it was more of a blend of the .bmo and .bmp files than just the .bmo file. I was hoping it would use the .bmo to the same distance as the .bmp then use the .bmp at the .bmq range, if that's possible.

Posted: 14 Aug 2011, 02:30
Phantom
Dave wrote:When the Random Track option is on, it only selects stock tracks, no customs. It makes me sad sad.gif
It makes me sad too but enabling custom tracks in random tracks will be a massive problem if the client player doesn't have all the host's custom tracks.
We need to think in a proper way to aboid these problems.
Maybe the idea of making a list of chosen tracks before starting to race becomes now a possible solution for this, isn't it? suggestions are welcome.

And another thing about this:
Random Tracks races are widely hosted in RV House, but not with the "Random Tracks" option turned on. Do you want to know why?
Well, you know how annoying is the system we have now, it repeats an already raced track so many times that we just prefer to disable that option and select them manually one by one.
When selecting Random Tracks, we expect to race the tracks at least once before repeating. So my suggestion is: Is it possible to change the system so it starts repeating only after racing all the tracks once?
Like in Winamp for example: when you have the "Shuffle" option enabled, it picks tracks in random order but only repeats when "Repeat List" option is enabled too.
Something like this will improve the "Random Tracks" feature a lot.

Excellent Release btw, I'll be testing it deeply tomorrow. Cya :)

Posted: 14 Aug 2011, 02:47
MarvTheM
Translated to german:
Set All Controls - Alle Belegungen festlegen
Controls Set To Default - Alle Belegungen auf Standard gesetzt
Host Started Game With Unknown Track! - Der Spielleiter hat das Spiel mit einer unbekannten Strecke gestartet!
Connecting to Lobby session - Verbinden
Press Esc to cancel - Esc zum Abbrechen
Connection established - Verbunden
Connection canceled - Verbindung abgebrochen
Press Pause to continue - Pause zum Fortfahren drücken
Press any key to continue - Beliebige Taste zum Fortfahren drücken

Posted: 14 Aug 2011, 04:22
Strix
Hello.

Translated to French :

Set All Controls : Régler tout les contrôles
Controls Set To Default : Contrôles réglé par défaut
Host Started Game With Unknown Track! : L'hôte commence le jeu avec un circuit inconnu !
Connecting to Lobby session : Connexion au salon or Connexion à la session (I do not know if these 2 translations are good)
Press Esc to cancel : Appuyez sur échap pour abandonner
Connection established : Connexion établie
Connection canceled : Connexion annulée
Press Pause to continue : Appuyez sur pause pour continuer
Press any key to continue : Appuyez sur n'importe quelle touche pour continuer

Posted: 14 Aug 2011, 04:57
Huki
IronBob wrote:Just one thing I've noticed, dunno if it just happens on my copy. But I was working on a paint job for a new car and noticed that the .bmo 512x512 level of detail bitmap doesn't show until the car fills the whole screen. This kinda defeats the point of having it. Even when I could get it to show it was more of a blend of the .bmo and .bmp files than just the .bmo file. I was hoping it would use the .bmo to the same distance as the .bmp then use the .bmp at the .bmq range, if that's possible.
DirectX decides the mipmap to use, not re-volt. This selection depends on many factors, like the resolution you're running the game in, the number of polys of your model, etc. You can see the benefit of this in this page (scroll down to the picture comparison).

Now, the problem is that the selection of mipmaps doesn't really depend on the distance from the camera. The point of using mipmaps is only to ensure that the number of texture pixels used is close to the number of pixels actually displayed on screen. So there can be cases when a low-res mipmap is used even when you are only at a little distance away from the model.

Of course, you can easily avoid this problem by not using mipmaps at all. Even if you need to include a bmp mipmap for compatibility with older versions, you can disable mipmaps in-game from Video Settings -> Render Settings. But your car would look jaggy / pixelated in low resolutions or when camera is far away.

The real solution to all this problem is to enable Anisotropic Filtering along with Mipmapping. This will give very good results specifically with a blend of bmo / bmp, and also avoid pixelation. So this is where things get well balanced.

Below are comparisons of a very hi-poly car with 2048/1024/512/256/128 mipmaps installed, on the 3 different configurations:

1) No Mimaps: As you can see, the border lines are jaggy, and parts of the car side pixelated.


2) Only Mipmaps Enabled: The obvious problem, there is a blend of mostly the low-res mipmap texture.


3) Anisotropic Texture Filtering + Mipmaps Enabled: Comparing with picture (1) you can see that even though a blend of different mipmaps is used, the result is actually better than just using the highest res texture.

Posted: 14 Aug 2011, 09:05
Dave-o-rama
Phantom @ Aug 13 2011, 05:00 PM wrote: It makes me sad too but enabling custom tracks in random tracks will be a massive problem if the client player doesn't have all the host's custom tracks.
It can (and I bet it does) cause massive problems in multi-player, but I'm talking about single-player ;)
Phantom wrote:Maybe the idea of making a list of chosen tracks before starting to race becomes now a possible solution for this, isn't it?
Absolutely.
Phantom wrote:Is it possible to change the system so it starts repeating only after racing all the tracks once?
Like in Winamp for example: when you have the "Shuffle" option enabled, it picks tracks in random order but only repeats when "Repeat List" option is enabled too.
Something like this will improve the "Random Tracks" feature a lot.
I agree.

Also, it's completely awesome that you can switch through the remaining racers in single player! Thanks guys!

Posted: 14 Aug 2011, 18:01
gdfsgdfg
Huki @ Aug 13 2011, 03:10 PM wrote: Here's the next update. Most of the new features this time are from jigebren, so be sure to thank him on the way out. ;)
Trolley still crashes in botanical garden -_- its weird how it can also crash the other players when online.

Posted: 14 Aug 2011, 19:39
the_law
gdfsgdfg @ Aug 14 2011, 01:31 PM wrote:
Huki @ Aug 13 2011, 03:10 PM wrote: Here's the next update. Most of the new features this time are from jigebren, so be sure to thank him on the way out. ;)
Trolley still crashes in botanical garden -_- its weird how it can also crash the other players when online.
So we can use the trolley to hax0r the race...

Posted: 15 Aug 2011, 00:43
VaiDuX461
gdfsgdfg @ Aug 14 2011, 03:31 PM wrote:Trolley still crashes in botanical garden -_- its weird how it can also crash the other players when online.
I tried that myself and... It really crashes on Botanical Garden. Not instantly, but when camera is going to you car and game instantly stop's, although music is playing.

Posted: 15 Aug 2011, 02:08
Iron Bob
Thanks Huki, I think I understand. I will try to use this as best as I can.

Posted: 15 Aug 2011, 15:43
Strix
I tested the last version, the additions are excellent especially for the finish. :D
But the time of load became slower and when I leave a race to return to the main menu, Re-Volt jams during the load and also blocks my computer, I am thus obliged to put out and to relight my computer :(
I thus returned in front last version.

It happen to the other players, or it is only at home ?

Posted: 15 Aug 2011, 16:14
Dreedo
I assume you mean you need to reboot (turn off and turn on again) your PC.

I haven't had any problems with newest version, load times are the same, but my PC is fairly high powered for Re-Volt, so i doubt I'd see any change in loading times.

Posted: 15 Aug 2011, 16:23
Huki
Strix @ Aug 15 2011, 03:43 PM wrote:I tested the last version, the additions are excellent especially for the finish. :D
But the time of load became slower and when I leave a race to return to the main menu, Re-Volt jams during the load and also blocks my computer, I am thus obliged to put out and to relight my computer  :(
I thus returned in front last version.
Hmm see if there is any change with this build (you need to install 0810 release first).

Posted: 15 Aug 2011, 16:49
Strix
The build which you have just supplied has to solve my problem.
Thank you very much Huki ^_^
I assume you mean you need to reboot (turn off and turn on again) your PC.
Yes, it is what I wanted to say. Sorry If my sentence was bad.

Posted: 15 Aug 2011, 17:22
miromiro
Thanks Huki. The spectating mode for Single Player is amazing! Thanks!
A question: is there a way you could show me the TODO list?