Posted: 17 Dec 2011, 04:11
It's December 17th, 2011 here already. C'mon Huki, I know you have to sleep and all, but sleep can be done any night, and this is special!
Highly informative and interactive forum for the R/C Racing Sim PC game Re-Volt by Acclaim.
https://www.tapatalk.com/groups/ourrevoltpub/
https://www.tapatalk.com/groups/ourrevoltpub/viewtopic.php?f=13&t=1443
Look at when he posted that.Huki @ Dec 16 2011, 12:55 AM wrote:Release will be on 16th, tomorrow (I still have to finish updating the change log, and it's probably too late today for most people anyway).
It was probably the 15th in his timezone when he posted that. I'm assuming then it should be released today.Dec 16 2011, 12:55 AM
+1Citywalker @ Dec 17 2011, 07:56 AM wrote: I'm starting to think that Huki made a mistake when he named a definite date. Now he's in the same trap like Re-Volt developers were - rush-rush-rush it out and no matter the loose ends that may need to be tied up.
You, guys, are a source of frustration sometimes (you know who I mean).
Actually, it's been Huki and Jig who made us hungry, now they also need to feed us!ElvenAvenger @ Dec 17 2011, 03:01 PM wrote:This is what happens when people don't get their daily dose of RV...
Jigebren and I keep quite late times. My day usually ends at 4~5 AM.Pranav wrote:You have been working at night time on the Re-volt update (your post says:- Dec 16 2011, 05:25 AM")
Steam? Add me nao http://steamcommunity.com/id/ohhnoo/Huki @ Dec 17 2011, 06:37 PM wrote:
Note: Dates are never definitive, unless you find us on Steam.. no, wait..
Within a few hours.
This version might be easier to work with than RST's rooftops.gdfsgdfg @ Dec 17 2011, 05:06 PM wrote: Anyways i gotta see if I can make rst's rooftops version work now and then update my stock compilation with it, if i manage to make it work.
Okay I managed to make rsts version work 100% I'll make a comparison to see which is better then I'll upload my compilationDave-o-rama @ Dec 17 2011, 10:24 PM wrote:This version might be easier to work with than RST's rooftops.gdfsgdfg @ Dec 17 2011, 05:06 PM wrote: Anyways i gotta see if I can make rst's rooftops version work now and then update my stock compilation with it, if i manage to make it work.
ontopic: Loving the new installer.
I'm also slightly disappointed that the track editor isn't featured in the main menu...
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I can give you my whole revolt folder if ya want.BossVolter @ Dec 17 2011, 11:03 PM wrote: Uffffffffff!
Rooftops crash like some of stock tracks.
What happen?
Every time when I installed a newer version I was needed to uninstall it because some of stock tracks crash.
Please help me!
I really wanna to enjoy at this version!
All custom cars that I have (DC, Demo and Dev cars) work fineHuki @ Dec 17 2011, 11:36 PM wrote:
@BossVolter: Your crash could be due to corrupt custom cars (I'm not sure). Try removing all custom cars.
- Which mode (Simulation / Arcade / Etc.) are you using?Strix @ Dec 17 2011, 11:36 PM wrote:Another bug, which very annoying: the collisions, indeed, even when I am enough far from a car it's as if I collided it difficult to explain in English, sorry, but I can make a video to explain
Code: Select all
;====================
; Car AI details
;====================
AI { ;Start AI
UnderThresh 1000
UnderRange 1000
UnderFront 800
UnderRear 400
UnderMax 0.95
OverThresh 100
OverRange 200
;)OverFront 100
;)OverRear 300
OverMax 0.95
OverAccThresh 500
OverAccRange 1500
;)OverAccMax 0.5
;)OverThrotThresh 0.01
;)OverThrotMinVel 100
;)OverThrotSteer 0.6
;)OverThrotAcc 0.2
PickupBias 6553
BlockBias 6553
OvertakeBias 22936
Suspension 0
Aggression 0
} ; End AI
Oh god. Do you realise how much more difficult and intimidating you just made it for the average carmaker to make a good car AI?For now, here are the new Sprinter XL AI parameters to prevent "zig-zagging".
And this is only the first of the cases to come. In principle, you overplayed the car intelligence. You made cars able to choose the best route within the node path, but it’s different from the route they took before and that breaks backward compatibility for many customs tracks. Why? Because you can never know what tricks are used in _all_ custom tracks. The _only_ thing in common is the racing line: in _every_ track the racing line _leads_cars_around_obstacles_. AI cars _must_ follow the racing line. I told you, dynamic look-ahead and Bezier curves will change the cars’ paths too much. Don’t change the route-taking, just make the cars more intelligent at handling weapon impacts and crashes. (Btw, how exactly can I choose between old and new AI?)about the bug shown in the picture, this is an unsupported case. The AI is free to drive anywhere inside the node path (between the green and red nodes). The line is only a guide. Do you think many custom tracks have nodes set up this way?
It's exactly what I wanted to say, so I agree with you 100% sis.CW wrote:Don’t change the route-taking, just make the cars more intelligent at handling weapon impacts and crashes.
That bug is ridiculous. XDhilaire9 @ Dec 18 2011, 11:33 AM wrote: The bug is clearly seen in sharp corners and will affect all tracks
made with similar corners. It ruins the AI of all of my tracks.
Here is a Flash video of the AI bug: Click here to see Video