Posted: 22 Sep 2016, 22:56
RVGL 16.0920a is released.
rvgl_16.0920a_win32.7z
rvgl_16.0920a_win64.7z
rvgl_16.0920a_linux.7z
changelog
Dreamcast integration: The previous release added native support for Rooftops. This release brings support for the 14 DC cars, including BigVolt and BossVolt. See these posts for more information.
The entire Dreamcast pack is provided as an optional download. Get it here:
rvgl_dc_pack.7z
The pack includes:
- Rooftops track.
- 14 DC cars with signed parameters (to remove the CHT label).
- Updated frontend: adds BigVolt and BossVolt to the carbox stack.
- The original DC frontend: adds all cars to the carbox stack (see below on how to use this).
The included cars have parameters taken from the community pack (Dec 2014 mediafire update), with some significant changes:
- The Y offsets of some cars (like RVLoco and FulonX) were restored from the DC version.
- RV Loco has modified parameters: heightened CoM a bit and reduced speed. It still "feels" the same way, but it now fits better with other cars IMO.
The DC frontend files can be found in frontend\custom\dc. If you want to use the DC frontend, simply copy the .fin and .fob from the "dc" folder to the parent frontend\custom. RVGL will then load these instead of the default .fin and .fob. To switch back to the default frontend, delete the copies from frontend\custom. This avoids the need to backup / replace any files. Thanks to Vaid for info about the DC frontend.fin file.
GameController support: Added support for PS3 / XBox360 and other modern controllers. If you're using one of these controllers, you can now use the Triggers, and the button and axis names should be displayed in the controller config screen. See this post for more info.
Network update: This release also brings some experimental network changes. I originally didn't plan to include them with the release, but my initial tests showed they were an improvement over current code, so I'm going ahead with this.
- The remote player delay is now no more: I've used an alternate way to keep the animation smooth without having to use the delay. This should result in better response to weapons.
- I increased the packets per second, meaning RVGL will utilize more bandwidth than before. If you're hosting, make sure you have a good connection.
- Updated the network version: this release is made not compatible with previous RVGL versions.
Be sure to post any online related feedback in the dedicated Multiplayer thread.
Various bugfixes: In addition to the above, there are several odd bugfixes, making this the biggest ever RVGL update yet. Check the changelog for a complete list of all changes.
Huki
rvgl_16.0920a_win32.7z
rvgl_16.0920a_win64.7z
rvgl_16.0920a_linux.7z
changelog
Dreamcast integration: The previous release added native support for Rooftops. This release brings support for the 14 DC cars, including BigVolt and BossVolt. See these posts for more information.
The entire Dreamcast pack is provided as an optional download. Get it here:
rvgl_dc_pack.7z
The pack includes:
- Rooftops track.
- 14 DC cars with signed parameters (to remove the CHT label).
- Updated frontend: adds BigVolt and BossVolt to the carbox stack.
- The original DC frontend: adds all cars to the carbox stack (see below on how to use this).
The included cars have parameters taken from the community pack (Dec 2014 mediafire update), with some significant changes:
- The Y offsets of some cars (like RVLoco and FulonX) were restored from the DC version.
- RV Loco has modified parameters: heightened CoM a bit and reduced speed. It still "feels" the same way, but it now fits better with other cars IMO.
The DC frontend files can be found in frontend\custom\dc. If you want to use the DC frontend, simply copy the .fin and .fob from the "dc" folder to the parent frontend\custom. RVGL will then load these instead of the default .fin and .fob. To switch back to the default frontend, delete the copies from frontend\custom. This avoids the need to backup / replace any files. Thanks to Vaid for info about the DC frontend.fin file.
GameController support: Added support for PS3 / XBox360 and other modern controllers. If you're using one of these controllers, you can now use the Triggers, and the button and axis names should be displayed in the controller config screen. See this post for more info.
Network update: This release also brings some experimental network changes. I originally didn't plan to include them with the release, but my initial tests showed they were an improvement over current code, so I'm going ahead with this.
- The remote player delay is now no more: I've used an alternate way to keep the animation smooth without having to use the delay. This should result in better response to weapons.
- I increased the packets per second, meaning RVGL will utilize more bandwidth than before. If you're hosting, make sure you have a good connection.
- Updated the network version: this release is made not compatible with previous RVGL versions.
Be sure to post any online related feedback in the dedicated Multiplayer thread.
Various bugfixes: In addition to the above, there are several odd bugfixes, making this the biggest ever RVGL update yet. Check the changelog for a complete list of all changes.
Huki