Page 7 of 8
Posted: 21 Mar 2016, 16:39
URV
Thanks to Nero for helping me confirm this:



The split times in Time Trial mode appear to be completely off the charts. I believe it's a glitch exclusive to the latest build (16.0315a).

Posted: 21 Mar 2016, 20:42
nero
URV @ 21 Mar 2016, 11:09 AM wrote:

The split times in Time Trial mode appear to be completely off the charts. I believe it's a glitch exclusive to the latest build (16.0315a).
[HIDE=Off-topic]No, you're just the slowest driver on the planet. :P[/HIDE]
This bug only happens when you're ahead of the ghost. If you're behind it, the game shows normal split times.

Posted: 21 Mar 2016, 22:42
MarvTheM
I've been noticing some jittering in the water wobble effect (the problem seems to be vsync): https://i.gyazo.com/5a466218aad87c34dad ... 334604.mp4
When you pause the game it's alright, even with vsync on.
We also had more races with the current build. The teleporting is definitely an issue.

Another bug: Toytanic stands still in Time Trial mode. The ROCK feature doesn't seem to work.

Also, huki, could you restore the Scroll Lock makeitgood behaviour, please? I don't have enough fingers to keep it pressed all the time.

Posted: 24 Mar 2016, 23:50
Huki
nero @ 21 Mar 2016, 08:42 PM wrote:
URV @ 21 Mar 2016, 11:09 AM wrote:http://i.imgur.com/C73zuug.png
The split times in Time Trial mode appear to be completely off the charts. I believe it's a glitch exclusive to the latest build (16.0315a).
This bug only happens when you're ahead of the ghost. If you're behind it, the game shows normal split times.
Good catch, I fixed it.
Marv wrote:We also had more races with the current build. The teleporting is definitely an issue.
Do you mean the previous build was better? Should I revert back to the previous behaviour?
I saw Santiii's latest videos and it looks fine to me. It's just like I intended: the lagging cars get "teleported" to the new location instead of a smooth animation between the old and new positions. This reduces any collisions / pushing because of lag. It results in a slight jitter, but I thought it was ok.
But if you need the change reverted, just let me know...

Posted: 25 Mar 2016, 00:10
Huki
MarvTheM @ 21 Mar 2016, 10:42 PM wrote:I've been noticing some jittering in the water wobble effect (the problem seems to be vsync): https://i.gyazo.com/5a466218aad87c34dad ... 334604.mp4
When you pause the game it's alright, even with vsync on.
I can't reproduce it either with vsync on or off (I tried with Sprinter XL which floats in the pool). Maybe it's specific to the car you used? Can you link me to that car? And have you tried with Sprinter?
Another bug: Toytanic stands still in Time Trial mode. The ROCK feature doesn't seem to work.
It works once you cross the start line. I think this was the case in v1.2 and older versions too, can you confirm?
Also, huki, could you restore the Scroll Lock makeitgood behaviour, please? I don't have enough fingers to keep it pressed all the time.
We currently have no way of detecting the scroll lock state in RVGL (it's not supported in SDL). Maybe we can use a different key to toggle fast / slow cam. What do you suggest? (it should be something that doesn't conflict with other keys in Makeitgood mode).

Posted: 25 Mar 2016, 03:49
MarvTheM
sebr @ 24 Mar 2016, 08:18 PM wrote: I can't see what it's wrong on this video...
Can someone explaine me please ?
The water is flickering. It should be a smooth animation but it isn't. It's supposed to be like here: https://www.youtube.com/watch?v=NNFQBNxWC3Y
Maybe it's specific to the car you used?
It happens with every car whenever the framerate is not at 60.
It works once you cross the start line. I think this was the case in v1.2 and older versions too, can you confirm?
Makes sense, sorry.
What do you suggest? (it should be something that doesn't conflict with other keys in Makeitgood mode).
Tilde key (`/~)
Do you mean the previous build was better?
I really don't know what's better or worse. At this point it's up to the players. In my opinion smooth transitions are less annoying.
The thing is, however, firing weapons at people doesn't always work and somehow everything seems out of sync. It also occurs that you are driving behind people when you appear in front of them for the other player. "Nice of you pushing me" - "Uh, I'm actually in front of you..."
I wish I could help more on that issue...

Posted: 25 Mar 2016, 21:48
Yohanov
So the other day Marv hosted on last RVGL with optic fiber, there were 12 Players, and the driving feeling was perfect for me. (compared to offline RVGL)

So on the last RVGL, with a really good host, it's no problem.

What I wish is that even with a less good host, we'd also have a perfect driving feeling (aka same as offline) and that the lag would only impact in terms of people teleporting/having fake positions etc. And same for last 1.2

As dolo said, the answer to the v-sync question is so ridiculously obvious :banghead:

Posted: 25 Mar 2016, 22:22
nero
Yohanov @ 25 Mar 2016, 04:18 PM wrote: As dolo said, the answer to the v-sync question is so ridiculously obvious :banghead:
Well? Care to clarify? Most of us here don't exactly, you know, speak French. Google Translate isn't much help either.

Posted: 25 Mar 2016, 23:45
Dolo
nero @ 25 Mar 2016, 05:52 PM wrote:
Yohanov @ 25 Mar 2016, 04:18 PM wrote: As dolo said, the answer to the v-sync question is so ridiculously obvious :banghead:
Well? Care to clarify? Most of us here don't exactly, you know, speak French. Google Translate isn't much help either.
U're a joke...

And that, it's russian ??
Dolo wrote:Touriga's question was so stupid that it was useless and no necessary to answer something !
Dolo wrote:You think we play with the v-sync disabled on 1.1 and v-sync enabled on 1.2 or rvgl, then come here to complain.
The differences are noticed with the same settings of game, POINT FINAL !
[Vaid]: Excuse me for editing your post again, sir. But could you please explain to me what was the point of this reply? You're just trying to offend him, then you sarcastically say that's russian, and last part of the post just contains your earlier quotes. Nothing you've said just now was new.

[Dolo]:
Yohanov said = "as dolo said"
Nero said = "Most of us here don't exactly, you know, speak French"
"as dolo said" it was referring to my english quote
Conclusion = so finally, may be i wrote in russian...

Posted: 25 Mar 2016, 23:52
nero
All I'm asking is Yohanov to confirm whether or not he's using V-Sync. A simple YES or NO answer will do.
The differences are noticed with the same settings of game, POINT FINAL !
V-Sync does impact the game, believe it or not.

Posted: 26 Mar 2016, 00:27
sebr
nero @ 25 Mar 2016, 07:22 PM wrote: All I'm asking is Yohanov to confirm whether or not he's using V-Sync. A simple YES or NO answer will do.
The differences are noticed with the same settings of game, POINT FINAL !
V-Sync does impact the game, believe it or not.
the only thing that i can say about this it that i always use the same setting about V-Sync from RV 1.0 to last 1.2/rvgl

and i'm shure that Dolo and Yohanov do the same as me (keep the same v-sync settings all the time)

so in that case we don't need to take care of wich v-sync setting is used ... (it's what Dolo trying to told you i guess)

but it's true v-sync on was always far away different as v-sync off (but it's absolutely not the Yohanov report)

ps: i'm absolutely not trying to offend anyone

Posted: 26 Mar 2016, 00:31
MarvTheM
Yohanov @ 25 Mar 2016, 05:18 PM wrote: So the other day Marv hosted on last RVGL with optic fiber, there were 12 Players, and the driving feeling was perfect for me. (compared to offline RVGL)
I do have the same optic fibers connection Bonk is using.
My connection is a rather standard VDSL with 10 mbit/s upload and 50 download.
However, that series of races was indeed very smooth for me.

Posted: 26 Mar 2016, 00:33
kajeuter
VaiDuX461 @ 18 Mar 2016, 06:59 PM wrote:
kajeuter @ 18 Mar 2016, 04:32 PM wrote:
VaiDuX461 @ 16 Mar 2016, 01:39 PM wrote: Copy your profile (in "profiles" folder) to RVGL. After that, inside RVGL\profiles\[$profilename], rename "[$profilename].ini" to "profile.ini". This should do it.
I tried that, but now my RVGL broke, and I cant get it working again. Even reinstalling or restarting my computer does not work. What did I do wrong?
What do you mean broke? Game doesn't launch? However, this wouldn't make any sense, since you've only modified/added sth in profile folder.
There's one possibility though, try deleting "rvgl.ini" (settings file) inside "profiles" and see if the game runs again.

I've tried my 1.2 to RVGL savegame method myself and I can guarantee you that it DOES work.
No idea what the hell happened to your game, if that was even the main cause in the first place.
It works now, thanks! but my savegame isn't working yet. Any solutions? I copied my profile from my original RV and names it profile.ini

Posted: 27 Mar 2016, 00:28
Dolo
This last build is very interesting for one thing :
the car is not affected of the same way after a collision with an another car in online mode.
It's clearly a good point.

Posted: 27 Mar 2016, 18:51
Huki
kajeuter @ 26 Mar 2016, 12:33 AM wrote:It works now, thanks! but my savegame isn't working yet. Any solutions? I copied my profile from my original RV and names it profile.ini
Can you post a screenshot of your "profiles" folder, and the files inside it?
This is how it should be:
  • In your RVGL folder, you should have a folder called "profiles".
  • Inside "profiles", a folder with your name, like "myname".
  • Inside "myname", a text file named "profile.ini".
After copying your profile to RVGL, you have: "RVGL\profiles\myname\myname.ini"
Rename this to: "RVGL\profiles\myname\profile.ini"

Posted: 28 Mar 2016, 16:07
kajeuter
I did everything you just explained. Still not working.


Posted: 28 Mar 2016, 18:42
VaiDuX461
@kaj: Could it be that RVGL does not support dots and other such symbols in profile's filename??
Actually... how did you able to create a profile in-game with a dot in its name at all?
Well, savegames with dot in filenames does load for me on RVGL (renamed with file manager). However, all unlocks become locked again, hence making this an useless effort.

Changing profile filename breaks progress table completion, so don't do it. Same for v1.2.
Keep in mind, Win32 version savegames can still be converted to lowercase letters, so they won't break (for linux users).

Posted: 28 Mar 2016, 18:55
Huki
VaiDuX461 @ 28 Mar 2016, 06:42 PM wrote:@kaj: Could it be that RVGL does not support dots and other such symbols in profile's filename??
Actually... how did you able to put dot as your profile name in-game at all?
Yeah, how did he put the dot? :blink: I just tried creating a new profile in v1.2 and I can't put the dot. I can only enter "Dr Kaj". In rvgl I can enter "DR KAJ" (and both point to the same profile).

Also, it seems he has both 1.2 and rvgl in the same folder. In that case it is not advised to rename the Dr Kaj.ini file, because it's still required by v1.2. Instead he should create a new empty file named "profile.ini".
The safest way to import the profile for most users is to create a new profile in rvgl with the same name as their 1.2 profile.

@Kaj: Can you zip and upload your profile folder? I'll see if I can fix it for you...

Posted: 29 Mar 2016, 03:31
Abc
Oh, i always wondered how some people bypass the name input restriction.

Posted: 29 Mar 2016, 19:52
kajeuter
Huki @ 28 Mar 2016, 02:25 PM wrote:
VaiDuX461 @ 28 Mar 2016, 06:42 PM wrote:@kaj: Could it be that RVGL does not support dots and other such symbols in profile's filename??
Actually... how did you able to put dot as your profile name in-game at all?
Yeah, how did he put the dot? :blink: I just tried creating a new profile in v1.2 and I can't put the dot. I can only enter "Dr Kaj". In rvgl I can enter "DR KAJ" (and both point to the same profile).

Also, it seems he has both 1.2 and rvgl in the same folder. In that case it is not advised to rename the Dr Kaj.ini file, because it's still required by v1.2. Instead he should create a new empty file named "profile.ini".
The safest way to import the profile for most users is to create a new profile in rvgl with the same name as their 1.2 profile.

@Kaj: Can you zip and upload your profile folder? I'll see if I can fix it for you...
Yeah, I made that profile when 1.2 first introduced profiles. No idea how I did it but it somehow worked.

I'll DM you my folder, no problem.

Posted: 29 Mar 2016, 21:55
Huki
@kaj: I got your profile folder. It's working fine for me, I see your save game. I just placed your Profiles folder in my re-volt folder, ran rvgl.exe, it loaded your profile with your progress.
I got the language prompt, maybe that's what made you think the progress was not imported?


Posted: 02 Apr 2016, 03:47
kajeuter
Huki @ 29 Mar 2016, 05:25 PM wrote: @kaj: I got your profile folder. It's working fine for me, I see your save game. I just placed your Profiles folder in my re-volt folder, ran rvgl.exe, it loaded your profile with your progress.
I got the language prompt, maybe that's what made you think the progress was not imported?

Yeah I noticed, I have no idea what went wrong, but it works fine for me as well. Thanks Huki!

Posted: 07 Apr 2016, 15:56
Sausageface
Greetings, earthlings!

I recently stumbled upon RVGL and was immediately taken back to my youth, I think I was about 14 or so when I played Re-Volt back in the early 2000s. So seeing this was quite amazing, even more that there is a Linux port available.
At first it was a bit hard to find all the information on how to get this running and why/how this even exists, but eventually I figured out that apparently there has been an active Re-Volt community ever since this game was first released, so that's why I didn't find a proper landing page that goes like "hey, this is this game you played as a child and now we're gonna show you how to get back into playing it once again for some nostalgia" :)

Anyways, as a Linux guy I was looking for the source first to build it myself, but was disappointed quickly; no such thing, just binary files. :( But ok, let's just try to get into the game.
Since libsdl2 on Ubuntu 14.04 depends on wayland and a bunch of other stuff I didn't feel like installing, and I got wine already set up, I resorted to rvgl.exe for a start, which worked flawlessly. After a couple of multiplayer sessions with friends I decided to tackle the Linux version again by building libsdl from source and disabling features not needed by rvgl. After some minor problem I ended up with a working lib/ folder to pass via LD_LIBRARY_PATH. Yay, native Re-Volt for Linux, and everything still works fine, more multiplayer fun.

To devs (just Huki?):
I messed up the first time building SDL by not including X11 support, which I didn't notice. I tried to start rvgl... nothing happens. Exit Code 0. The log file contains no errors, ends with "Loading: cars.. Found" - weird. So after some poking around I noticed that you seem to call SDL_InitSubSystem(SDL_INIT_VIDEO) and then when that fails you SDL_ShowSimpleMessageBox() the SDL_GetError() and return 0 from main, which should probably rather be a nonzero exit code to be less confusing. But the main issue here was that since my sdl didn't have X11 support, there was no way to show a message box :D. So maybe there should be some console output or log file entry too. As far as I can tell, any message box that the game would ever pop up is some kind of error message, so why not just use a wrapper function that always logs to file, stdout/err and shows a message box, so the user won't miss it (and can easily copy it after the game closes). :)

Also there's one PC here with some Intel HD integrated graphics (8086:0412, i5-4570T) that shows severe stuttering (15-25 fps) with VSync on, but does like 250 with VSync off (Yeah I know that VSync is a pita with OpenGL)... Still, a general frame cap would be nice so that little NUC won't start melting when playing a 17 years old game.


Sooo that's my little adventure on re-discovering Re-Volt after quite some time. Thanks for all the effort that has been put into this so far, and I really really hope that some day you will go open source. I would be very surprised if this wouldn't get much more attention and input from people around the globe. This game is as addicting as it was back in the old days, and there's so much more potential.

Posted: 08 Apr 2016, 03:28
Huki
Hey,
Sausageface @ 7 Apr 2016, 03:56 PM wrote:At first it was a bit hard to find all the information on how to get this running and why/how this even exists, but eventually I figured out that apparently there has been an active Re-Volt community ever since this game was first released, so that's why I didn't find a proper landing page that goes like "hey, this is this game you played as a child and now we're gonna show you how to get back into playing it once again for some nostalgia" :)
We should definitely consider putting up a landing page along those lines. There are more and more of you Re-Volt players than we'd have imagined. Also, check out Marv's re-volt portal: re-volt.me, it's a great way for old and new players alike to familiarize themselves with the game and the community. It's also one of the few places were you can get the game data (and where we recommend).

And keep in mind, Re-Volt is now owned by a company called WeGo and we didn't get along well... it's a long story, but it's also the reason we haven't made the code public. So only binaries for now, sorry.
[...] So maybe there should be some console output or log file entry too. As far as I can tell, any message box that the game would ever pop up is some kind of error message, so why not just use a wrapper function that always logs to file, stdout/err and shows a message box, so the user won't miss it (and can easily copy it after the game closes). :)
Sure, I could log the error to the console along with displaying the message box. We don't call SDL_ShowSimpleMessageBox() directly btw - if you're seeing that, it was probably optimized / inlined by the compiler.
Also there's one PC here with some Intel HD integrated graphics (8086:0412, i5-4570T) that shows severe stuttering (15-25 fps) with VSync on, but does like 250 with VSync off (Yeah I know that VSync is a pita with OpenGL)... Still, a general frame cap would be nice so that little NUC won't start melting when playing a 17 years old game.
The proper way to limit the frame rate is by enabling vsync, but as you found out, vsync is a real pain on some gpu drivers (mostly Intel). It sucks.. I'll see about adding a frame cap with vsync off.
Sooo that's my little adventure on re-discovering Re-Volt after quite some time. Thanks for all the effort that has been put into this so far, and I really really hope that some day you will go open source. I would be very surprised if this wouldn't get much more attention and input from people around the globe. This game is as addicting as it was back in the old days, and there's so much more potential.
And thanks for playing. :) I do hope to see the code opened out some day. There's also a feature-complete Re-Volt plugin for Blender which should be similarly opened out when the time comes.

Posted: 19 Apr 2016, 05:52
Huki
New RVGL build 16.0420a is released.
rvgl_16.0420a_win32.7z
rvgl_16.0420a_linux.7z
changelog

What's New
  • Added a frame rate limiter for players with vsync off.
  • Error messages are logged to the terminal (a feature requested by Sausageface).
  • Camera speed in edit mode is controlled with the caps lock. (report)
  • Fixed the split times bug introduced in last release.
  • Fixed crash in some user tracks like Freestoyle. (report)
  • Fixed various glitches with vsync off. (report)
  • Improved various controller related issues. (report)
  • Initial support for boat type tracks.
I tested the frame rate limiter locally, but feedback from others are welcome (check the changelog on how to configure it).

I found a mistake in the joystick deadzone / range calculation that reduced the utilizable range of each axis. Basically it could have made cars little slower or hard to steer. It's fixed now.
Also note that the axis used to accelerate and brake has a hardcoded deadzone / range of 15% and 90%. I thought it was safer that way, but let me know if there are any complaints / suggestions about that.

Boat Tracks: Recently Marv worked on a proof-of-concept track that shows that boat races are possible in Re-Volt with v1.2 / RVGL. See a video preview here: https://www.youtube.com/watch?v=NNFQBNxWC3Y
I made a few initial changes in this release of RVGL to support such tracks. It's not polished yet (some water ripples or smoky effect behind the boat would be nice), but I've already added:
  • Rocky water physics: similar to "rocky ship", it rocks the boat about in the water but it does not move the entire track (as in the case of ship). You can use the ROCK parameters in the level .inf as usual, then set the type of rock with the ROCKTYPE keyword (0 = ship, 1 = water).
  • The ability of flying / boat type car AI to steer in mid air.
ODROID Magazine: There is an article about RVGL in the ODROID Magazine (April Issue). It's written by Tobias aka meveric, the guy who handles the porting of RVGL to ODROID. Read it if you want. :)

Posted: 21 Apr 2016, 23:39
sebr
Bug on the last RVGL (linux version, win version not tested yet) :

In Makeitgood / Object mode
save the changes with [CTRL] + (F4]
go back to frontend
Load any track in makeitgood / object mode
press [F4] : nothing
press [F4] again and you get save message ... can't be abble to make any changes


note : old bug with flying car on water or in air (both any 1.2 (with flying car option) and rvgl)
if you use brack and turn left : the car go right
and if you use brack and turn right : the car go left

if I remember UFO on rv1.0 didn't had this bug, but UFO have it today ... :huh:

Posted: 23 Apr 2016, 23:39
Skarma
I installed the latest patch and now the game crashes every time in multiplayer whenever the loading bar finishes.

Posted: 24 Apr 2016, 04:09
Abc
sebr @ 21 Apr 2016, 03:09 PM wrote: note : old bug with flying car on water or in air (both any 1.2 (with flying car option) and rvgl)
if you use brack and turn left : the car go right
and if you use brack and turn right : the car go left

if I remember UFO on rv1.0 didn't had this bug, but UFO have it today ... :huh:
UFO works like Half-Life 2 Airboat, turn is inverted when you go backwards.
Are you sure that this is not a bug introduced with boat support? hmmm

Posted: 24 Apr 2016, 04:25
Huki
Skarma @ 23 Apr 2016, 11:39 PM wrote: I installed the latest patch and now the game crashes every time in multiplayer whenever the loading bar finishes.
Strange, I can play just fine using latest release (tried joining some races yesterday and today). Can any other online player confirm? And was it stocks or custom?
sebr wrote:note : old bug with flying car on water or in air (both any 1.2 (with flying car option) and rvgl)
if you use brack and turn left : the car go right
and if you use brack and turn right : the car go left

if I remember UFO on rv1.0 didn't had this bug, but UFO have it today ...
It sounds like the normal and expected behavior to me, are you sure v1.0 was different? I will check myself tomorrow.
In Makeitgood / Object mode
save the changes with [CTRL] + (F4]
go back to frontend
Load any track in makeitgood / object mode
press [F4] : nothing
press [F4] again and you get save message ... can't be abble to make any changes
I get that bug since a long time on Linux... maybe a SDL2+Linux specific bug with input modifiers. I'll try to confirm.

Posted: 24 Apr 2016, 17:13
sebr
Huki @ 23 Apr 2016, 11:55 PM wrote:
Skarma @ 23 Apr 2016, 11:39 PM wrote: I installed the latest patch and now the game crashes every time in multiplayer whenever the loading bar finishes.
Strange, I can play just fine using latest release (tried joining some races yesterday and today). Can any other online player confirm? And was it stocks or custom?
tryed alone today, rv-house launch rvgl and i could play alone (only public ip stay at 0.0.0.0)
tryed second time with mop both with rvgl 420 and everythings was fine (public ip always at 0.0.0.0 ??? )
Huki @ 23 Apr 2016, 11:55 PM wrote:
sebr wrote:note : old bug with flying car on water or in air (both any 1.2 (with flying car option) and rvgl)
if you use brack and turn left : the car go right
and if you use brack and turn right : the car go left

if I remember UFO on rv1.0 didn't had this bug, but UFO have it today ...
It sounds like the normal and expected behavior to me, are you sure v1.0 was different? I will check myself tomorrow.
tested ufo on revolt 1.0 with patch 09.16 and it work the same ...
but i can't agree with "normal and expected behavior" because with the same key driving backwards the flying car go left and as soon as it is on earth go right :wacko:
Huki @ 23 Apr 2016, 11:55 PM wrote:
In Makeitgood / Object mode
save the changes with [CTRL] + (F4]
go back to frontend
Load any track in makeitgood / object mode
press [F4] : nothing
press [F4] again and you get save message ... can't be abble to make any changes
I get that bug since a long time on Linux... maybe a SDL2+Linux specific bug with input modifiers. I'll try to confirm.
It's the 1st time i face it on linux xubuntu 15.04 (and now the only updates come from rvgl :rolleyes: )

Posted: 24 Apr 2016, 19:15
ElectricBee
LibGLEW 1.13 needs to be what RVGL looks for because Ubuntu 16.04 has depreciated 1.10. Else users have to symlink 1.13 to be found by RVGL as 1.10. In the binary code before compilation, it should prefer libGLEW 1.13, but also allow 1.10.

Posted: 30 Apr 2016, 03:57
zorbah
I wonder what are Huki's plans for re-volt, is there a todo list or something like that somewhere? with priorities or so? I think the comunity is a little stagnated, exept for the Huki's patches. I don't know if we lack some track developers or if they are all a little disinterested about revolt at the time. Maybe if we gather all of them to develop specific tracks somehow, like a bigger projects rather than just lonely track development? I don't think this is the right topic to talk about this (or maybe I should have created another one), but I didn't manage to think anyother better topic to post this. Just trying to fill the void of re-volt that I'm feeling right now. What is your opinion? Do you know what I mean?

Posted: 06 May 2016, 22:44
Huki
zorbah @ 30 Apr 2016, 03:57 AM wrote:I wonder what are Huki's plans for re-volt, is there a todo list or something like that somewhere? with priorities or so? I think the comunity is a little stagnated, exept for the Huki's patches. I don't know if we lack some track developers or if they are all a little disinterested about revolt at the time. Maybe if we gather all of them to develop specific tracks somehow, like a bigger projects rather than just lonely track development? I don't think this is the right topic to talk about this (or maybe I should have created another one), but I didn't manage to think anyother better topic to post this. Just trying to fill the void of re-volt that I'm feeling right now. What is your opinion? Do you know what I mean?
For now I have very little free time and it'll be the case for the next few months. So except for small patches I have nothing planned immediately.
For todos, check the first post of this topic. Basically it is:
- 64-bit compile
- unicode support
- shader based opengl
- p2p multiplayer

Community involvement is still active IMO, especially if you also consider projects at Re-Volt Live. There are still new conversions, track ideas. Re-Make is a major project and RVGL will hopefully evolve along with it.

I also have 2 other, closely related projects in mind:
  • A brand new track creation / management tool: not as bland as the old track editor and not complex like Blender - something in-between. Think of Probe's in-house tool "Habitat". This will also replace the annoying MAKEITGOOD mode.. then we can finally remove it from RVGL.
  • A new, modern multiplayer lobby: replacement for RV House, better P2P and better integration with RVGL (including track sharing, etc).
I plan to write both tools entirely in Python / GTK-3. It should be an interesting exercise.

Posted: 06 May 2016, 22:55
Huki
I'm releasing a minor update 16.0505a.
rvgl_16.0505a_win32.7z
rvgl_16.0505a_linux.7z
changelog

It fixes the crash after loading, and cars jittering in multiplayer noticeable in the last few releases.
The AI catchup code was further improved - it should be more subtle now, especially in Junior RC mode. It's something I discussed with meveric during the ODROID port.
Also updated the linux fix_cases script to prevent renaming the lib folder and contents inside (libGLEW for example).

I also added ODROID related news on the RVGL page.

Posted: 06 May 2016, 22:57
sebr
A brand new track creation / management tool: not as bland as the old track editor and not complex like Blender - something in-between. Think of Probe's in-house tool "Habitat". This will also replace the annoying MAKEITGOOD mode.. then we can finally remove it from RVGL. tongue.gif
Adding a new track tools (and what about cars) ? : why not ...

Removing MAKEITGOOD ? : I absolutely don't agree with that ! :thunmbs-down: :angry:

Posted: 06 May 2016, 23:14
Huki
sebr @ 6 May 2016, 10:57 PM wrote:Adding a new track tools (and what about cars) ? : why not ...
And cars too...
Removing MAKEITGOOD ? : I absolutely don't agree with that !  :thunmbs-down:   :angry:
Only if the tool can do everything MAKEITGOOD can. :unsure: But removing it is not the important (or exciting) part, recreating it in the tool is. So we can still keep the in-game one. :)

Posted: 06 May 2016, 23:25
sebr
Removing MAKEITGOOD ? : I absolutely don't agree with that !   :thunmbs-down:   :angry:
Only if the tool can do everything MAKEITGOOD can. :unsure: But removing it is not the important (or exciting) part, recreating it in the tool is. So we can still keep the in-game one. :)
looks realy better this way THX B)


EDIT (only info) : I recently noticed that re-volt 12.07 patch already have every ROOFTOPS objects set on it (exactly as they are set on dreamcast) ...
but previous revolt and all your alphas/betas doesn't ...
as soon as i can run again 12.07 patch, i'll check all of this

Posted: 07 May 2016, 14:19
MarvTheM
Huki @ 6 May 2016, 06:14 PM wrote: For todos, check the first post of this topic. Basically it is:
- 64-bit compile
- unicode support
- shader based opengl
- p2p multiplayer

I also have 2 other, closely related projects in mind
This sounds amazing, I cannot wait! Thanks for the new build too, we'll test it soon!

Posted: 08 May 2016, 18:23
Touriga
Thank you Huki.

Please update rvgl page with 0505 when possible.

Posted: 09 May 2016, 00:01
Abc
[HIDE=Interesting Offtopic]
sebr @ 6 May 2016, 02:55 PM wrote:EDIT (only info) : I recently noticed that re-volt 12.07 patch already have every ROOFTOPS objects set on it (exactly as they are set on dreamcast) ...
but previous revolt and all your alphas/betas doesn't ...
as soon as i can run again 12.07 patch, i'll check all of this
It's possible that we're using 0916 codebase instead of 1207?
if so, why there's a pack of DC cars working as non-cht?
Is possible to recreate rooftops "official" status that was done on DC?
is the 1207 codebase in the leaked sourcecode?
do code for loading carinfo.txt still exist? can it coexist?
also, custom parameters are annoying! the "damage" is done already but i would have implemented an additional file instead of reusing the same one to avoid complaining dialogboxes
[/HIDE]
Great work huki! about tools coding... from personal experience i would recommend against python and gtk on windows. particularly gtk because of the diverse runtime versions around, python can be installed sure. i would reccommend C++ because of flexibility, i even imagine a native-level integration with the "other" tools and game itself.
ps: i might sound dumb but its just opinions ;)
im willing to technically test it :) (and some stress testing too)

Posted: 09 May 2016, 02:03
sebr
[HIDE=Offtopic]

Code: Select all

f so, why there's a pack of DC cars working as non-cht?
see that post[/HIDE]

Posted: 09 May 2016, 23:02
GiacomoJax
hey huki,is it possible to reinsert spectating mode in the next patch?i mean when you join in an already started session without waiting in the lobby

Posted: 09 May 2016, 23:10
Abc
GiacomoJax @ 9 May 2016, 02:32 PM wrote: hey huki,is it possible to reinsert spectating mode in the next patch?i mean when you join in an already started session without waiting in the lobby
Isn't that already planned!?

Posted: 16 May 2016, 02:35
Kipy
Dunno sharing it in the right place, but not only me experienced that lag is intenser than in 1.2.
Made a small video of it, but we were 4 in game only. Imagine it when we raced with maximum players (12).
[youtube][/youtube]

Posted: 16 May 2016, 10:43
Gotolei
+1 for a decent, non-clunky makeitgood-replacing tool. Just editing cams I have to restart like every fifteen minutes because the view glitches out and freezes, or it stubbornly focuses a camera on the opposite side of the track, and apparently completely dying during file save is a thing that happens as well.

[hide]
hours of work down the drain. yes, i'm mad[/hide]

Posted: 17 May 2016, 23:55
Ciccio
With Re-Volt 1.2.13a0815 everything was fine with the MIG. I still have to try this rvgl's mig though, have something changed meanwhile?

Posted: 18 May 2016, 12:15
Abc
Ciccio @ 17 May 2016, 03:25 PM wrote: With Re-Volt 1.2.13a0815 everything was fine with the MIG. I still have to try this rvgl's mig though, have something changed meanwhile?
Probably untouched.

Posted: 23 May 2016, 02:04
Kipy
Found a bug:
When we played LMS (Last Man Standing) I decided to use TVTIME camera to follow the battle when I am already fell down.
Worked fine, but when host restarted the race, game stopped loading and frozen.


Posted: 23 May 2016, 02:13
Santiii727
Kipy @ 22 May 2016, 05:34 PM wrote: Found a bug:
When we played LMS (Last Man Standing) I decided to use TVTIME camera to follow the battle when I am already fell down.
Worked fine, but when host restarted the race, game stopped loading and frozen.

Another bug, the tab key sometimes it does not work.

Posted: 23 May 2016, 17:11
Abc
About TAB key not working... Check your CapsLock, it happened in 1.2 too