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Posted: 13 Nov 2011, 23:33
Kenny
I have this issue too, at least with one car (I think its this one -> http://rvzt.zackattackgames.com/main/co ... artin+Dbr9)
it appears invisible ingame as if he recognizes the whole car texture as transparent

also I have this issue (not sure if this was in the original game though):
when you select a car and the camera zooms in to the ground, at some point the one on the ground reflected car box disappears (I believe its the rc san one).

maybe this is due some set graphic limit but I believe I havent seen this in the 'original game'.
I'll try this later on another pc and maybe upload a video of it but if you experience this too then you'll know what I'm talking about.

Posted: 15 Nov 2011, 04:10
jigebren
@Phantom
I think we've not answered those points because there is no proper answer... Roughly, about the AI we moslty tried to make it a bit less stupid, it's not going to make it way better than before, so no extra option would be needed so far.
About allowing AI players in multiplayer mode, it's an entirely different issue. Nothing is planned about it for now.

@miro
Please check SebR's post and related answers before to be sure it's not the same issue (ie. using 32 bits X8 R8 G8 B8 bitmap).

@Kenny
Yep, we aware of this "objects disappearing from mirroring surface" glitch. In fact when an object is rejected (ie. not visible), its reflection is rejected too... I'm pretty sure it's in the original v1.1 too BTW. We have not really worked on it yet so I can't tell whether it will be easy to fix on not.

Posted: 15 Nov 2011, 11:21
nero
Kenny @ Nov 13 2011, 07:03 PM wrote: I have this issue too, at least with one car (I think its this one -> http://rvzt.zackattackgames.com/main/co ... artin+Dbr9)
it appears invisible ingame as if he recognizes the whole car texture as transparent.
That's because it's a 32bit bitmap. I'm guessing it's not... 196662 bytes?

Posted: 16 Nov 2011, 19:46
Skarma
miromiro @ Nov 12 2011, 10:22 PM wrote: INVISIBLE CUSTOM CARS
So, I've found some kind of bug. I've got a lot of custom cars, but some of them are simply invisible, either if they're selected by AI or by me. Burner told me that it's the bit differences, that the 32bit cars appear like that. What should I do? Can you fix this?
Re-save the .BMP as a 24 bit .BMP file. Also, make sure that the file name is consistent with the parameters.

Posted: 20 Nov 2011, 07:03
Dave-o-rama
Has anyone else noticed that in 1.2's -dev mode, in MAKEITGOOD's instances mode, the little X, Y, and Z axis thing doesn't show up anymore? Does anyone here know why?

Posted: 29 Nov 2011, 20:43
jigebren
@Dave
It'll be fixed in next release, thanks for the report.


About the upcoming next release, we have quite finished working on it now. We still have to polish it and update the docs/changelog, etc., which takes some times as well. And Huki will be busy in the next few days, so we'll have to pospone at least until the middle of next week... We'll have more time to finish it then.

The changelog will be quite consistent, at least internally... Well, to get you started, here are some of the most exciting new features:
  • Improved AI cars behavior.
  • Support for custom objects/sounds/textures in user tracks.
  • Support for Stunt and Battle Tag user tracks.
  • Support for Reverse mode for user tracks.
  • Support for the Panga, UFO, Rotor and Mystery car special effects for user cars.
  • And a brand new Profile support... :)

Posted: 29 Nov 2011, 20:52
Pranav
jigebren @ Nov 29 2011, 04:13 PM wrote:
  • </li>
  • Support for Stunt and Battle Tag user tracks.
  • Support for Reverse mode for user tracks.
  • And a brand new Profile support... :)
These are the things which i have always wanted. :)

Is there any possibility for the support of semi-transparent textures in future? :)

Posted: 30 Nov 2011, 01:22
Dave-o-rama
Pranav @ Nov 29 2011, 11:22 AM wrote: Is there any possibility for the support of semi-transparent textures in future? :)
like this?

Posted: 30 Nov 2011, 01:51
Pranav
Dave&#045;o&#045;rama @ Nov 29 2011, 08:52 PM wrote:
Pranav @ Nov 29 2011, 11:22 AM wrote: Is there any possibility for the support of semi-transparent textures in future? :)
like this?
I know that tracks can be made semi-transparent but i want this facility to be available in cars too. :)

I know there's some tool to semi-transparent the car body but i want to semi-transparent only some parts of the car. :)

Posted: 30 Nov 2011, 04:19
jigebren
@Pranav
Semi-transparent textures are already supported in v1.2 via 32 bits BMP... :huh:
For info it was added in Alpha 11.0525. That is in case you want per-pixel transparency... Otherwise, it's of course also possible to set the polygons transparency in the 3D model directly (though it's not really supported yet for cars...).

Posted: 30 Nov 2011, 12:22
Pranav
jigebren @ Nov 29 2011, 11:49 PM wrote: @Pranav
Semi-transparent textures are already supported in v1.2 via 32 bits BMP... :huh:
For info it was added in Alpha 11.0525. That is in case you want per-pixel transparency... Otherwise, it's of course also possible to set the polygons transparency in the 3D model directly (though it's not really supported yet for cars...).
Thanks for your reply Jig. :)

I want it for cars. Re-volt give shine problems for high poly cars and sometimes there are semi-transparent glass mirrors in those high poly cars which unfortunately cannot be shown because they are unsupported yet. So most of the time i set the EnvRGB to 0 0 0 for high poly cars but they look like if they have no mirrors.

Is it possible to increase the poly amount for Re-volt cars. I mean is it possible to have shining problems fixed for high poly cars?

Posted: 01 Dec 2011, 02:51
ElvenAvenger
That sounds cool.

That means we will be able to create custom cars based on the Mystery car so that the AI can drive it AND keep the awesome effect.


And i assume UFO's special effect is 'flying' or 'gliding' ability?


Can't stop thinking about "Flying cars" cheat from GTA now.

Posted: 01 Dec 2011, 03:24
Dave-o-rama
ElvenAvenger @ Nov 30 2011, 05:21 PM wrote: And i assume UFO's special effect is 'flying' or 'gliding' ability?
Yep.
ElvenAvenger wrote:Can't stop thinking about "Flying cars" cheat from GTA now.
We're not quite there yet, but wouldn't that be amazing? :D

Posted: 03 Dec 2011, 05:35
RaydenX
I can't wait for the next release!!! :D
Great Work! ;)

Posted: 04 Dec 2011, 00:59
Pyves
jigebren @ Nov 29 2011, 04:13 PM wrote:
  • Improved AI cars behavior.
  • Support for custom objects/sounds/textures in user tracks.
  • Support for Stunt and Battle Tag user tracks.
  • Support for Reverse mode for user tracks.
  • Support for the Panga, UFO, Rotor and Mystery car special effects for user cars.
  • And a brand new Profile support... :)
Sounds really good! But what does AI cars behavior mean exactly?
I don't know what this profile thing is going to be, but I just cant wait to see! :lol:

Posted: 04 Dec 2011, 06:17
Phantom
Pyves @ Dec 3 2011, 04:29 PM wrote:
jigebren @ Nov 29 2011, 04:13 PM wrote:
  • Improved AI cars behavior.
  • Support for custom objects/sounds/textures in user tracks.
  • Support for Stunt and Battle Tag user tracks.
  • Support for Reverse mode for user tracks.
  • Support for the Panga, UFO, Rotor & Mystery car special effects for user cars.
  • And a brand new Profile support... :)
Sounds really good! But what does AI cars behavior mean exactly?
I don't know what this profile thing is going to be, but I just cant wait to see! :lol:
It means that the AI cars will be less stupid from now on.
For example they won't be stuck for hours under a car's wheel in Toys in the Hood 1.

And the new Profile system means that the game will allow multiple users to play in the same PC with their own settings. This will also let you save your current progress of the game & personal configurations in a file, like in most games nowadays. very exciting!
I can't wait to see this in action! ^_^

Posted: 04 Dec 2011, 07:33
urnemanden
The new profile will also mean local competition in getting the best times on the "Best Trial Times" table. At least that will be the case here. ;)

Posted: 04 Dec 2011, 15:42
Pyves
Thanks for the information Phantom und urnemanden! :)

Posted: 06 Dec 2011, 02:53
gdfsgdfg
Any moment now... SEE RE-VOLT UPDATE no wait its just other people posting in here :angry:

(TF2 players will get this)

Posted: 06 Dec 2011, 03:12
miromiro
So you say that we can post in this topic anymore before the new update gets released because you get angry? Mofo.

Posted: 06 Dec 2011, 03:26
Dave-o-rama
Offtopic:

Yes, I've done this before. But done again it must be. Sue me.

Ontopic:
Does this "Support for custom objects/sounds/textures in user tracks" include skymaps? *crosses fingers*

Posted: 06 Dec 2011, 09:28
Huki
Dave&#045;o&#045;rama @ Dec 6 2011, 03:26 AM wrote:Ontopic:
Does this "Support for custom objects/sounds/textures in user tracks" include skymaps? *crosses fingers*
What do you think? ;)


Posted: 06 Dec 2011, 18:34
miromiro
I just had a dream last night about this, man I couldn't recognize Re-Volt at all in that dream. I hope the update will come in the next few days... crap I can't wait for it no more!

Posted: 07 Dec 2011, 00:18
Dave-o-rama
Huki @ Dec 5 2011, 11:58 PM wrote:
Dave&#045;o&#045;rama @ Dec 6 2011, 03:26 AM wrote:Ontopic:
Does this "Support for custom objects/sounds/textures in user tracks" include skymaps? *crosses fingers*
What do you think? ;)

My day has officially been made.

Posted: 07 Dec 2011, 23:41
miromiro
Ah, come on... it's already the middle of the week!
Sorry my impatience but I just can't wait! You can update those logs after you'll release the new update, no?

Posted: 08 Dec 2011, 00:49
nero


This entire update summed up in one picture. I sure as hell can't wait!

Posted: 08 Dec 2011, 01:51
gdfsgdfg
To be honest it isn't really that great from what i see improved ai yea nice but i play online,custom map stuff yea w/e i am not a map maker.

I want my rooftops and dc/other missing cars

Posted: 08 Dec 2011, 18:55
jigebren
No, it's still not the release announcement. :P And well, we just said it could be this week (it's still possible) because we knew that we would be too busy to release it before... And we're not postponing just to let your eagerness increase, it's because we just can't do better.

@gdfsgdfg: if you feel that our job is not great enough for you, then feel free not to use it... It's very simple.
For your information BTW, custom elements support is not just for track makers. At the end, it's actually the players who will enjoy the track.
And Rooftop and missing cars can already be added by the user. In our opinion, we have more important stuff to concentrate on that integrating those elements. Oh wait, maybe you meant "Rooftop with custom elements", but I thought custom support was only for track makers, ahah...

For people interested by the v1.2 real improvements, I'm glad to announce that a longstanding bug in the physics engine has finally been fixed.
In market1, the car usually can climb the very little step from the potatoes sack to the freezer, and given the height of this step, it sounded quite unrealistic. Haven't you already get stuck here?



I've noticed this glitch several years ago now. I thought it could be an issue with the market1 NCP collision file, but in fact it was actually a bug in Re-Volt physics engine. Well, it was probably not an issue with most tracks, but I'm really glad to have it fixed anyway.

Posted: 08 Dec 2011, 19:12
Kenny
No, it's still no the release announcement. tongue.gif And well, we just said it could be this week (it's still possible) because we knew that we would be too busy to release it before... And we're not postponing just to let your eagerness increase, it's because we just can't do better.
take your time, I can wait one more week :P
For your information BTW, custom elements support is not just for track makers. At the end, it's actually the players who will enjoy the track.
+1
In market1, the car usually can climb the very little step from the potatoes sack to the freezer... Haven't you already get stuck here?
I believe this happened to me once or twice a loong long time ago when I was a kid and then I never ever took that part of the track again because I lost the race :D
are you sure it is fixed and there are no new bugs because of that fix? because tweaking the physics engine is always a critical thing...
Yep, we aware of this "objects disappearing from mirroring surface" glitch. In fact when an object is rejected (ie. not visible), its reflection is rejected too... I'm pretty sure it's in the original v1.1 too BTW. We have not really worked on it yet so I can't tell whether it will be easy to fix on not.
I took the time to install the original ReVolt with patch 1207 and you were right, the bug is also there. I guess I just never saw it because back then the aspect ratio was totally wrong :P

also I dont think this bug has been discussed here:
you select a car in the car selection menu and it appears on the ground. now you want to select a different car and the old car is still on the ground (so far so good :lol: ).
but after browsing through the cars you'll soon notice that the car on the ground slowly rolls back on the ground and after some time it disappears in the wall.

anyway, I would like to see this fixed in some future versions ;)

Posted: 08 Dec 2011, 20:03
miromiro
Oh crap, so I guess more days to wait? :(

Posted: 08 Dec 2011, 22:15
gdfsgdfg
jigebren @ Dec 8 2011, 02:25 PM wrote:
@gdfsgdfg: if you feel that our job is not great enough for you, then feel free not to use it... It's very simple.
For your information BTW, custom elements support is not just for track makers. At the end, it's actually the players who will enjoy the track.
And Rooftop and missing cars can already be added by the user. In our opinion, we have more important stuff to concentrate on that integrating those elements. Oh wait, maybe you meant "Rooftop with custom elements", but I thought custom support was only for track makers, ahah...
Yup you never played the dc version there's a car there that could rival toyeca and humma and those small things as you claim should be in the game officially not added by users I mean if i use a dreamcast car online no one will see it and they will also kick me cause its a CHT.

And by rooftops I meant this http://www.youtube.com/watch?v=tD_Jx57jOQk

Custom cars that work 100% online that's what i want.

Posted: 08 Dec 2011, 22:36
gdfsgdfg
Anyways i made a compilation of everything that everyone should have.



-adding some more missing stuff :)

There are still some missing cars like for ex. Riva TNT2 or NV GEFORCE dunno where to get them from.

Posted: 08 Dec 2011, 22:55
Huki
For some quick info, adding DC cars will have to wait at least till custom shadows are supported. Personally I don't like the idea of adding repaints as brand new cars in the PC version, so we need to implement a native skin / variant support too (yep, we're already thinking of it).

As for Rooftops: the helicopter model animation is not found in the PC source, so we'd have to look at the animation and code it ourselves. Then the camera file is in a strange DC format which isn't loaded properly by the PC version, this needs to be fixed. But for now, with custom support, you can easily install and play the custom version from rvzt. RST's version (Rooftops 2003) is the most complete.
gfd wrote:Custom cars that work 100% online that's what i want.
In the future we too want to support "standard" custom cars - cars that could be approved by a moderator to become cheatless (unless modified further).

But we're just not going to sit down and code every feature as soon as it was requested, or as soon as we think of it.. even if it's pretty easy to do. It's not because we can't (well, not most of the time anyway) but we don't want to slop everything inside the game without consideration. So.. listen to Dave's cat. ;)
Kenny wrote:but after browsing through the cars you'll soon notice that the car on the ground slowly rolls back on the ground and after some time it disappears in the wall.
Good find, I'm at least aware of this glitch, but no idea yet what's causing it.

About the next release, I forgot to say I had planned for the usual 10 / 25 release, so it should be on Saturday, the 10th. Till then we're going to try clear up the AI steering correction, as if it is kept unmodified I doubt any of our other improvements will be noticeable at all...

Any guesses on how the custom track format is going to be? :)

Posted: 08 Dec 2011, 22:59
gdfsgdfg
Ah Cool anyways time to fix the compilation then :)

just a few more minutes...

Posted: 08 Dec 2011, 23:51
miromiro
Good, so we know it'll come in 2 days. Fine!
About the custom part... why don't you just let people get a surprise about this? :)

Posted: 09 Dec 2011, 00:27
gdfsgdfg
Okay done:



What does this add?

Adds hopefully all the lost revolt cars (demo,dev,dc etc) and rooftops dreamcast map.
Carboxes for all hidden cars (ufo,trolley,clockworks etc)

I haven't found the blue version of tnt2

- Added pc accelerator
- Added acclaim (rookie version of humma)

Posted: 09 Dec 2011, 01:17
BossVolter
gdfsgdfg @ Dec 8 2011, 07:57 PM wrote: Okay done:

http://www.mediafire.com/?cbn3yyk0idmk2bl

What does this add?

Adds hopefully all the lost revolt cars (demo,dev,dc etc) and rooftops dreamcast map.
Carboxes for all hidden cars (ufo,trolley,clockworks etc)

I haven't found the blue version of tnt2 nor pc accelerator though
Hey!
I posses the blue TNT2 and PC Accelerator plus other 2 motorbikes called Bird and Bike
Bike is under construction because it doesn't has parameters, texture and collision but Bird is OK.
Only a problem at Bird it has a weapon bug and it can't be fixed.

I will so glad to send those cars to you tomorrow in a PM because now is very late in my country.

Posted: 09 Dec 2011, 01:18
gdfsgdfg
Ah ty

Posted: 09 Dec 2011, 01:28
Dave-o-rama
jig wrote:I've noticed this glitch several years ago now. I thought it could be an issue with the market1 NCP collision file, but in fact it was actually a bug in Re-Volt physics engine. Well, it was probably not an issue with most tracks, but I'm really glad to have it fixed anyway.
I thought the same thing. Maybe this will fix user-made tracks that have similar issues?
huki wrote:As for Rooftops: the helicopter model animation is not found in the PC source, so we'd have to look at the animation and code it ourselves. Then the camera file is in a strange DC format which isn't loaded properly by the PC version, this needs to be fixed. But for now, with custom support, you can easily install and play the custom version from rvzt. RST's version (Rooftops 2003) is the most complete.
Virus-free installers, anyone?
gdfsgdfg wrote:Custom cars that work 100% online that's what i want.
And I suppose you simply can't live with the way we have things now, until you get your way?
huki wrote:Any guesses on how the custom track format is going to be? :)
custom.ini? :D

Posted: 09 Dec 2011, 01:35
gdfsgdfg
Well i can live with it as long everyone downloads my lost and found compilation can't wait to complete it :3

Posted: 09 Dec 2011, 01:44
jigebren
Dave&#045;o&#045;rama @ Dec 8 2011, 08:58 PM wrote:Maybe this will fix user-made tracks that have similar issues?
Don't hesitate to let me know any other track that may have this issue, I can check it to be sure.
Dave&#045;o&#045;rama @ Dec 8 2011, 08:58 PM wrote:custom.ini?
Failed. :D

Posted: 09 Dec 2011, 02:02
Dave-o-rama
putting the models/textures/whatever in the track's folder, and then Re-volt automatically detects and uses them? I recall reading that somewhere around here, but i can't find the post.

Posted: 09 Dec 2011, 03:30
gdfsgdfg
Booyah a new update to my "complete lost stock re-volt cars and level"

Thanks to BossVolter.

http://www.mediafire.com/?a51oea5xjv9a2bl

- Added Bird (tried to fix weapon spawning no luck)
- Added Blue TNT2 (Geforce)
- Added poopoo adeon (lol)
- Fixed level image for rooftops
- Fulon X PSX (reskin made by BV)
- 12.10 removed alpha ufo since its useless

If anyone else is interested.

http://www.mediafire.com/?ye5y5i2xrx937ej

- The Unfinished Bike
- Poo, A creepy developer test map "found in the source code" - Said by BossVolter
- Alpha ufo

Posted: 09 Dec 2011, 21:33
Pranav
Huki @ Dec 8 2011, 06:25 PM wrote: Any guesses on how the custom track format is going to be? :)
.XML? :P

Posted: 10 Dec 2011, 18:35
miromiro
** COUGH ** It's Saturday December 10th ** COUGH ***

Posted: 10 Dec 2011, 18:58
Kenny
well they still have half of the day to upload the files.

also I think its not a big tragedy if they dont upload it today (at least for me) ;)

Posted: 10 Dec 2011, 19:08
jigebren
About custom support, Dave's anwser is very close but still not perfectly correct... :P At the beginning, when only custom skybox support was added, we were using the track's folder for custom file as it was simple an efficient...
But we wanted to let the possibility to supply one .fob or .fin file (ie. Objects & Instances definition) with custom support (in v1.2) and one .fob / .fin file for legacy Re-Volt versions. We could have used another extension to differentiate the files but it was not very consistent.

So, the adopted solution was to place all custom files inside a "custom" sub-folder (inside the track folder). It's cleaner as it makes it easy to distinguish the regular files from the custom file. And custom files will be automatically identified, there no need for a custom.ini file...

Posted: 10 Dec 2011, 21:09
Pranav
It's Saturday 10th! And the day is almost going to over here! :ph43r:

Posted: 10 Dec 2011, 21:27
Dave-o-rama
jigebren @ Dec 10 2011, 09:38 AM wrote: So, the adopted solution was to place all custom files inside a "custom" sub-folder (inside the track folder). It's cleaner as it makes it easy to distinguish the regular files from the custom file. And custom files will be automatically identified, there no need for a custom.ini file...
* Dave likes this. Quite a lot, actually.

Posted: 10 Dec 2011, 21:35
miromiro
Come oooooooooooooooooooooooooooooonnnnnnnnnnnnnnnnnnnnnn...................