Page 12 of 41
Posted: 15 Aug 2011, 18:58
Kenny
Here's another idea I got:
Since most of the custom cars are totally overpowered I was thinking of introducing a new car category above the profi cars.
That way we would have a clear border between fast cars (profi) and overpowered
cars (insane).

Also it would be cool if either you put in some user rated tracks that are the new "insane" difficulty tracks or if we could define them ourselves what tracks have the difficulty "insane" and with those tracks we can unlock all cars that are marked as "insane".

Another thing I noticed when I recently played the Dreamcast version (god I wish the additional cars were also stock cars in the pc version :P), the impact shockwave power up (the blue thing that you shoot and let the cars spin) is different to the pc version:
on the pc version the car is spinning around itself like mad but in most cases you land on the tires again because of that
however on the dreamcast version you spin only one time so that the tires are in the air and you will definitely land on your back (at least I had that in most cases). that means you are forced to manually turn around and you loose much more time.

I dont say that I want to have this in the pc version but I think its something that changes gameplay so its at least worth discussing whether its good or not.

edit: oops I thought I wrote this in the suggestions thread. meh...

Posted: 15 Aug 2011, 19:53
Dave-o-rama
Kenny @ Aug 15 2011, 09:28 AM wrote: Also it would be cool if either you put in some user rated tracks that are the new "insane" difficulty tracks or if we could define them ourselves what tracks have the difficulty "insane"
I'm all for being able to define a track's difficutly instead of the old, boring "unknown".

@Miro:
BAM!

Posted: 15 Aug 2011, 20:13
Phantom
Since most of the custom cars are totally overpowered I was thinking of introducing a new car category above the profi cars.
The vocabulary already used in many websites and the most logical is calling them Super Pro.
I'm still not convinced about including custom cars inside the game, but allowimg Re-Volt to detect a new rating is a great idea.

About the Dreamcast cars, it would be nice if Re-Volt detects them as stock cars in the future (without the CHT symbol above them), but we can't do this until somebody makes a correct Pack. The Packs we have now have been criticized for not having the right parameters.
I'm all for being able to define a track's difficutly instead of the old, boring "unknown".
I second that idea, absolutely.

Posted: 15 Aug 2011, 20:27
miromiro
Yeah, thanks guys. Huki, here are some updates for your lists. ;)
Known Bugs:
  • Rarely, different AI cars keep on getting up-side down or get stuck, and the rotating feature which gets the cars back on wheels and the reposition feature don't work.
  • Light cars such as AMW, Sprinter XL, R6 Turbo, etc. keep on having hard times at water tracks.
New Features (suggestions)
  • Ability to play downloaded tracks reversed without choosing the option to the stock ones and then getting back at the downloaded track.
  • Key pressing feature which by pressing a letter will lead you to the car/track which has the name beginning with that letter.
  • Track/car counter. An options which tells you how many downloaded tracks/cars you have.
  • Disabling random cameras for spectating mode in both Single Player/Multi-Player.
  • Downloaded tracks which can be played reversed to be unlocked without using the TRACKER cheat.
  • Ability for players to have an UN-CAPITALIZED name. So, instead of "MIROMIRO" at the name selecting wheel, to have "miromiro" or "mIrOMirO" or however the player wishes.
These is everything that gets on my mind. I know these requests were already posted through this topic, but I thought it'd be easier for you to have them all in one piece. Good work. ;)

Posted: 15 Aug 2011, 21:27
Dave-o-rama
miromiro @ Aug 15 2011, 10:57 AM wrote: [*]Light cars such as AMW, Sprinter XL, R6 Turbo, etc. keep on having hard times at water tracks.
That's not really a bug, but just an unfortunate downfall for lighter cars...

Posted: 15 Aug 2011, 22:02
Phantom
Oh, I had to tell you something about that, thanks for the reminder guys.

A few days ago I was racing online in Holiday Camp using R6 Turbo.
You know that this track has a water part, so I got stucked and switched to Spectating Mode instead.

The thing is that while I was spectating, there was a red cross (X) symbol in my screen, like when you go in wrong direction. But I was spectating, not racing! :P
And it was still there after switching to other players, even if they were going in right direction. So I think it is a bug.

The bug dissappeared after changing to another track.

Answering your possible question, I don't remember if I was in right or wrong direction at the moment I switched to Spectating Mode. Possibly my car was looking at wrong direction, and this is why I saw the red cross all the next time.

Posted: 15 Aug 2011, 22:24
Huki
Phantom @ Aug 15 2011, 10:02 PM wrote:Answering your possible question, I don't remember if I was in right or wrong direction at the moment I switched to Spectating Mode. Possibly my car was looking at wrong direction, and this is why I saw the red cross all the next time.
Yep, that's it. The glitch was fixed in 0810 release.

Thanks for the suggestions Kenny, Miro and others. And next time, remember to post them in the Suggestions thread instead.
Quick answers: (please don't continue the discussion here)
- There is no problems with AI car flipping, so your problem could just be in the track.
- As Dave said, cars floating in water is not a bug, so I don't know what to do about them yet. Don't know, maybe we'll allow lighter cars to pick up speed in water even if they are floating.

Posted: 18 Aug 2011, 19:59
Dave-o-rama
Hey guys, found some weird bugs in battle tag!

First:
On museum battle, we managed to get two stars in one battle O.o:
Pic

Second:
At one point in museum battle, everyone just completely froze. XD
We restarted and everything worked out, though:
Pic

Third:
On more than one occasion, the game just says i finished out of nowhere :blink:
I clearly still have time left, and in nhood battle, when i finished, I didn't even have the star! I was chasing mop for it!
Garden Battle

Nhood Battle

Posted: 18 Aug 2011, 20:28
Phantom
Yea, we had an unfortunate experience while playing Battle Tag today.
Just to give more details, were were using Compatibility On because one of the players didn't have v1.2.
And about the 1st bug (in Museum Battle), I clearly saw 2 stars in the track, in different places. I think Dave took the 1st star, then I found another one and I took it. I think this is when everybody's game freezes and we couldn't continue.
So we restarted the game (same track) and everything seemed to work. We could finish but with a strange ending: Mop finished the game while I was having the star. 2 stars again? :blink:

Posted: 19 Aug 2011, 13:24
miromiro
Lap Skipping Bug (NEW)
Happens in Multi-Player and also happened to me in Single Player. You simply drive the track and out of nowhere you've over-lapped everyone. I've been playing a track and I was sixth and in the 2nd lap, then out of the blue, I was 1st with 496m distance from the second place, and I was in the third lap.
In Multi-Player happens otherwise - you do three laps but one isn't counted of if you're in the third lap you get placed back in the second. I've got no pictures but I swear to God that it happened.

What can be done?

Posted: 19 Aug 2011, 15:55
Huki
@Miro: Yes there are some problems in crossing the "finish line" in the current release. We will be looking into it soon. I assume "Doing 3 laps and losing 1" happens in nhood1, but the "over-lapping" bug is unknown. Do you remember which track it happened in?

@Dave and Phantom: I'll see what I can do about the Battle Tag glitches. At least the crash is fixed now. I don't know about the "player finished out of nowhere" issue, from what I see in code it just can't happen. :blink: So we'll see if you get it again after fixing the other bugs. Same about the mysterious freeze. Can you confirm if you actually saw two stars or just 2 green cars? I think it was just 2 players getting the same star (because of lag the star doesn't disappear after player1 touched it).

Posted: 19 Aug 2011, 16:27
miromiro
It just happened while testing the new track Isola Verde of Crescviper. Also, if I remember correctly, it also happened while playing Ghost Town 2 off-line reversed, but that time an AI car has over-lapped.

Unfortunately, I've got no pictures for proof.

Posted: 24 Aug 2011, 00:28
gdfsgdfg
As i already said fix the disappearing power-ups really annoying when i managed to get like 2 turbos only them to be gone resulting in me dancing up cause i was expecting speed.

Posted: 24 Aug 2011, 00:42
Huki
gdfsgdfg @ Aug 24 2011, 12:28 AM wrote: As i already said fix the disappearing power-ups really annoying when i managed to get like 2 turbos only them to be gone resulting in me dancing up cause i was expecting speed.
Battery cancels with electrozap and star. It's an intended feature that allows you to start driving immediately after getting zapped...

Posted: 24 Aug 2011, 02:25
miromiro
gdfsgdfg @ Aug 23 2011, 09:58 PM wrote: As i already said fix the disappearing power-ups really annoying when i managed to get like 2 turbos only them to be gone resulting in me dancing up cause i was expecting speed.
Dancing up? Explain please??? :blink:

Posted: 24 Aug 2011, 17:08
gdfsgdfg
Huki @ Aug 23 2011, 08:12 PM wrote:
gdfsgdfg @ Aug 24 2011, 12:28 AM wrote: As i already said fix the disappearing power-ups really annoying when i managed to get like 2 turbos only them to be gone resulting in me dancing up cause i was expecting speed.
Battery cancels with electrozap and star. It's an intended feature that allows you to start driving immediately after getting zapped...
Don't care remove it now !

oh and that intended feature is bugged i remember my zapper also disappearing in thin air.

Posted: 24 Aug 2011, 17:12
gdfsgdfg
miromiro @ Aug 23 2011, 09:55 PM wrote:
Dancing up? Explain please??? :blink:
it was supposed to be fking up it got censored.

Posted: 25 Aug 2011, 01:00
Crone94
gdfsgdfg @ Aug 24 2011, 12:42 PM wrote:
miromiro @ Aug 23 2011, 09:55 PM wrote:
Dancing up? Explain please??? :blink:
it was supposed to be fking up it got censored.
Show some respect to people who spend a ton of time working on a program you haven't paid for.

It is not in any way, shape or form, your right to tell them what to do.

Besides it is indeed working as intended, batteries have always cancelled stars/shocks.

Manner up!

Posted: 25 Aug 2011, 01:38
urnemanden
gdfsgdfg wrote:
huki wrote:
gdfsgdfg wrote:As i already said fix the disappearing power-ups really annoying when i managed to get like 2 turbos only them to be gone resulting in me dancing up cause i was expecting speed.
Battery cancels with electrozap and star. It's an intended feature that allows you to start driving immediately after getting zapped...
Don't care remove it now !

oh and that intended feature is bugged i remember my zapper also disappearing in thin air.
Huki and Jigebren is spending their free time on Re-Volt and they can in fact do whatever pleases them. They do listen a lot to what people have in mind on ORP and for that I'm very grateful, but comments like this aren't in any way encouraging!

Posted: 25 Aug 2011, 14:41
Balint12
I think "Don't care remove it now !" is a call for admins to remove his post, because he realised that he cancelled star/zap with it, or... am I right gdfsgdfg? (I hope I am...)

Posted: 25 Aug 2011, 19:52
kajeuter
How about a new map int he revolt folder: Screenshots. Config a button ingame and screenshots will be saved in that folder automaticly.

Is this possible Huki?

Posted: 25 Aug 2011, 19:58
Dave-o-rama
kajeuter @ Aug 25 2011, 10:22 AM wrote: How about a new map int he revolt folder: Screenshots. Config a button ingame and screenshots will be saved in that folder automaticly.

Is this possible Huki?
running in dev mode already lets you take screenshots with F8, so i don't think it would be too hard to implement...

Posted: 25 Aug 2011, 21:10
Kenny
Dave-o-rama @ Aug 25 2011, 03:28 PM wrote:
kajeuter @ Aug 25 2011, 10:22 AM wrote: How about a new map int he revolt folder: Screenshots. Config a button ingame and screenshots will be saved in that folder automaticly.

Is this possible Huki?
running in dev mode already lets you take screenshots with F8, so i don't think it would be too hard to implement...
not to mention that you can also save a picture by using windows clipboard (alt+print). but since it would be exhausting to save more pictures with that method it sure would be nice to have an own button to automatically save them in a proper format.

btw I would love to try to help the dev team (or rather try to do my own stuff that I want fixed/in the game) but since I'm only a novice c++ programmer I guess I cant achieve much (in a short time). So they probably wont give me the source code just because I want to try it, or? :D

Posted: 26 Aug 2011, 21:19
Huki
Short update this time, but it includes fixes for battle tag bugs, problems with radar position and laps, and loading bar hanging up. Of course, there is the usual minor fixes in addition (odd menu size when listing more than 12 players, etc).
Change log wrote: - Disabled extra objects in multiplayer when pickups are turned off.
- Fixed radar position and lap bugs introduced in previous release.
- Fixed crash and inconsistencies in battle tag mode (1.2 only).
- Updated car shininess effect fixes.
Donwload the new Alpha release 11.0825 here.

Posted: 27 Aug 2011, 02:32
kajeuter
DING DING
BUG ALERT

Well, Law and me had some issues with the newest build.

I hosted a game, and Law wasnt able to join. All others already were in the room before the race started.

Later, Why try harder hosted a room. Law and Me both couldnt connect.

After that, Law hosted a room, and I could connect.

And after that I hosted a room and Law couldnt connect.

After that Law gone 1 build backwards (older version). And he tried to join a race with 1.2 only with host as newest build. AND IT WORKED!

We both checked our Routers and they were fine.

Help would be appreciated!

Posted: 27 Aug 2011, 04:28
Phantom
Huki @ Aug 26 2011, 12:49 PM wrote: - Disabled extra objects in multiplayer when pickups are turned off.
Thankyou sir! Now I won't hit that bottle in Ghost Town 2 anymore. :P

Posted: 30 Aug 2011, 15:09
gdfsgdfg
Would love the dreamcast cars to be included in the next alpha i got bored of the stock one's... those are the best http://rvzt.zackattackgames.com/main/co ... ast+Revolt

Posted: 30 Aug 2011, 21:23
Pyves
Thanks for the update Huki! Everything works fine for me! :D

Posted: 31 Aug 2011, 02:22
urnemanden
The update is working very nicely, there is only one thing I've been experiencing. Whe n we were racing custom tracks today and Jack restarted with a track I didn't have, this window popped up.



Nothing unusual about that - except when you press Esc or Tab it won't pop down again. It keeps popping up again after you've tried to exit from it. So I was unable to exit from the game and had to do an Alt+F4 in order to close Re-Volt. Can anyone confirm this? I will try to confirm it myself by tomorrow as I have only experienced a "Host restarted with unknown track" message once with 0825 so far.

Posted: 31 Aug 2011, 04:28
stoney1918
well everyone, windows vista has screwed me big time. this new "data execution protection" thing that apparently came with the latest update has made it so that re-volt crashes every time it tries to load a track to race when in single player. and i can't turn it off, it gives me this message that says "This program must run with data execution (DEP) enabled. you cannot turn off DEP for this program."
her is what it says about it in windows help and support: Data Execution Prevention (DEP) is a security feature that can help prevent damage to your computer from viruses and other security threats. Harmful programs can try to attack Windows by attempting to run (also known as execute) code from system memory locations reserved for Windows and other authorized programs. These types of attacks can harm your programs and files.

DEP can help protect your computer by monitoring your programs to make sure that they use system memory safely. If DEP notices a program on your computer using memory incorrectly, it closes the program and notifies you.

PLEASE FIX THIS

Posted: 31 Aug 2011, 15:14
Wint
I haven't been here since 2007 so I was quite stunned to find that the source code had actually been deciphered and used, and so well at that. Wow! Re-Volt has a promising future all over again. Huki and Jigebren, from me and the many who are still out there in the dark, THANK YOU for everything, and thanks also to the all of the others involved. This is a big deal.


My report:

Re-Volt v1.2 Beta (rv1.2b11.0208) works well on my Windows 98 pc apart from some startup issues that I bypassed with command line switches, but all of the subsequent alphas (rv1.2a11.0510 - rv1.2a11.0825) do not work on Win98 at all. The alphas prompt with the message that revolt.exe "expects a newer version of Windows. Upgrade your Windows version."

Being a die-hard Win98 user I'm used to seeing that message and seeing projects change their requirements to Win2k or above due to newer dev tools dropping support for older OSs, but I didn't expect to see this change so suddenly in the Revolt 1.2 development cycle. I only discovered the beta a day ago and was very impressed, then I found my way to the newer alphas today and was disappointed.

I don't know if this is useful or if my conclusions are correct (I'm not a coder) but peeking at the EXEs with Filealyzer I noted some differences in the PE header stuff, such as the beta having a major linker version of 06 and a major OS version of 0004, while the latest alpha has 09 and 0005 respectively. After looking up the numbers I presume this means the original Revolt.exe and the beta were compiled with Visual Studio 6.0 while the latest alpha was compiled with Visual Studio 2008, thus dropping support for Win9x. If history is any indication then support for 9x is already gone, and if such is the case then the current beta will remain valuable in the future along with WolfR4.


As for the startup issues mentioned, when running the rv1.2b11.0208 beta without any switches on my Win98 pc (a PII 450 with a Rage 128 video card), before anything starts a "Can't set process affinity!" error pops up, OK then terminates the game. I used the "-useallcpu" switch to bypass this problem (I have a single cpu). When launching after that the game begins to start but then a DDERR_currentlynotavail "Can't create surface for intro image!" error pops up, OK then terminates the game. I used the "-nointro" switch to bypass this problem. Thus revolt.exe -useallcpu -nointro -dev cures these problems and the game runs normally (installed from an original retail CD btw). I'm not complaining, just reporting.

Best wishes!

As an aside, WolfR4 works perfectly (additional thanks Jigebren).

Posted: 31 Aug 2011, 19:36
Huki
@Urne: Well, i disliked the green messages flashing across screen, so had instead launched the dashboard when the game gets terminated or started with an unknown track. The dashboard can't be closed in this case, but I didn't think about the pause menu. In the next release you'll be able to access the pause menu anyway (pressing Resume will bring back the dashboard).

@stoney: Few users are experiencing crash right after loading like this (crashes occur when re-volt tries to access a wrong area in memory, in your case the wrong area could be a protected system location which is why you get the DEP prompt). But it is just not possible to figure out what's going on in a remote computer without more info. For a start, does the crash happen after loading or before it starts loading the track? We'd also need the %temp%\revolt.log file generated right after the crash (open Windows Explorer and type it in the address bar).

@Wint: Hello there, and thanks for your report. Till the last February beta we used to build official betas in VS6 in a WinXP virtual machine and all alphas were built in VS2008, which was my work environment. When we came up with a hi-res re-volt icon back in June, and after noticing almost everyone here were using XP/Vista/7, both Jigebren and I switched to VS2008 and dropped VS6. I didn't know this drops support for Win9x though. Fortunately, the code can still be compiled in VS6 if needed, so the next official beta will probably come with both VS6 and VS9 builds.

The intro errors were fixed in a previous alpha, and probably the CPU affinity error too. Well, a lot has changed since February, but we have indefinitely postponed the next beta release as everyone seem to be comfortable with running undocumented alphas.. ;) I'll boot up the dusty VM and get a VS6 build compiled soon so you can test. By the way, be careful with the dev command line. :)

Posted: 01 Sep 2011, 04:01
Wint
Huki, I appreciate your willingness but please save the VS6 effort for a future benchmark as I could only provide limited testing at this time. I was just glad to bring the matter to your attention. Meanwhile, I'll be careful. :)

Posted: 02 Sep 2011, 07:13
stoney1918
The crash happens before it even shows the loading screen, it's immediately after the track selection screen fades to black, and here's a link to the log:
http://www.box.net/shared/uoa8f5l8s5crrmhqdzv2

Posted: 03 Sep 2011, 20:27
Huki
stoney1918 @ Sep 2 2011, 07:13 AM wrote: The crash happens before it even shows the loading screen, it's immediately after the track selection screen fades to black.
Oh, that means you're the only one with this problem. Can you try installing all previous builds and find the latest release that does not crash?

Posted: 03 Sep 2011, 22:33
stoney1918
ok, I have tested builds 0610 to 0825 and the beta 0208 and they all do the same thing, crash immediately after the track selection screen fades to black. the only thing i have tested that DOES work is the 1207 patch.



EDIT:ok this is really stupid, i installed 0510 and all builds after that are working now. or maybe it was because of the 1207 patch i have no idea.

Posted: 04 Sep 2011, 02:51
Huki
Ah, I think I now remember another guy who reported the same issue a long time ago. The problem was a corrupt registry entry (he was using the "30 cars" option in Wolf, while normal re-volt will crash when the saved "Number of Cars" value is more than 12).

Posted: 05 Sep 2011, 15:33
Skarma
stoney1918 @ Sep 3 2011, 05:03 PM wrote:the only thing i have tested that DOES work is the 1207 patch.
This.

Posted: 16 Sep 2011, 21:15
gdfsgdfg
Huki @ Sep 3 2011, 10:21 PM wrote: Ah, I think I now remember another guy who reported the same issue a long time ago. The problem was a corrupt registry entry (he was using the "30 cars" option in Wolf, while normal re-volt will crash when the saved "Number of Cars" value is more than 12).
Well make it uncrash and make 64 cars possible :)

Posted: 17 Sep 2011, 01:08
Dave-o-rama
Sadly, it's not that simple. Unless you can live with 64 of the same car (ex: a race w/ 64 clockworks). Since I'm lazy i won't go thru the technical explanation, but Re-Volt can't handle more than 12 DIFFERENT cars in a race. But 64 of the same car... I wonder if that could be done... *looks at huki*

Posted: 18 Sep 2011, 13:33
gdfsgdfg
Dave-o-rama @ Sep 16 2011, 08:38 PM wrote: Sadly, it's not that simple. Unless you can live with 64 of the same car (ex: a race w/ 64 clockworks). Since I'm lazy i won't go thru the technical explanation, but Re-Volt can't handle more than 12 DIFFERENT cars in a race. But 64 of the same car... I wonder if that could be done... *looks at huki*
As I said before i used cheat engine to get 30 cars using "random cars on" of course i tried to use more than 30 cars but it didn't work thought.

Posted: 29 Sep 2011, 03:13
galz
What about cancelling the cheats' limitation - so we won't have to use the cheats to open everything, it will be already opened?

Posted: 29 Sep 2011, 03:47
Dave-o-rama
Because that would kill all the fun you would have legitimately playing through the game ;)

But if you can't be bothered to do so, you'd use a 100% complete registry save file like this.

Posted: 29 Sep 2011, 22:25
Kenny
actually its been some time since the last (alpha) update. not trying to push here anything though but I would like to know what is to be expected of the next update? what will the changelog look like?
and will the next beta patch will come anytime soon (I know, most people here are already using the alpha patch but some major patches would be good to have too).

and since my last "question" hasnt been answered:
btw I would love to try to help the dev team (or rather try to do my own stuff that I want fixed/in the game) but since I'm only a novice c++ programmer I guess I cant achieve much (in a short time). So they probably wont give me the source code just because I want to try it, or? biggrin.gif

Posted: 29 Sep 2011, 22:44
Pranav
Kenny @ Sep 29 2011, 05:55 PM wrote: and since my last "question" hasnt been answered:
btw I would love to try to help the dev team (or rather try to do my own stuff that I want fixed/in the game) but since I'm only a novice c++ programmer I guess I cant achieve much (in a short time). So they probably wont give me the source code just because I want to try it, or? biggrin.gif
Everyone has the code but i suggest you to first completely learn C++ and then try looking into the code. :)

Even if you will look at the code, it would be a nightmare.
The code requires a good knowledge of C++.

Posted: 29 Sep 2011, 23:28
Kenny
Pranav @ Sep 29 2011, 06:14 PM wrote:Everyone has the code but i suggest you to first completely learn C++ and then try looking into the code. :)

Even if you will look at the code, it would be a nightmare.
The code requires a good knowledge of C++.
if everyone has the code then where is it? all I have seen so far are code snippets and the doxygen project (which is not really what I would call up to date, even compared to the release version of revolt)

but maybe you understood me wrong. I want to actually work on/modify the source code of the current build which would be rv1.2a11.0825 (if there is not a newer build already).
of course I would understand if the dev team want to keep this project private and not open source but it still would be nice for everyone to be able to take a look on the latest source code and modify it whenever there is the need to do so ;)

and dont worry about me not understanding the code, I'll get into it sooner or later (when I have it) :P

Posted: 30 Sep 2011, 08:00
Pranav
Kenny @ Sep 29 2011, 06:58 PM wrote:
Pranav @ Sep 29 2011, 06:14 PM wrote:Everyone has the code but i suggest you to first completely learn C++ and then try looking into the code. :)

Even if you will look at the code, it would be a nightmare.
The code requires a good knowledge of C++.
if everyone has the code then where is it? all I have seen so far are code snippets and the doxygen project (which is not really what I would call up to date, even compared to the release version of revolt)

but maybe you understood me wrong. I want to actually work on/modify the source code of the current build which would be rv1.2a11.0825 (if there is not a newer build already).
of course I would understand if the dev team want to keep this project private and not open source but it still would be nice for everyone to be able to take a look on the latest source code and modify it whenever there is the need to do so ;)

and dont worry about me not understanding the code, I'll get into it sooner or later (when I have it) :P
I thought you are taking about doxygen project. :D

If you are so much interested then i suggest you to PM huki. :)

Posted: 30 Sep 2011, 22:53
Dreedo
I believe the project is not open source because the team isn't 100% sure that the source code would be legal to publish, seeing as the rights to Re-Volt are still owned by a company.

Posted: 30 Sep 2011, 22:57
nero
Too bad both Jig and Huki are absent at the moment.

Posted: 01 Oct 2011, 06:11
jigebren
nero @ Sep 30 2011, 06:27 PM wrote:Too bad both Jig and Huki are absent at the moment.
Well, in fact we're here, or at least around...

It's just that, yes, answering post or email is greatly time consuming, and no, we still don't have a Public Relation service to answer for us... :) So we have to make choice: either answer everyone's request so that nobody feels upset of being forgotten, or spend our time more efficiently trying to improve the code, our understanding of the code, and our programming knowledges too. We simply can't do both.

For info, no, we're not going to share the sources (neither we're going to answer any question/request about sources, for the abovementioned reason). If we have had to give a reason, I guess what Dreedo said would have been sufficient.
About the next release date, I can't tell. And the changelog obviously can't be written beforehand. We have mainly worked on trying to understand/improve the AI for example, and it has cost us quite a lot of hard work, sweat and headache, with several attempts and backtrackings. Of course we hope to get a little improvement, but it will by no means be proportional to the time we spent.