Page 9 of 14
Posted: 07 Jun 2013, 00:44
Skarma
I have two questions on my mind right now. Firstly, what d'you plan to release in the next update? Secondly, when is the winsock for multi gonna be added?

Posted: 07 Jun 2013, 03:57
jigebren
@Skarma
Well, as far as I'm concerned I just had in mind to release it the Build D as soon as we have enough feedback to be sure it's worth the switch. But since it's rather Huki who use to package the public release, you'll have to wait until he has time to - and decided to - do it. I take this opportunity to keep working on the code, and BTW my last question in the collision bug thread is still not answered, so I see no reason to hurry...

For info, as a rule we're likely not going to expose any detailed plan. I can just imagine the crisis if we promise something but don't add it at the end. :rolleyes: Of course everything that have been mentioned so far should be included, so just check the recent posts from Huki or me.

And about winsock, I'm afraid only Huki can tell. I have personally no interest in learning this protocol, at least for now, and though I spent quite some to check the online code recently, I still don't feel much concerned about online racing.

Posted: 07 Jun 2013, 16:41
Phantom
I think we are all very anxious about Winsock to be implemented.

I'm finally going to take a rest from port forwarding helping. :)

Posted: 09 Jun 2013, 15:35
Skarma

Posted: 09 Jun 2013, 19:22
Huki
Hmm don't get too excited about sockets / Winsock.. switching to it would mean we will be able to better manage the network code, but there likely won't be any immediate benefits for the user. Any P2P communication has to happen through ports, whether we use DirectPlay or sockets. Using bare-bones sockets does gives us the option to use port mapping protocols such as uPnP or NAT-PMP, but it would require me to actually learn these protocols and implement them (and of course, the user's router would have to support them.. uPnP is usually turned off by default in most routers and not really recommended to be turned on, so I guess it comes down to NAT-PMP support and implementation). And although I'm looking forward to switching to sockets in the near future, I have no idea when I'll look into port mapping stuff.. so for now players who have no access to their own routers are pretty much screwed. :P

About the next release, don't know if there is any need to rush.. more the D build is tested the better. So maybe we should think about finishing the custom car ratings feature before the next release..

Posted: 09 Jun 2013, 22:47
Phantom
I'm not going to take any rest in a long time then I guess. :)

I wonder which kind of system is the one used by programs like GameRanger, Evolve or Voobly.

I have my ports closed right now. I can't play in RV House but I could perfectly race in GameRanger this morning. Maybe they use the NAT-PMP.

Well, I only know GameRanger uses the port UDP 16.000, a very high port. Port Forwarding is also needed in a few cases, but it works for most users without touching their routers.

________________________________________________________________________________
More suggestions:
1)- An option in -dev mode to choose your car opponent in a single race (mainly for testing purposes, 1vs1 comparison, etc), without the need of temporarily uninstalling all your Cars library.

2) - In Replay Mode, when you are spectating other cars and press F2, it would be nice that it shows the back of the car you are spectating and not only the car you raced with. Right now it shows the back of the car I raced with even when I am spectating an AI car.

Posted: 12 Jun 2013, 00:38
Skitch2
This may have been asked b4 but ill ask again anyway :)
Is there any insight to how the light effect used by the piano (toylite) is made? it doesn't look like vert colour and that type of light is not used anywhere else in game. i would love to know how its done (any info other that "it's hard coded" would be kindda cool :)
I am building a very high spec pinball table for 1.2 high res project! Imagine how cool it would be with that type of lighting within polies!!

Scrapp that!!
I think i may actually have found a way to create the effect (and it could be vert coloured semi transparent polies).
Any info on the triggering of said effect would still be cool :)

Posted: 12 Jun 2013, 05:34
jigebren
@Skitch2
Well, as far as I can see everything about the piano is actually hardcoded... the position, width, number of keys, etc. Only the piano trigger position is not, but moving it doesn't move the piano anyway. When a car is inside the trigger, a dedicated function tests the position of the wheels against each keys, then this function simply add the new polygons to the scene to draw the necessary rainbow lights.
That's not something you can really play with as a track maker, except if you want to use exactly the same effect, and you'd even have to place the piano at the same position than in Toy World 1.

A pinball table track sounds very cool BTW. Like in Micro Machines 2 (for those who know), but it would surely look better here... :)

Posted: 16 Jun 2013, 03:27
KDL
Not sure if somebody has already asked this before (sorry if so) but
It's possible to make custom animation?

for example something like this (just an idea)

file1.m
file1.hul
file1.anim

Code: Select all

file1.anim {
delay 0.008  //timer's value
time 2 //total timer before resetting to initial values
hull file1.hul //accept either hull or rot/pos, it would cause problem otherwise
rot 0.2 0.1 0.0 //const rotation (pitch,yaw,roll) 
color1 0.1 128 192 255 //we can manage with COLOR_LONG
color2 1 255 255 255 //again, it's possible to use COLOR_LONG
//or colortrans 0.05 1 0.5 0
rev false //once finished, do reverse effect?
pos1 0 0 0
pos2 1 1 1
//or postrans 0.1 0.1 0.1
}
Sorry I'm not updated with latest features if it exists then I could specify some free time to search for it just mention "it exists" and thanks

Posted: 16 Jun 2013, 13:47
MarvTheM
It doesn't exist yet. We need this feature! Perhaps even triggered animation so you can assign a trigger's ID to the object's.

Posted: 18 Jun 2013, 01:53
Manmountain
The pinball concept sounds feasible if access to the triggers can be fathomed. And with skitch2 behind the project will look awesome. B)

Not to sound negative to positive suggestions, but what or where would these animations be used, and would they be a constant animation or a one off trigger related instance ?
And in turn would these animations reduce fps overall ?
Are we talking something similar to the escalators in Museum track ? which I think was some how utilised for the water surface in the Palm Marsh track.

Posted: 20 Jun 2013, 14:33
KDL
So I'll be explaining please bear with me a few minutes
The pinball concept sounds feasible if access to the triggers can be fathomed. And with skitch2 behind the project will look awesome. 
Actually I'm going to use Pinball concept in my upcoming track 'Jump Time'. Just 'slide door' is enough for that (of course farce fields too)
As an ex-RRR member, we thought of RV mini games, one of them is frogger (the frog that's crossing the street erm, a car crossing trains...) .
Are we talking something similar to the escalators in Museum track ? which I think was some how utilised for the water surface in the Palm Marsh track.
Thanks to great efforts by everyone (Ali, DarkSabre, rttux, RST, Killerwheels, jigebren, and many others...)
hence, advanced tools like W_Console, W coder/decoder, and TexAnimGenerator
And Keep-it-simple tools like blender, TexYUI and Bande dessiné.
Texture animation is nowadays a toy (and TV screen animation, water animation can be found on the link below)
Advanced TexYUI tut (RV frontend)
An Old W_Console tutorial
A Water animation used in Fancington's country club


Not to sound negative to positive suggestions, but what or where would these animations be used, and would they be a constant animation or a one off trigger related instance ?
And in turn would these animations reduce fps overall ?
That's a great question actually because it was never answered.
Usually things starts little by little, thus I mentioned position and rotation (and never mentioned transformation matrix)
Now, imagine for example (that after implementing the basic animations) that we have got this:

Code: Select all

avion {
i+=1/fps;
Position :i,Altitude+sin(i)*Position_max,Z_fixe;
cond(i=500,i=0) //if i = 500 then i =0

}
We'll get a simple air plane animation (similar to train)
Not satisfied?

Code: Select all

Ressort_ax{
r-= 0.01;theta += 0.01
Position: r*cos(theta)+posX, altitude, r*sin(theta)+posZ
cond&#40;r<0,r=100&#41; //if r<0 then r = 100
}
We'll get spiral effect

With that for example, it's possible to make jaws move and lights appear, (Halloween)
Or make custom Trains that go in different ways instead of Z-axis (haven't seen how it's done in Re-Volt yet)

Of course, I'm talking about long term suggestions so a such thing will be appreciated by many levels makers, don't you agree?

Posted: 20 Jun 2013, 16:37
Phantom
KDL @ Jun 20 2013, 06:03 AM wrote: Or make custom Trains that go in different ways instead of Z-axis (haven't seen how it's done in Re-Volt yet)
And by replacing the Train model with a car model or anything else I'm already imaging a race with other cars driving towards you as part of the track itself, you know, obstacles like in Need for Speed.


Posted: 20 Jun 2013, 17:45
jigebren
KDL @ Jun 15 2013, 10:57 PM wrote: It's possible to make custom animation?
Not to mix with TexAnim (since it has nothing to do with it) I would rather call it Custom Object Handler.

Well, no it's not possible yet of course, otherwise you would have heard about it. ;) I have to say that it's something I have in mind from day one, but so far we had some much to do that it was not possible to really think about it. I'm also afraid it would be an enormous amount of work, and until now I'm still not sure what could be a good way to implement it...

To support something like the air plane or the spiral effect suggested by KDL, we'll have no choice but add a kind of interpreter / parser, and designing this properly doesn't sound easy.
Adding support for stuff like constant translation or rotation sounds doable (I didn't say easy or quick). But adding support for math functions like using sin() in the parameters is another thing...

Now, adding this kind of functionality would really make track designing more fun, and would IMO make Re-Volt still interesting to play with for years, even compared to more recent game with way better eye-candy features.

Posted: 20 Jun 2013, 21:14
Allan1
Would be possible to increase the limit of wheels and bodies in parameters? (For trains, trucks, tanks....)

Posted: 20 Jun 2013, 21:22
Phantom
What do you think about enabling custom sounds for cars?

I think it's not so hard to implement since tracks already can load custom sounds from custom folder.
This way cars will be able to have their own honka, skid, and motor sounds without replacing stock ones.

An example that offers custom sounds but replaces stock can be the 1969 Loaded Dodge Charger by TheMe&Me or the Timmy by SuPeRTaRD.

Posted: 22 Jun 2013, 09:09
Platform
Maybe These Is New Level On Capture The Flag Mode During Next Working?

Posted: 22 Jun 2013, 17:32
jigebren
Phantom @ Jun 20 2013, 04:52 PM wrote:I think it's not so hard to implement since tracks already can load custom sounds from custom folder.
Custom sound for tracks and for cars are different matters. A stock sound used by a track can simply be replaced by a custom sound during the race. But the car sound is shared. If it is replaced it will change the sound of ALL cars.
To make it works implies either adding a sound slot for each possible car sound, which sounds like a waste of resource, or modifying the current sound loading from a rather static one to a dynamic one, and this sound like a lot of work for a feature that I'm afraid will likely be over and badly used.
I mean, who is really going to add a more realistic RC sound? I bet we'll just see cars coming with real exhaust sound, like real F1 sound for a F1, or real bike sound for a bike, and that will not add much to what's supposed to be a RC car.

Posted: 22 Jun 2013, 20:28
Citywalker
I mean, who is really going to add a more realistic RC sound? I bet we'll just see cars coming with real exhaust sound, like real F1 sound for a F1, or real bike sound for a bike, and that will not add much to what's supposed to be a RC car.
Well, this is true for RC cars, yes. But some people are making their vehicles Real-Life style (higher inertia, realistic looks) (not to mention there are RL style tracks, also). For those vehicles, customs sounds would be good. Although they would still look ridiculous in a race with RC cars... But in full RL race, RL sounds would be better than RC sounds.
[pause]
Okay, I’ve been thinking™. Since the only non-ridiculous race with RL cars would be a race without RC cars in the mix, a simpler option is just temporarily replace the jointly-used car sounds with RL versions. Like this :)

But, to be honest, I think you will always be bombarded with the request for custom sounds... Maybe it will be easier to do something about it at some point in the future.

Any other opinions?

Posted: 22 Jun 2013, 20:51
Kenny
I mean, who is really going to add a more realistic RC sound? I bet we'll just see cars coming with real exhaust sound, like real F1 sound for a F1, or real bike sound for a bike, and that will not add much to what's supposed to be a RC car.
That will be probably true but I believe that some people will also make some RC "realistic" sounds or at least good alternatives to the sounds we all know.

Anyway, what about the UFO/clockwork sounds? Is there a chance that we can set a custom car to use their engine sounds (or is it already implemented, I never heard about it :P )?
Because there are quite a few "flying" custom cars out there where the petrol/electric engine sounds don't really fit in that case.
And there would be at least some kind of a variety, right now we only hear the same 2 sounds over and over again, in every race.

Posted: 23 Jun 2013, 01:29
Manmountain
Citywalker @ Jun 22 2013, 03:58 PM wrote:
jigebren @ Jun 22 2013, 01:02 PM wrote:Custom sound for tracks and for cars are different matters. A stock sound used by a track can simply be replaced by a custom sound during the race. But the car sound is shared. If it is replaced it will change the sound of ALL cars.
To make it works implies either adding a sound slot for each possible car sound, which sounds like a waste of resource, or modifying the current sound loading from a rather static one to a dynamic one, and this sound like a lot of work for a feature that I'm afraid will likely be over and badly used.
I mean, who is really going to add a more realistic RC sound? I bet we'll just see cars coming with real exhaust sound, like real F1 sound for a F1, or real bike sound for a bike, and that will not add much to what's supposed to be a RC car.
Well, this is true for RC cars, yes. But some people are making their vehicles Real-Life style (higher inertia, realistic looks) (not to mention there are RL style tracks, also). For those vehicles, customs sounds would be good. Although they would still look ridiculous in a race with RC cars... But in full RL race, RL sounds would be better than RC sounds.
[pause]
Okay, I’ve been thinking™. Since the only non-ridiculous race with RL cars would be a race without RC cars in the mix, a simpler option is just temporarily replace the jointly-used car sounds with RL versions. Like this :)

But, to be honest, I think you will always be bombarded with the request for custom sounds... Maybe it will be easier to do something about it at some point in the future.

Any other opinions?
I released a very basic repaint of Supercharger's F1 model many years ago, I included an alternate engine sound (F1 car engine sound), which I explained would need to replace the inbuilt petrol sound.
Although it made for a more realistic ambience racing other F1 cars the problem was that the sound sample had several tones, and as the engine sound loops it did get annoying after a while.

But that said, I'm all for individual custom sounds :ph43r: sorry.

Posted: 24 Jun 2013, 22:00
Phantom
Sorry for this little offtopicness, but I was reading Kipy's suggestion on Page 8 that wasn't completely answered.
Kipy wrote:I have an (little) idea, I write it down:
I wonder whether it is solvable to play a race, where is 12 AI cars, and I am in spectating mode. Here I could see the car's weapons, the times etc, like in a real race.
It can be achievable..? ^^
CityWalker wrote:Try -dev mode, with -gazzasaicar switch.
Kipy wrote:I find it, and it's work, but i need a little more ;)
--> I'll can choose another AI cars' camera view (spectate maybe)
--> Hide the text and the driving line :)
CityWalker wrote:Nope, can't change the car.
But I think you can hide the text and the HUD, but I don't remember how...
You can use PageUp/PageDown keys to spectate between the AI cars. Yes, you can spectate through them all in the same race. This -gazzasaicar mode is wonderful. :)

I realised that PageUp/PageDown doesn't spectate anything, it only changes YOUR car like when using the CHANGELING cheat.

I still would like to know how to turn off the color lines and the text displayed in the middle of the screen. The HUD can be turned off with Shift+F5, but the HUD isn't annoying to watch the race, the Lines and the text are.

Posted: 26 Jun 2013, 21:38
nero
Platform @ Jun 22 2013, 04:39 AM wrote: Maybe These Is New Level On Capture The Flag Mode During Next Working?
Battle Tag is pretty much the same thing.

Posted: 28 Jun 2013, 01:52
Manmountain
Not sure if this question has been asked or answered before, if so then sorry :unsure:

Clockwork cars, there are 30 right ? all individual independent AI,
is it possible to to increase the AI opponents in normal racing mode to more than 12 and possibly upto 30 ? B)

Posted: 28 Jun 2013, 02:33
jigebren
Manmountain @ Jun 27 2013, 09:22 PM wrote:is it possible to to increase the AI opponents in normal racing mode&nbsp; to more than 12 and possibly upto 30 ?
Short answer: no.
Long asnwer: The Clockwork cars share one single texture for all cars, but other race modes, each car use one texture slot. Since there only 12 texture slots available for cars, there could only be 12 cars.

Now, increasing the car texture slots would not be too much of a hard job, but this could waste resource or break the support of low-end gfx card. Plus, with the current code there has to be a limit, and 12 sounds like a reasonable number. BTW increasing it also means updating the online support to either support it as well, or ensure 12 remains the limit in this case.

For info, WolfR4 does allow it by ensuring all opponents use the same cars. You can try it if you want. But it's less easy to add such hacky/funny options in v1.2 than in WolfR4, that why this option didn't make its way to v1.2

Posted: 28 Jun 2013, 04:29
Manmountain
jigebren @ Jun 27 2013, 10:03 PM wrote: For info, WolfR4 does allow it by ensuring all opponents use the same cars. You can try it if you want. But it's less easy to add such hacky/funny options in v1.2 than in WolfR4, that why this option didn't make its way to v1.2
WolfR4 does what exactly, allow for more than 12 opponents ?

Just as a theretical suggestion, could it be possible to use just 10 texture slots 3 times to give you 30 cars. If the limitation is just texture slots ?

Also, I would say that 16 cars would be a better limit over 12.

On a similar note, the Startgrid number in the track.inf determins the grid position of the cars, so is there specific details as to how this works and why there are only two real ways the grid can line up, could this value be re-wrote for some different grids setups ?

Posted: 28 Jun 2013, 11:13
Phantom
Manmountain @ Jun 27 2013, 07:59 PM wrote: WolfR4 does what exactly, allow for more than 12 opponents ?
Yes and no, WolfR4 allows you to have a race against up to 30 opponents, but not different cars. All the cars must be the same. This is almost like having a Clockwork Carnage race with a different car instead of the typical Clockwork.

If I'm not wrong this is also possible by putting another car's files in the clockwork folder and tweaking the parameters to load the correct files in clockwork carnage.

For more info about the wolfr4 tool, check here:
http://jigebren.free.fr/games/pc/re-vol ... n_the_race
----------------------------------------------------------------------------------------------------------------------------

I edited my reply to Kipy's suggestion.

Posted: 28 Jun 2013, 15:39
Skarma
I think you can have more than 12 cars if you use cheat engine, but the graphics will be all muddled up.

Posted: 28 Jun 2013, 16:59
Manmountain
Phantom @ Jun 28 2013, 06:43 AM wrote:If I'm not wrong this is also possible by putting another car's files in the clockwork folder and tweaking the parameters to load the correct files in clockwork carnage.
Already done that years ago. Once made a resized F1 model, holy crap it was fun.
Skarma @ Jun 28 2013, 11:09 AM wrote:I think you can have more than 12 cars if you use cheat engine, but the graphics will be all muddled up.
Cheat engine, whats this ? and how do I use it ?

Just to clarify for everyone, I am not too interested in multiplayer games but more increased opponents in single player games.

Posted: 29 Jun 2013, 04:43
Phantom
Manmountain @ Jun 28 2013, 08:29 AM wrote: Cheat engine, whats this ?
It's a tool for taking games cheating to a maximum level.

http://www.youtube.com/watch?v=yuJGzu67DNU

I won't answer how to use it simply because i don't know and that thing may be dangerous for the community in bad hands. So please i ask everyone not to give a download link to get cheat engine or instructions how to use it here in public. It's not worth it imo.

For playing against more than 12 opponents WolfR4 is more recommended.
You can get something like this:



Posted: 29 Jun 2013, 05:51
sebr
In multi-player game with 4 player
the host with custom track A B C D
player 1 with custom track A C D E
player 2 with custom track A B C
player 3 with custom track A C E

it could be good if host can only select custom track A and C

Posted: 29 Jun 2013, 06:40
aryo_adhi
sebr @ Jun 29 2013, 01:21 AM wrote: In multi-player game with 4 player
the host with custom track A B C D
player 1 with custom track A C D E
player 2 with custom track A B C
player 3 with custom track A C E

it could be good if host can only select custom track A and C
I agree :)
Someone have been suggests this?
  • Downloading host's custom track(s) and peers custom car(s) automatically (when used)
  • AI usability on multiplayer (host take cares AI)

Posted: 11 Jul 2013, 00:12
Dolo
Dave&#045;o&#045;rama @ Jun 27 2011, 12:42 PM wrote:More suggestions:
- Include a game mode where there are a whole bunch of cars on the track, and it's up to you to see how many you can pass. (They'll be racing as if they were your opponents in Single Race) The more you pass, the higher your score.

-The number of pickups available on a track seems to be determined by how many cars are racing on it. For example, on Another Generic Raceway I put a total of 36 pickups throughout the track. However, the only time all 36 pickups showed up was in Clokwork Carngae. When only 1 car was racing on the track, only 6 pickups showed up. And when I had 12 cars racing, I got only 29. Is there any way to fix this?
Other New Stuff

- Re-Volt can store up to 12 minutes of ghost car data in its buffer.
- The big rotating star that appears in practice mode after catching the star will be moved to the top-left corner of the screen after some time.
- Maximum number of pickups generated during play is increased to 4 per player.
- Reject ghost data if not suitable (ex. if user copies a Normal ghost into Mirror folder).
- Ghost data is reset if the player changes his car with cheat code.
- Long car and level names are shown completely, by reducing the width of each character to fit in the available space.
I'm late but WTF, 12 cars : 2 pickups per players = so ~29 pickups, it's enough, it's the origin. it's a joke lol, we need to refind the original gameplay, and now i learnt that the values has been modified... After, we find the gameplay is a little too crazy... Get back to the normal please, so 2 pickups per players, not 4...

Posted: 11 Jul 2013, 01:19
Huki
Dolo @ Jul 11 2013, 12:12 AM wrote: I'm late but WTF, 12 cars : 2 pickups per players = so ~29 pickups, it's enough, it's the origin. it's a joke lol, we need to refind the original gameplay, and now i learnt that the values has been modified... After, we find the gameplay is a little too crazy... Get back to the normal please, so 2 pickups per players, not 4...
Well, I agree that was not such a good idea. ;) For stock tracks we had already reverted back to the old behavior (2 pickups per player + 5 more). For user tracks we enabled all the pickups set by the track maker, as it was a suggested feature. If anyone feels otherwise (i.e., there are too many pickups in user tracks), we can consider removing that feature too.

Posted: 11 Jul 2013, 01:37
jigebren
Huki @ Jul 10 2013, 08:49 PM wrote:If anyone feels otherwise
Well, as far as I'm concerned, I do. :P
For me the original behavior have always been ok and should be restored indeed, even for user tracks. I think this suggestion was originally brought by someone who didn't really know how it works and was surprised that not all the pickups were shown in his track.

Posted: 11 Jul 2013, 01:41
Dolo
If u had already reverted back to the old behavior for stock tracks, so there is no problem... and the customs tracks are not often played in pickups races, so i can't say nothing about that...

Posted: 15 Jul 2013, 02:58
RaydenX
Any way of choosing 255 laps again?

Posted: 15 Jul 2013, 03:48
Phantom
RaydenX @ Jul 14 2013, 06:28 PM wrote: Any way of choosing 255 laps again?
Downgrade to Beta 0208. ;)

We have to do it to play 100 laps championships which are very common in RV House:

[youtube][/youtube]

Posted: 15 Jul 2013, 03:56
sebr
Phantom @ Jul 14 2013, 11:18 PM wrote:
RaydenX @ Jul 14 2013, 06:28 PM wrote: Any way of choosing 255 laps again?
Downgrade to Beta 0208. ;)

We have to do it to play 100 laps championships which are very common in RV House:
Jigbren told that it will be implemented in the next realease

in the inf file the "NLap=" will agree with 255 (today it only reset to 20)

Posted: 15 Jul 2013, 04:34
Cat
Since i upgraded from 1.1 to 1.2, the change camera key doesn't works in pause. I can't switch from TVTIME to my car's camera, meaning that i have to resume the race and be quick to press the camera key.

Also, is it possible to add more smoke from skids for the faster cars? An option to adjust the amount/frequency can be helpful for those with older machines.


Posted: 16 Jul 2013, 22:16
Gergo0721
Hi EveryBody! New cars, new tracks are OK. But new weapons? Is it possible? For example a stronger battery or stronger electro blast (stop the car near 2 meters). Or a new type of rocket. It follow the cars where the cars go on the track. It can be fly to the nearest car ( For example 60m or 200m far.) Sorry for my bad english. I think it is a good suggestion. ;)

Posted: 17 Jul 2013, 00:24
Balint12
Gergo0721 @ Jul 16 2013, 05:46 PM wrote: Hi EveryBody! New cars, new tracks are OK. But new weapons? Is it possible? For example a stronger battery or stronger electro blast (stop the car near 2 meters). Or a new type of rocket. It follow the cars where the cars go on the track. It can be fly to the nearest car ( For example 60m or 200m far.) Sorry for my bad english. I think it is a good suggestion.&nbsp; ;)
I don't know how difficult it would be to implement this (I guess quite difficult), but it will never get into the original game in my opinion. Maybe in a mod.

Gergo(&#337;), te magyar vagy?

Posted: 17 Jul 2013, 03:17
Kenny
Gergo0721 @ Jul 16 2013, 05:46 PM wrote: Hi EveryBody! New cars, new tracks are OK. But new weapons? Is it possible?
Possible yes, will be included no (especially since so much people in this community seem to have problems to even include content that appeared in other versions of the official game).

However if you are talking about custom weapons that could be added or removed to the game by the user like any other custom car/track then I'm afraid no (or not with some serious coding work). I guess theoratically the existing weapons could be tweaked in their properties in external files for the game to read (which wouldn't require as much coding) but again, many people would be against it (me included).

Posted: 17 Jul 2013, 06:34
Phantom
The weapons already can be 'modded' in certain way if you know how to do it, by changing the rocket model files for another things you can get new rockets to replace it, see the track called Municipal Waste as example, also by messing around with the textures you can get cool shockwave and electros effects, see the track Snowy River as example.

The only thing that can't be modified is the intensity, but I don't think it should be changed. The weapons are all perfectly balanced. Changing the weapons intensity for something super powerful would just make this game something that it's not. But for a Re-Volt v2.0 it would be an excellent addition.

Posted: 17 Jul 2013, 23:12
Gergo0721
OK. Thank you. :) I will wait for Re-Volt 2.0. And if you select how many cars go in a race (12 car) is it possible? "All pro;semi-pro;advanced;amateur;rookie;all category of all cars will go in a race? Or is it a silly suggestion?

Sorry for my bad english. :)

@Balint12 Igen, magyar vagyok.

Posted: 17 Jul 2013, 23:36
Phantom
Gergo0721 @ Jul 17 2013, 02:42 PM wrote: And if you select how many cars go in a race (12 car) is it possible? "All pro;semi-pro;advanced;amateur;rookie;all category of all cars will go in a race? Or is it a silly suggestion?
I'm not sure if I understand your question but if you mean a 12 cars race including vehicles from all ratings that is already possible. There is a line in every car's parameters for rating, if you put the same value for different cars like Humma, NY54 or Volken Turbo they will all race together.

The result is something similar to this:

[youtube][/youtube]

Posted: 18 Jul 2013, 00:04
sebr
Volken Turbo my favorit car after Toyeca :P

Posted: 18 Jul 2013, 01:01
Gergo0721
OK. But if I would like to go with NY 54 and if I have 20 advanced cars and i select "all advanced car" I will race with 19 CPU cars. This will be with rookie car;amateur car;semi-pro cars;pro cars. A I would like to go a race with all my about 200 cars. This is "with all cars". I hope you understand what I want to think. :)

Posted: 18 Jul 2013, 01:10
Balint12
So you want a race with like 200 cars? That's not possible. At the moment max. 30 identical cars race (like 30 R6 Turbos or 30 Cougars) is possible, if I'm right.
It would indeed be fun to have a race with 200 cars, but on most tracks most of the cars would start from out of the track, and it would probably be laggy too.

@Gerg&#337;: Ha esetleg érdekel egy magyar ReVolt fórum is...

Posted: 18 Jul 2013, 22:28
Gergo0721
In RC Dream Enduro or Interlagos F1 I think all cars will be on the track. I think 200 different cars. I know that (30 Cougar). :)

@Balint12: köszi a linket de ismerem. :)