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Posted: 16 Jun 2012, 15:20
nero
Phantom @ Jun 16 2012, 03:58 AM wrote: (...)
A solution would be allowing the auto-detection of where the revolt.exe was last runned from -maybe in a similar way that RV House does to launch revolt online...
1207 had it, 1.2 doesn't. What gives?
Posted: 16 Jun 2012, 18:20
Dave-o-rama
urnemanden @ Jun 16 2012, 02:47 AM wrote: Perhaps it would be better to ask for changing the path of which the installer you link to install Re-Volt by default, than trying to make up for the wrong path through the Re-Volt 1.2 patch installer.
So then, considering that we can't possibly nail down where everyone has installed Re-Volt, and that for all we know, new players could have installed it in the darkest, most disgusting corners of cyberspace, going with this ^ solution seems the best way to go. Yes, it might be a minor annoyance for those who have put their Re-Volt in a default directory, but it will save
a lot of headaches.
Nero wrote:1207 had it, 1.2 doesn't. What gives?
+1
Posted: 16 Jun 2012, 21:02
jackieben
My suggestions:
- A feature which checks the installation directory which users entered/was detected automatically, and only let's you install if Re-volt is actually there, ie it checks for revolt.exe or so
- Little hints for the newbies, like a prompt "Don't forget to enable the ports on your firewall and router", and "Select the directory where you have Re-Volt installed already" before installation, useful links again after the setup, and stuff like that
Posted: 17 Jun 2012, 00:33
Phantom
nero @ Jun 16 2012, 06:50 AM wrote: Phantom @ Jun 16 2012, 03:58 AM wrote:A solution would be allowing the auto-detection of where the revolt.exe was last runned from -maybe in a similar way that RV House does to launch revolt online...
1207 had it, 1.2 doesn't. What gives?
True fact. That is probably why everytime we set the Room settings on RV House they never apply to the game we launch in 0405. Very annoying lately.
jackieben wrote:My suggestions:
- A feature which checks the installation directory which users entered/was detected automatically, and only let's you install if Re-volt is actually there, ie it checks for revolt.exe or so
+1
Posted: 19 Jun 2012, 20:16
nero
I'd like to see A-to-B track support implemented. As I am working on one it would be nice.
The way I see it the solution could be adding two additional Pos Node types besides the regular one, Start Pos Node and Finish Pos Node. Adding in these two nodes would make sure the lap is set to 1.
Posted: 19 Jun 2012, 22:21
Kenny
nero @ Jun 19 2012, 03:46 PM wrote: I'd like to see A-to-B track support implemented.
+1
Besides it would be awesome if
Rollcage-like tracks were possible in Re-Volt...
Posted: 19 Jun 2012, 22:47
Dave-o-rama
nero @ Jun 19 2012, 10:46 AM wrote: I'd like to see A-to-B track support implemented. As I am working on one it would be nice.
+1.
Kenny wrote:Besides it would be awesome if Rollcage-like tracks were possible in Re-Volt...
+1 to you too. Both of those would be completely awesome.
Posted: 25 Jul 2012, 01:21
Cat
Automated cheats, like WolfR4's "Re-Volt cheats" box.
Posted: 25 Jul 2012, 02:07
VaiDuX461
Cat @ Jul 24 2012, 10:51 PM wrote:Automated cheats, like WolfR4's "Re-Volt cheats" box.
Or unlockable cheats option. It could be included:
-carnival (for secret cars or unlock them by completing progress table)
-drinkme - small cars (must have)
-changeling - change car in race
-joker - same cars in race (could be similar to random cars, but lets you choose car)
-sadist - all weapons
-tvtime - f5, f6 cameras (include it at start?)
Cheats could be also used as command lines, example: "-carnival" launches game with all cars.
Posted: 25 Jul 2012, 10:18
Cat
Not sure if more than 12 non-identical AI cars were suggested before, but i came up with an idea that may help:
Inside every car folder there can be a subfolder wich has all of the car's skins. The player can choose the desired skin by pressing the up & down arrow keys in the preview after the car selection screen (and before track selection).
Other AI cars can also use the player's same car but using different skins.
http://img526.imageshack.us/img526/8628/aiexample.png
In the pic linked above you can see 3 Adeons, 3 Volkens, 4 AMWs and 2 Toyecas, all using the same prms and respective param configurations for each "car model".
This is practically the same system used by other games.
Another suggestion is the ability to pic the car colour for the Clockwork Carnage.
Posted: 25 Jul 2012, 15:27
Skarma
I'm sure that was already suggested a long time ago, I kinda remember discussing it with huki when we were talking about being able to see custom Toyeca paints in online races.
Posted: 03 Aug 2012, 12:34
Balint12
I'm sure it has been already suggested, but just to make sure...
It'd be nice to be able to change cars during online races, without having to quit the game.
Another one, is the no collision mode. It'd make no pickup "time" races much easier, especially when there's lag in the game.
Posted: 04 Aug 2012, 22:09
Balint12
Sorry for double post, but I have other suggestions too:
What about the championship gamemode in online races. The same as in single, you get points after each races. Another gamemode which would be great to see in re-volt is knockout. After each lap a certain number of players would get knocked out (like in many other racing games).
Also, I don't know if I'm asking for impossible... It'd be cool to have AI cars in multiplayer. If there are only a few players around, and they dont want an empty track, they'd just add a few 'bots' to race with.
Posted: 04 Aug 2012, 23:07
gdfsgdfg
Balint12 @ Aug 3 2012, 08:04 AM wrote: I'm sure it has been already suggested, but just to make sure...
It'd be nice to be able to change cars during online races, without having to quit the game.
And also make the host able to make the next track reversed/mirrored.
Posted: 05 Aug 2012, 01:31
Phantom
A quick compilation of our most acclaimed suggestions. There seems to be a general agreement about these ones.
Compliation wrote:-Multiplayer Championship with scores
-Knockout Game
-Adding AI Bots in online races
-Allowing Custom Skins for stock cars
-Reversed/Mirrored tracks selectable without quiting game
-Custom Track quick searching by entering first letter of its name
-Enabling/disabling Repetition in random cars/tracks races
-And the so awaited no-collission mode for B3L players.
I hope you don't mind that I remind you I wrote some
Tips for the Patch Installer.
Posted: 05 Aug 2012, 06:50
mmudshark
Phantom @ Aug 4 2012, 09:01 PM wrote:-Custom Track quick searching by entering first letter of its name
The main thing I would like to see in ALL version updates is that it does not screw up any of the Custom Tracks that have previously been made.
(Quick searching for tracks would also be great.)
Posted: 08 Aug 2012, 15:11
VultureX
I picked the game up out of nostalgia again
Great memories from when I was a kid. There's always been one thing I was disappointed about though:
It would be awesome if the 'Narrow section' modules (piano modules) of editor tracks would actually make sound in the exported levels!
Posted: 08 Aug 2012, 15:51
nero
The track editor is no longer supported.
Posted: 09 Aug 2012, 00:42
Alphacraft
nero @ Aug 8 2012, 11:21 AM wrote: The track editor is no longer supported.
Sad day, it could certainly use some improvements.
Posted: 09 Aug 2012, 19:33
nero
Don't worry, that will be rectified by someone who isn't involved with the 1.2 patch soon.
Posted: 24 Aug 2012, 08:54
Cat
Zero-delay when music restarts (for infinite loop). Tried to use a wav file as music but it couldn't play rightly (wrong pitch & speed or fggggggrrrrrrrtssssssss).
Posted: 25 Aug 2012, 04:07
Skarma
Cat @ Aug 24 2012, 03:24 AM wrote: Zero-delay when music restarts (for infinite loop). Tried to use a wav file as music but it couldn't play rightly (wrong pitch & speed or fggggggrrrrrrrtssssssss).
Why were you trying to use wav as music?
Posted: 25 Aug 2012, 04:43
Cat
Skarma @ Aug 24 2012, 07:37 PM wrote: Why were you trying to use wav as music?
To see if the music loops without interruption (like the sound effects).
Posted: 24 Sep 2012, 00:00
BossVolter
-Add North possition indicator like in N64 Dev mode...
http://www.wescoregames.com/dynimgs/gam ... 337364.jpg
-Add Handling frontend bar like in Dev mode
-Add after intro1a, intro1b and intro1c the intro video found by Huki.
Posted: 24 Sep 2012, 01:24
Kenny
Why? It only takes away some screen space and has no use whatsoever. Despite that its ugly (imo).
But if you want to add something like that to the game, I would rather suggest a minimap like in the arcade version (look here ->
http://www.tsunamivisual.com/files/ReVolt_Back.pdf).
Actually this takes away even more space and is also useless (since we all know the Re-Volt tracks, right?
) but for custom tracks it would be somewhat nice (though we actually already have the track cursors for the map orientation..)
BossVolter wrote:-Add after intro1a, intro1b and intro1c the intro video found by Huki.
I'm also wondering why you would want this included. Sure, its actually not that hard to include it (since I already did it myself
) but only takes up loading time and (very little) disk space.
However I guess for all the curious people (who want to take a look at it) it would be a nice feature to make an optional parameter that loads the intro level at the beginning..
Posted: 01 Oct 2012, 20:13
SuperSecret
I'd like to see support for custom object animations. I don't mean using existing animations on custom objects (like the fans in Jailhouse Rock), but allowing brand new animations. (i.e. moving cars, objects moving on a conveyor belt, etc.)
These custom animations could be stored in a file (named after the animated object, with the extension ".anim") located in the track folder, written in this way:
Move(value X, value Y, value Z, time)
Rotate(value X, value Y, value Z, time)
etc.
Posted: 08 Oct 2012, 11:33
Citywalker
Jigebren, Huki, I have a proposal for fixing the weapons code, so that it will work for all vehicles, including leaning bikes.
Simply use the same trick for weapons launch heights, that Jigebren used for the in-car camera height correction (low-CoM camera fix) = use hull top height for everything, instead of CoM height (front-launch and rear-launch coordinates should remain the same). It should be doable for _both_ WolfR4 and V1.2.
Posted: 09 Oct 2012, 18:32
aryo_adhi
What did i think? allowing custom cars to game like jigebren's wolfr4 global custom opt... so i wanted when this opt active to make car list in their class, and keeps stock opt... Also if possible add tutorial mode like Paul Phippen's scratch in the game gallery
Posted: 16 Oct 2012, 02:46
bonz
After more than a year, I finally have updated the big list in the first post.
(Still not finished the last 2 pages though.)
Posted: 16 Oct 2012, 19:10
r6turboextreme
Great to see it is progressing! I already have a projector, as a reward i can make a movie about splitscreen, choose a track and race with four people (if i can get them!)
R6
Posted: 16 Oct 2012, 23:47
the_law
I really appreciated the extra spinner params that were added in 1.2.
However I really need another spinner to finish my panga remodeling. I am hoping that the coding for this addition would be straightforward.
Posted: 17 Oct 2012, 00:26
VaiDuX461
It's great that you updated this topic...finally.
Anyway, some things are already exist in latest v1.2 alphas.
Things that I remember are in this patch already:
- In Practice Mode, after acquiring a star, move it to the top right corner, like in the Dreamcast version.
- Fix some car names according to DC version (e.g. "Clockwork Wun")
- Fix Toytanic 1 star bug [Please explain. You (all players, if online) get star at beginning of a race, but you shouldn't]
- Fix "21th, 22th and 23th" strings in clockwork carnage mode
- Track editor Windows 7 compatibility
- Instead of the '???', add bars corresponding to the car's the real parameters
- Ability to join a session in play, and wait in the lobby to join next race
- Ability to completely hide all HUD elements. [dev mode only]
- Save data in some folder instead of Windows registry [profile support]
- Add end-of-race camera to single player to view remaining cars still racing [if i understood correctly, it's spectating?]
- Per track sky maps for custom tracks [Custom Track files Support, it's more than custom skymaps]
- Ability to play a mix of online and local (splitscreen) multiplayer (It will come soon, in next patch. Not sure about online+splitscreen at same time)
Posted: 17 Oct 2012, 01:08
Phantom
VaiDuX461 @ Oct 16 2012, 03:56 PM wrote: [*]Instead of the '???', add bars corresponding to the car's the real parameters
Is this already added? My Panga still shows ??? on the car selection screen.
Maybe it's -dev mode only? Well... it shouldn't be..
Posted: 17 Oct 2012, 02:14
Dave-o-rama
Phantom @ Oct 16 2012, 03:38 PM wrote: VaiDuX461 @ Oct 16 2012, 03:56 PM wrote: [*]Instead of the '???', add bars corresponding to the car's the real parameters
Is this already added? My Panga still shows ??? on the car selection screen.
Maybe it's -dev mode only? Well... it shouldn't be..
They're added in manually by setting the
STATISTICS parameter to 0 or 1, I think.
Posted: 17 Oct 2012, 02:52
aryo_adhi
Dave-o-rama @ Oct 16 2012, 09:44 PM wrote:They're added in manually by setting the
STATISTICS parameter to 0 or 1, I think.
That's right, unless instead 0 and 1, the value is TRUE or FALSE. Tested by using my repaint car. The string should be:
EDIT : Also, if use all capital letters like
I think won't work...
Posted: 17 Oct 2012, 06:06
Dave-o-rama
All caps has worked for me in the past, so I don't think it makes a difference. And thanks for clearing up the True/False/0/1 thing, I couldn't remember what it was off the top of my head.
Posted: 17 Oct 2012, 07:57
Phantom
Dave-o-rama @ Oct 16 2012, 05:44 PM wrote: Phantom @ Oct 16 2012, 03:38 PM wrote: VaiDuX461 @ Oct 16 2012, 03:56 PM wrote: [*]Instead of the '???', add bars corresponding to the car's the real parameters
Is this already added? My Panga still shows ??? on the car selection screen.
Maybe it's -dev mode only? Well... it shouldn't be..
They're added in manually by setting the
STATISTICS parameter to 0 or 1, I think.
Oh, I thought it was fixed for some of the stock cars that still show ???.
Well, I guess I'll have to wait more for this.
Posted: 17 Oct 2012, 09:47
Cat
I think implementing stats on custom cars is useless as most custom cars are left with the wrong values, unless these are calculated by the game or some car physics program.
Posted: 17 Oct 2012, 13:46
aryo_adhi
Cat @ Oct 17 2012, 05:17 AM wrote: '... as most custom cars are left with the wrong values,...'
it means :
stats showed in frontend doesn't match with real RC stats in-game?
Posted: 17 Oct 2012, 16:23
Skarma
Cat @ Oct 17 2012, 04:17 AM wrote: I think implementing stats on custom cars is useless as most custom cars are left with the wrong values, unless these are calculated by the game or some car physics program.
...Which is why the 'Calculate Car Stats' option exists in DEV mode. Plus, this depends entirely on the author. Take my cars for example, the speed and weight stats are genuine but I have to estimate a proper acceleration stat otherwise the bar would be very short on all of my cars due to how I paramise them.
Posted: 17 Oct 2012, 21:53
Cat
aryo_adhi @ Oct 17 2012, 05:16 AM wrote: it means :
stats showed in frontend doesn't match with real RC stats in-game?
That.
Posted: 17 Oct 2012, 23:55
Huki
Cat @ Oct 17 2012, 09:47 AM wrote: I think implementing stats on custom cars is useless as most custom cars are left with the wrong values, unless these are calculated by the game or some car physics program.
Yes, that's why we have kept the stats disabled by default. Just as mentioned in the posts above, the car author can set the correct values at any time (with the help of an option in DEV mode) and then enable the stats display for the car.
As for Rotor and Panga, we deliberately kept the stats disabled for those..
Posted: 18 Oct 2012, 00:21
Dolo
I've a suggestion : Remove this fu 1.2 collisions, thks !
Posted: 18 Oct 2012, 00:48
Huki
Dolo @ Oct 18 2012, 12:21 AM wrote: I've a suggestion : Remove this fu 1.2 collisions, thks !
I'm perfectly sure we haven't changed anything with the collisions. If you're experiencing a problem with the physics or collision it's certainly not coming from 1.2...
Posted: 18 Oct 2012, 01:00
Stingox
Yes the crashes are completly different. We could see traces of it from the spinnings when cars landed and spinned (notably at toyworld 1 big ramp).
That bug is fixed but there are other collision bugs remaining. This pushing i so annoying.
Posted: 18 Oct 2012, 01:12
Huki
Stingox @ Oct 18 2012, 01:00 AM wrote:Yes the crashes are completly different. We could see traces of it from the spinnings when cars landed and spinned (notably at toyworld 1 big ramp).
That bug is fixed but there are other collision bugs remaining. This pushing i so annoying.
So the spinning after landing is gone? In which build, the latest?
Try playing with the latest v1.2 - but in
all versions mode. Do the collisions still seem different then?
Posted: 18 Oct 2012, 02:43
Dolo
It's a problem of impacts (cars, rockets, bomb, etc), not only car's collisions.
All is power X10 !
I tried to play in all versions mode with the lastest 1.2, it's the same. But with the beta rv1.2b11.0208 it's different for sure.
Posted: 18 Oct 2012, 03:24
aryo_adhi
how with wrong texture reading?
i.e : the game reads .bmq file only
INSTEAD .bmp first then .bmq
And, i messing with revolt.log file and there are report like :
Code: Select all
levelname.bmo = Not Found
levelname.bmr = Not Found
Are .bmq and .bmr is useless?
Posted: 18 Oct 2012, 09:53
Phantom
Dolo @ Oct 17 2012, 06:13 PM wrote: It's a problem of impacts (cars, rockets, bomb, etc), not only car's collisions.
All is power X10 !
I tried to play in all versions mode with the lastest 1.2, it's the same. But with the beta rv1.2b11.0208 it's different for sure.
I have to also agree. It's incredible how different it feels when impacting other cars or objects.
1 mini touch and the car goes crazy.
Normally we race with
1.2 only mode, we should try with
all versions mode tomorrow.
But with the old beta 0208, the impatcs were exactly like in Re-Volt 1.10.
Posted: 21 Oct 2012, 20:06
Cosmo_Kramer
let me have one interesting suggestion (its my 67 suggestion but 1 more want kill nobody)
I remmeberd this from an old game,it was a gp500 pc game from microprose and it had this thing could "changeble weather",not much diffrence,but felt so new when you would drive same track with diffrent weather...and i dont mean here big diffrence like snow,rain...only small changes,as it would be cloudy for example,track would become a bit darker,and there would be marks on track,like damaged track from breaking or something
so in my insane head it would look like this
Track:
Laps:...
Game mode..
Distance....
weather ...computer chooses randomly before every race (cloudy/sunny)
here is a photo from that game ,same track,(almoust) same place
http://i46.tinypic.com/69gyvo.jpg
http://i49.tinypic.com/30loris.jpg
maybe u cant tell by the picture,but by driving same track with diffrent weather...it feels like track is "alive",feels much more realistic and live