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Posted: 19 Jul 2013, 00:22
Cat
What about 30 cars with 12 different skins? Same parameters and meshes, but different bitmaps.

As a way to exclude non-paintjob bitmaps like carboxes or preview pics, each car could have a folder named "skins" or "tpage" with all the selectable paintjobs inside. The game will search for bitmaps inside the folder and will do a random selection of these in case of more than 12 files being present.

Also reiterating my suggestion from the previous page.

Posted: 23 Jul 2013, 00:33
jigebren
Phantom @ Jul 14 2013, 11:18 PM wrote: Edit: YouTube tag doesn't work on this link:
https://www.youtube.com/watch?v=2-P__hjSI9k
This is fixed. "-" char in youtube ID was not taken into account until now.

Posted: 18 Aug 2013, 00:49
Phantom
A quick compilation of our most acclaimed suggestions, in case devs are wondering what the heck to do for the next releases. ;)
-Multiplayer Championship Mode with scores

-Knockout Game Mode

-Adding AI Bots in online races

-Reversed/Mirrored tracks selectable in multiplayer without quiting game

-Enabling/disabling car or track repetition in random cars/tracks races

-Allow the host to install a car/track without quitting the online race

-The so expected no-collission mode for multiplayer

-Allow Replay saving in multiplayer races

-Allowing Custom design skins for cars to be visible in multiplayer

-Allowing more than skin for stock cars offline

-Make the Talk key (set to F12 by default) selectable inside the Multiplayer menu.

-A-to-B track support implemented.

-Watertracks and boats support implemented (allow AI to control cars while being in-air)

-Allow the game to read additional strings languages automatically

-Fix the CHT symbol in non-cheat cars like UFO and the clockworks

-Add 2 AI difficulty levels as stated in the pole (link) (one that is same as last year's 1.2 super powerful AI -which was unfortunately removed later- and another setting set by default that is the equivalent of the original 1.1 AI).

-A way to uninstall a car or track directly from the game, preferably by selecting the car and pressing the Delete button.
And I also want to add this:
ElectricBee at RVL Forum wrote:Something else I would like to see in the Options menu is for the player to freely enable or disable certain cars, so when someone decides to do the full F-Zero X/GX/AX roster of vehicles (as an instance), then someone can specify to have only F-Zero vehicles be selectable by the AI. Of course this should apply only to practice and single race, not championship mode. At the very least have a switch for the player to specify a shortcut that lets the AI choose only certain vehicles regardless of the cpuselectable parameter.

Posted: 18 Aug 2013, 19:21
nero
My only suggestion is that you give the source code to more people. Almost three years on you still haven't given us a valid and good reason why you won't release it.

Posted: 18 Aug 2013, 22:00
Kenny
Phantom @ Aug 17 2013, 08:19 PM wrote:-Fix the CHT symbol in non-cheat cars like UFO and the clockworks
These cars are only obtainable with cheats so it makes sense to mark them with the label if the user used a cheat to get them.
So either we make them obtainable somehow (perhaps win on all tracks in clockwork carnage? :P ) or we keep it the way it is.
ElectricBee at RVL Forum wrote:Something else I would like to see in the Options menu is for the player to freely enable or disable certain cars, so when someone decides to do the full F-Zero X/GX/AX roster of vehicles (as an instance), then someone can specify to have only F-Zero vehicles be selectable by the AI. Of course this should apply only to practice and single race, not championship mode. At the very least have a switch for the player to specify a shortcut that lets the AI choose only certain vehicles regardless of the cpuselectable parameter.
So I guess you mean customizeable track and AI car selection (instead of just random)?
I also would like to have that, perhaps also a customizeable championship or some kind of track playlist.

Another popular request that I didn't see listed in your post is to include custom car sounds in the game.
nero wrote:My only suggestion is that you give the source code to more people. Almost three years on you haven't given us a valid argument behind that decision, or any argument at all.
I agree that they keep this project too much closed, they are just two people who do this in their free time, no wonder that there are still many things left we want to have and that updates happen moreless randomly.
On the other side they can't release it for everyone, I bet WeGoInteractive would immediately request to remove it or maybe even do worse.
And with more team members, it could become difficult to maintain the whole project.

Also afaik there are not many (active) members that have the knowledge and the time to join and work on the project.

Posted: 19 Aug 2013, 00:26
Phantom
Kenny @ Aug 18 2013, 01:30 PM wrote:Another popular request that I didn't see listed in your post is to include custom car sounds in the game.
I proposed that before, but we already got a negative answer from jig so.. that is why I didn't include it. Let me quote that to prevent you from search it.
jigebren wrote:
Phantom wrote: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.
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.

Kenny @ Aug 18 2013, 01:30 PM wrote:
Phantom @ Aug 17 2013, 08:19 PM wrote:-Fix the CHT symbol in non-cheat cars like UFO and the clockworks
These cars are only obtainable with cheats so it makes sense to mark them with the label if the user used a cheat to get them.
So either we make them obtainable somehow (perhaps win on all tracks in clockwork carnage? :P ) or we keep it the way it is.
It doesn't make sense Kenny. Probe UFO was always an original stock car and not a customized/modified car. Go check in 1.1 or 1.2 beta and you will see. Its parameter was manually changed by huki or jigebren in one of the newer releases to add a feature i think it was a shadow or something, and they forgot to change it back. That is why i used the word 'fix', because they just have to fix what they manually changed. And it is a modification that affects the game, because now we don't have a way to distinguish between an original Probe UFO and a custom one, and in the past we always had.

The main reason why the CHT word was added by Acclaim is to have a way to distinguish when users race with cars with modified parameters, it is not meant to say that the player used a code to unlock the car or not. If I take your argument as valid, every car obtained by the CARNIVAL code when the user didn't unlock them legally, should also show CHT in multiplayer as well, because it was obtained by 'cheat'.

Posted: 19 Aug 2013, 02:10
Kenny
Phantom @ Aug 18 2013, 07:56 PM wrote: I proposed that before, but we already got a negative answer from jig so.. that is why I didn't include it. Let me quote that to prevent you from search it.
Yeah but its still good to have a list of the most popular features, regardless whether they are going to be implemented or not (like with the waterboats/tracks, afaik we never heard any opinions on their side if they are going to implement it or not).

Also I don't see any mentioning in the quote that they are not doing it. Perhaps because of these things this feature has a lower priority for them or they still need to think for a way to realize this feature in an efficient way.
Phantom wrote:It doesn't make sense Kenny. Probe UFO was always an original stock car and not a customized/modified car. Go check in 1.1 or 1.2 beta and you will see. Its parameter was manually changed by huki or jigebren in one of the newer releases to add a feature i think it was a shadow or something, and they forgot to change it back. That is why i used the word 'fix', because they just have to fix what they manually changed. And it is a modification that affects the game, because now we don't have a way to distinguish between an original Probe UFO and a custom one, and in the past we always had.
Sorry, that was a mistake on my side. Still its only UFO and Mystery we are talking about, not the Clockwork cars.
Phantom wrote:The main reason why the CHT word was added by Acclaim is to have a way to distinguish when users race with cars with modified parameters, it is not meant to say that the player used a code to unlock the car or not. If I take your argument as valid, every car obtained by the CARNIVAL code when the user didn't unlock them legally, should also show CHT in multiplayer as well, because it was obtained by 'cheat'.
Yeah I guess I was in kind of a rush so I didn't think it through :P

Posted: 23 Aug 2013, 21:00
Balint12
This may have been suggested earlier, but I have never read of it, and it just came to my mind.

Would it be possible that custom cars could have their 'original' parameters too, like stocks? It would mean, that if you don't change them there is no CHT icon. So that way a custom car, which has parameters, that match its original parameters (obviously the parameters, which come with the download), there would be no CHT, but if you change those parameters there would be CHT icon, just like in case of stocks. After all, we all know which cars are the stock ones, so the CHT icon's function to show us which cars are customs, is useless. That way we knew - even in custom cars races - if someboday had edited his parameters.

Posted: 23 Aug 2013, 22:30
Rexreynolds
RV already has a mechanism in place to determine which is stock and which is a cht car...anyway you look at it, it would be a rather large undertaking to change the system (which was used largely for the multiplayer aspect imo). IF we had say a server client mode then the server could set which cars could be used online, but we don't, think we would an entirely new game by the time one finished rewriting the network code. the remaining question would then be who gets stuck with the task of figuring out what is 'stock'?
Rex

Posted: 23 Aug 2013, 23:00
Balint12
I don't exactly understand what you mean Rex, and I don't know how ReVolt determines if a stock car's params are modified or not.
What I said, is that ALL cars could be accepted by ReVolt as stock, if their parameters are not changed.
If this works with a system, where all cars' params which can be accepted as stock, has to be written somewhere in ReVolt, it would indeed be an unbelievably great job to write all cars' params.
But if it would be possible to set something like an 'original parameter' in the car files, which couldn't be changed, and the game would check if it matches with the actual parameters... as I write down this, it seems less and less probable that it's possible.
Whatever, it'd be cool ;)

Posted: 23 Aug 2013, 23:20
Rexreynolds
see this thread; http://z3.invisionfree.com/Our_ReVolt_P ... topic=1855
maybe that will shed some light on the tip of the iceburg.
Rex

Posted: 24 Aug 2013, 00:36
Balint12
Yeah thanks! Amazing that you just returned to the community, and you can navigate this well here already :) guess I was too lazy to see if it has already been discussed.

Then to the devs: what's up with this? (I mean the thing in the other topic)

Posted: 24 Aug 2013, 01:11
Skarma
Kay came up with the idea of creating an individual checksum for each car, like it says at the bottom of the parameters of the stock cars. That way, the game won't detect it as a 'cht'.

Posted: 24 Aug 2013, 19:21
nero
My only suggestion is that you give the source code to more people. Almost three years on you still haven't given us a valid and good reason why you won't release it.

Posted: 20 Sep 2013, 15:03
Mladen007
Could you add gears in RV?

Posted: 20 Sep 2013, 16:22
Kenny
nero @ Aug 24 2013, 02:51 PM wrote: My only suggestion is that you give the source code to more people. Almost three years on you still haven't given us a valid and good reason why you won't release it.
They did give a statement about making the source public:
jigebren wrote:Well, I don't know what is Huki's point of view about that, but in fact, the current status is a bit unclear, as for a lot of abandonwares. For example, does someone still own some rights about this code? Acclaim Ent. does not exist anymore, ThrowBucks Ent. probably owns the Re-Volt name, the franchise, call it what you want, but not the code we're using, we're not using the M$ code for the xbox version, which was never released by the way...

Also, thanks for the recruiting proposition but as you may expect, because of the unclear status, I just don't know what to answer for now. Well, if some people are really interested by this project, they can still try to contact us.
huki wrote:About the source code, what jigebren said is true. I don't think i have anything else to add... But I'll give some information about the project/source's history in the website.
But that was back then when the project was in its early steps and WeGo wasn't involved in the legal situation.

So I think it would be nice if they could give an updated statement on the situation (both on ORP and the official patch page) since quite a few things have changed since then.

Posted: 23 Sep 2013, 12:01
aryo_adhi
Mladen007 wrote:Could you add gears in RV?
Since when RC cars have a gear? :blink:
Skarma wrote:Kay came up with the idea of creating an individual checksum for each car, like it says at the bottom of the parameters of the stock cars. That way, the game won't detect it as a 'cht'.
Like what?
If the comment file in car paramaters deleted, it'll make the checksum different too... <_<

Posted: 23 Sep 2013, 18:22
Mladen007
Since when RC cars have a gear? blink.gif
Who said they are for RC cars?

Posted: 24 Sep 2013, 01:02
Skarma
aryo_adhi @ Sep 23 2013, 06:31 AM wrote:
Skarma wrote:Kay came up with the idea of creating an individual checksum for each car, like it says at the bottom of the parameters of the stock cars. That way, the game won't detect it as a 'cht'.
Like what?
If the comment file in car paramaters deleted, it'll make the checksum different too... <_<
At the end of the parameters, every stock car has a bunch of letters and numbers. Kay proposed that creating something that would generate one of these and shove it into the parameters somehow would create a new checksum for it so as long as this line is in the parameters and it's for the correct car, it will not show up as CHT. Something along those lines...

Posted: 24 Sep 2013, 03:12
Kenny
Creating a checksum for each car would not only mean that a lot of car parameter files would need to be modified but also that those parameters would have to be in their final form.
So if a car author decides to make some little changes to his car afterwards (or even put comments in) he would need to create a new checksum for it.

Also such a tool should under no circumstances be available to the public, otherwise everyone could create his own "legit" parameters (and thus making the CHT label obsolete).
The recent suggestion from Huki was pretty good but I personally prefer the current way, simply because its more open.

Another suggestion I would have is that the legit checksum values are either based on parameters of the person who hosts a game or on the parameters that the majority of the people in the game have.
Mladen007 wrote:Who said they are for RC cars?
Then why do you want that feature for a RC car game :rolleyes:

Posted: 24 Sep 2013, 04:41
Cat
There are RC cars with gearboxes. Already suggested this in a simplified way.

To add gears in RV, Huki & co. would need to rework the game's engine so that's a big no, i suppose.

Want your custom car to have gears? Make cars for NFS, Racer and such.

Posted: 24 Sep 2013, 07:35
aryo_adhi
Skarma @ Sep 23 2013, 08:32 PM wrote:
aryo_adhi @ Sep 23 2013, 06:31 AM wrote:
Skarma wrote:Kay came up with the idea of creating an individual checksum for each car, like it says at the bottom of the parameters of the stock cars. That way, the game won't detect it as a 'cht'.
Like what?
If the comment file in car paramaters deleted, it'll make the checksum different too... <_<
At the end of the parameters, every stock car has a bunch of letters and numbers. Kay proposed that creating something that would generate one of these and shove it into the parameters somehow would create a new checksum for it so as long as this line is in the parameters and it's for the correct car, it will not show up as CHT. Something along those lines...
It would be better if the checksum method reads “only” the real parameters, and ignores comment line(s) :)

Posted: 27 Sep 2013, 13:43
revolting
Make a city like in underground or something and add nitro by hitting opponents

Posted: 27 Sep 2013, 13:50
Balint12
revolting @ Sep 27 2013, 09:13 AM wrote: Make a city like in underground or something and add nitro by hitting opponents
ugh... you can't be serious

Posted: 27 Sep 2013, 14:23
VaiDuX461
revolting @ Sep 27 2013, 11:13 AM wrote:Make a city like in underground or something and add nitro by hitting opponents
Then why don't play NFS Underground 1/2 instead?

Posted: 27 Sep 2013, 14:31
revolting
they don't have the driving experience that revolt does. Revolt is more realistic, In order to implement it you might get help from Xfire users

Posted: 27 Sep 2013, 16:54
Balint12
About the city thingy... that will obviously never be made, it would take a LOT of time, and this is just not the game for that.

About the nitro thingy... there is the battery pickup.

Posted: 27 Sep 2013, 17:06
Kenny
Balint12 @ Sep 27 2013, 12:24 PM wrote: About the city thingy... that will obviously never be made, it would take a LOT of time, and this is just not the game for that.
Yeah, never going to happen. Some serious engine modifications would be required to make any enjoyable bigger map possible, not to mention that Re-Volt was never made with something like that in mind.

And nitro...well you could as well play any generic racing game on a handheld then.

Posted: 27 Sep 2013, 21:11
Citywalker
Revolt is more realistic
That’s a great compliment :)
But still, it means too much re-coding and is not the Re-Volt _style_ anyway.

Posted: 27 Sep 2013, 22:58
Phantom
revolting @ Sep 27 2013, 06:01 AM wrote:They don't have the driving experience that revolt does, Revolt is more realistic.
Dear Electronic Arts, suck it up and:


Posted: 28 Sep 2013, 01:49
Skarma
Phantom @ Sep 27 2013, 05:28 PM wrote: Dear Electronic Arts, BURN. kthnx
EFA

Posted: 28 Sep 2013, 05:28
OdieHerpaderp
Here's a few tidbits i came up with:

Feasible suggestions
- Support resolutions up to 4K UHD (3840 pixels × 2160)
- The ability to set the refresh rate in the game settings.
- "Modern" texture format support (or atleast something that's compressable.)
- The ability to play a predefined list of music in levels with no defined song of their own.

Wishful thinking
- Update Revolt's graphical engine to comply with either directx9 or opengl.
- Support for normal maps and "modern" lighting.

that's all i can really think of at the moment, heh.

Posted: 29 Sep 2013, 11:02
aryo_adhi
OdieHerpaderp @ Sep 28 2013, 12:58 AM wrote:Here's a few tidbits i came up with:

Feasible suggestions
- Support resolutions up to 4K UHD (3840 pixels × 2160)
- The ability to set the refresh rate in the game settings.
- "Modern" texture format support (or atleast something that's compressable.)
- The ability to play a predefined list of music in levels with no defined song of their own.

Wishful thinking
- Update Revolt's graphical engine to comply with either directx9 or opengl.
- Support for normal maps and "modern" lighting.

that's all i can really think of at the moment, heh.
Will taking a long time... :blink:

Posted: 29 Sep 2013, 17:41
OdieHerpaderp
aryo_adhi @ Sep 29 2013, 06:32 AM wrote:
OdieHerpaderp @ Sep 28 2013, 12:58 AM wrote:...
Wishful thinking
- Update Revolt's graphical engine to comply with either directx9 or opengl.
- Support for normal maps and "modern" lighting.

that's all i can really think of at the moment, heh.
Will taking a long time... :blink:
Hence i consider them to be wishful thinking, hehe.

Posted: 29 Sep 2013, 20:02
RacerBG
Good suggestions and they are not hard to implement if you think about the future. ReVolt 1.2 should look more at the future. For the moment I see "no movement" from the team at all. What's happening?

Posted: 30 Sep 2013, 09:52
revolting
I wanna say it would be great for Re-volt 1.2 to have 2 selectable AI the original and modified; so that the car creators may may be able to design expert AI cars, at least until the final AI is delivered. What can u comment?

Bible principle: luke 14:28 For example, who of YOU that wants to build a tower does not first sit down and calculate the expense, to see if he has enough to complete it?

Posted: 30 Sep 2013, 15:08
Balint12
Yeah, this selectable AI stuff would be good, it was already suggested, and doesn't seem to be too much work (though I may be wrong).

And let's not forget the prinicple:
Luke ep.4: It's not impossible. I used to bullseye womp rats in my T-16 back home, they're not much bigger than two meters.

Posted: 01 Oct 2013, 15:31
aryo_adhi
OdieHerpaderp @ Sep 29 2013, 01:11 PM wrote:
aryo_adhi @ Sep 29 2013, 06:32 AM wrote:
OdieHerpaderp @ Sep 28 2013, 12:58 AM wrote:...
Wishful thinking
- Update Revolt's graphical engine to comply with either directx9 or opengl.
- Support for normal maps and "modern" lighting.

that's all i can really think of at the moment, heh.
Will taking a long time... :blink:
Hence i consider them to be wishful thinking, hehe.
Seems I've been requested the "modern" lighting, aaaaaaaaaaand seconded. :blink:
I mean, projected shadows?

Posted: 03 Oct 2013, 21:58
OdieHerpaderp
Realtime shadows would be nice, but i'm equally interested in proper spot and point lights. An engine update to directx9 might also make ambient occlusion work ( albeit forced through nvidia inspector/control panel)

Posted: 07 Oct 2013, 06:58
Phantom
When turning the Music Off in Sound Settings, the Frontend soundtrack still remains active.
This bug is still present in 1.2 Alpha 0820. It's a nice opportunity to finally fix it.

Posted: 07 Oct 2013, 23:33
Kipy
Yo guys!

I found something interesting on ReVolt, check following videos:

Video by me:
[youtube][/youtube]

Video by mmud:
[youtube][/youtube]

This issue is between mmud and me only.
Why is this happen? :huh:

Posted: 10 Oct 2013, 13:56
Balint12
This is the perfect example of lag, Kipy.

You are not at the same place according to your game, and mmud's (or whoever this happens with), and therefore, you may see that you didn't even hit his car, and it rolls away, but in his game you were probably a little closer to him, and so in his game you hit him, and so he rolls away. This can happen of course the other way too, when his game 'thinks' you are further, so you hit his car, and it's pushed away only a little later, then it should be, according to your game.

I have some doubts, but I hope this was understandable :)

Posted: 10 Oct 2013, 22:52
Dolo
If you call that a lag, it's a lag typical of last alphas, and may be it's why we have too strong collisions and too strong impact's weapons... And you can shoot so easily with rockets and water balloons without aiming precisely for example... it ruins the gameplay for sure...

Posted: 11 Oct 2013, 00:49
Phantom


mmud and Kipy have one of the best connections in the community, how is it possible exist lag in a 3 players race? Is Re-Volt such a internet-demanding game? I don't think so.

If this is lag like bálint says, then something happens with Re-Volt's managment of lag.

I have to agree with Dolo here.

Posted: 11 Oct 2013, 01:30
Kenny
I believe an option (or a test build if you don't want to firmly implement it) for displaying the pings of all players ingame would give a clear answer to the question whether this is lag related or not.

Posted: 12 Oct 2013, 02:55
Balint12
I can't imagine any other ways for this to happen, than lag, or some sort of connection problem between the players. I didn't say it's because they don't have a good connection, or that it's not related to the game's properties, but it still seems to be lag.
On the other hand, I would like to point out, that this exactly happened earlier too. When my connection wasn't too good, I saw this everyday.

Posted: 12 Oct 2013, 03:08
Kenny
Balint12 @ Oct 11 2013, 10:25 PM wrote: I would like to point out, that this exactly happened earlier too.
You mean earlier as in the original / beta version or earlier as in recently (with the alpha)?

Also as balint pointed out, a good internet connection doesn't mean you won't experience lag. There are many additional factors to this.
For example it could be that at that time one of them was downloading something while playing. Or it could aswell be a bug in the game that either causes the lag or that makes the game think that the connection is bad.

Posted: 12 Oct 2013, 21:06
Kipy
Dolo @ Oct 10 2013, 06:22 PM wrote: If you call that a lag, it's a lag typical of last alphas, and may be it's why we have too strong collisions and too strong impact's weapons... And you can shoot so easily with rockets and water balloons without aiming precisely for example... it ruins the gameplay for sure...
It happened in 2010 too.

Posted: 12 Oct 2013, 21:07
Kipy
Balint12 @ Oct 11 2013, 10:25 PM wrote: I can't imagine any other ways for this to happen, than lag, or some sort of connection problem between the players. I didn't say it's because they don't have a good connection, or that it's not related to the game's properties, but it still seems to be lag.
On the other hand, I would like to point out, that this exactly happened earlier too. When my connection wasn't too good, I saw this everyday.
We didn't experience lag in game

Posted: 12 Oct 2013, 21:09
Kipy
Phantom @ Oct 10 2013, 08:19 PM wrote:

mmud and Kipy have one of the best connections in the community, how is it possible exist lag in a 3 players race? Is Re-Volt such a internet-demanding game? I don't think so.

If this is lag like bálint says, then something happens with Re-Volt's managment of lag.

I have to agree with Dolo here.


The recently one