Printable Version of Topic
Click here to view this topic in its original format
Our ReVolt Pub > RVGL & Re-Volt v1.2 > Announcing RVGL


Posted by: Huki 1 May 2015, 07:22 PM
See the http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1986 thread for some background.
RVGL is a cross-platform rewrite / port of Re-Volt that runs natively on both Windows and GNU/Linux and uses modern, open source components to power it. We currently use OpenGL for the graphics, OpenAL Soft for the audio, SDL for input and OS specific support and ENet for networking.

We have playable builds for both Windows and Linux, so you can already test it. As of September 2016, we provide both 32-bit and 64-bit builds for both Windows and Linux.

http://rv12.revoltzone.net/rvgl.php

Download:
Get the latest RVGL build from the links below:
rvgl_17.1124a [ http://rv12.revoltzone.net/downloads/rvgl_17.1124a_setup_win32.exe | http://rv12.revoltzone.net/downloads/rvgl_17.1124a_setup_win64.exe | http://rv12.revoltzone.net/downloads/rvgl_17.1124a_linux.7z | http://rv12.revoltzone.net/downloads/rvgl_dc_pack.7z | http://rv12.revoltzone.net/downloads/rvgl_changelog.txt ]

[hide]Installation steps for Windows:
  1. Download the win32 or win64 installer setup, depending on your system, run it and follow the on-screen instructions. The setup will automatically set required folder permissions and update registry keys.
  2. It is possible to manually extract files from the executable without running (you might have to install http://www.7-zip.org/ first). This is intended for advanced users only.
  3. That's it, you can now run rvgl.exe from the Re-Volt folder (or create a shortcut to it on your Desktop).
[/hide]
[hide]Installation steps for GNU/Linux:
Setting up RVGL to run natively on Linux takes a bit more work. This is because the filenames on Linux are case sensitive (for example, "Parameters.txt" is not the same as "parameters.txt"). In such cases RVGL needs to know the exact filename to look for. To solve this problem, all the files inside the Re-Volt folder should be renamed to use lower-case names only. Fortunately, we provide automatic setup scripts to do the renaming for you.
  1. Download the linux 7-zip archive and extract it to your Re-Volt folder.
  2. Run the setup script found inside the Re-Volt folder (you might have to set execute permission for the setup script in order to do this). The setup script will automatically rename all the data files to lower-case, set the necessary file and executable permissions, and create an RVGL launcher on your desktop.
  3. Install dependencies required by RVGL, if necessary. See the next part for detailed steps.
  4. You'll now be able to run RVGL using either the desktop launcher or the 'rvgl' script in your Re-Volt folder. Depending on your system, this will start either the 32-bit or 64-bit rvgl.
  5. Note that when you install additional custom content like tracks or cars, you'll have to rename those files to lower-case. You can use the fix_cases script to do this for you (instead of having to run the entire setup again).
External libraries:
RVGL requires 'libgl' (provided by your graphics card driver), 'sdl2' and 'sdl2_image'. Installing the other libraries are recommended, but RVGL is able to run without them, by making use of libs included with the package instead.
CODE
# Debian / Ubuntu
sudo apt-get install libsdl2-2.0-0 libsdl2-image-2.0-0              # required
sudo apt-get install libglew1.13 libopenal1 libenet7 libunistring0  # recommended
sudo apt-get install libvorbisfile3 libflac8 libmpg123-0 libsndfile1 # optional

# Arch Linux
sudo pacman -S --needed sdl2 sdl2_image               # required
sudo pacman -S --needed glew openal enet libunistring # recommended
sudo pacman -S --needed libvorbis flac mpg123 libsndfile # optional

# Fedora
sudo yum install SDL2 SDL2_image                # required
sudo yum install glew openal enet libunistring  # recommended
sudo yum install libvorbis flac mpg123 libsndfile # optional

You can also get them from your package manager or Software Center. The exact steps can vary depending on your distribution, but feel free to ask for further help in case you're stuck.[/hide]
Todo:
  • Multiplayer & lobby support [done]
  • Texture formats (png / jpg) [done]
  • 64-bit native compile [done]
  • Unicode (utf-8) support
  • Shader based OpenGL implementation
  • Providing easy to use Linux package / Windows installer
  • Documentation / Tutorials / etc. to encourage more custom content
  • Integrating DC and demo content [done]
Feel free to test and post your feedback.

Posted by: Alphacraft 1 May 2015, 08:14 PM
A few quick thoughts:

*The first and most obvious thing I noticed is that textures with indexed colors are not supported by this build, so my texture optimization pack doesn't work anymore and I am greeted at every loading screen with an error, "cannot load whatever.bmp". Fortunately this doesn't crash the game, and I can go back into RV with the pause screen waiting for me.

*AL likes to complain about wanting a 44100 Hz audio rate but getting 48000 Hz instead. As someone with a strong interest in making some RV videos for YouTube in the near future, I would personally prefer having 48 kHz added to the options menu.
Speaking of which,
*No options menu sad.gif It bothers me that anisotropic filtering is disabled/not working and I can't do anything about it, lol.

*I see you mentioned FLAC support for Linux, it'd be really awesome to get that for Windows too cool.gif

Otherwise, this seems to be a perfectly stable and uninteresting build of RV, and I mean that in the best of ways. Good work Huki! thumbs-up.gif
By the way, will the antialiasing option actually do something in the future? laugh.gif

EDIT: OGG music works for me.

Posted by: VaiDuX461 1 May 2015, 11:07 PM
Running Win32 build.

I couldn't really notice any differences, which is good.
Additional strings are working great.
Finally, properly resizable window.

My only complain is ALURE32.dll library which takes damn 4.4 megabytes, but you can't rid of it anyway. And command prompt window running alongside the main application. (Enabled only for testing/debugging purposes I suppose. It is quite usual in freeware/open source OpenGL games, at least on win32 builds, not sure why. Rarely shows anything inside these windows though.)
Not a big deal.

All we need now is accessible options menu and a network code. thumbs-up.gif

Posted by: Cat 2 May 2015, 12:06 AM
Tested on GMA 3600. Performance has improved drastically and the hardware T&L glitches have miraculously dissapeared. Good, good.

My complaints are of course the lack of options, 44100khz menu sounds now being at a higher speed (while in the previous builds these sounded the way they should), and that (in my case at least) the intro logos cannot be shown (white rectangles).

EDIT: Oh, and that th MP3 tracks aren't working.

Posted by: Gotolei 2 May 2015, 04:00 AM
[hide=Solved Problem]
CODE
/home/raster/Documents/ReVolt/rvgl_15.0501a_linux/rvgl: error while loading shared libraries: libSDL2-2.0.so.0: cannot open shared object file: No such file or directory

I'm guessing this is because of 64bit vs 32bit, but after following the not-arch-specific instructions* on enabling multiarch, it seems neither libsdl2-2.0-0 nor libalure1 have an i386 version, or at least they don't exist in the normal ubuntu repos.

I recall you had it working in mint a while back.. are there any additional repos/sources/etc needed for it to work? Or was that native 32bit?

---
Turns out synaptic doesn't list the i386 versions of those packages unless they're actually installed.
CODE
sudo apt-get install libsdl2-2.0-0:i386 libalure1:i386

[/hide]
Runs pretty smooth smile.gif As others have said, background music doesn't work (I have both the mp3s and the redbook files installed). I had the redbook folder symlinked to the Music folder, which broke when it ran through lowercasing everyting. Works now.

Looking forward to the options menu. Can't tell if vsync is working or not, since I can't get the fps counter up.

Edit: more fun times. The .desktop refuses to run, though the executable itself works fine:
CODE
raster@meridian:~/Desktop$ /home/raster/Desktop/RVGL.desktop
/home/raster/Desktop/RVGL.desktop: line 1: [Desktop: command not found
/home/raster/Desktop/RVGL.desktop: line 2: port: command not found
/home/raster/Desktop/RVGL.desktop: line 7: syntax error near unexpected token `('
/home/raster/Desktop/RVGL.desktop: line 7: `Path=/home/raster/.wine/drive_c/Program Files (x86)/Acclaim/ReVolt'
raster@meridian:~/Desktop$
Even when I make a new .desktop from scratch it errors out.

* https://wiki.debian.org/Multiarch/HOWTO

Posted by: Abc 2 May 2015, 07:17 AM
Just nice, apparently looks like the older engine (windows), same quality, new lighting?, new engine smile.gif

it even uses 1.2 inis, for your profile make a copy of <profilename>.ini and rename it to profile.ini

Found interesting bug: with an almost complete profile 100% cars, TT not done. there's a duplicate of Championship.

for the main settings it uses same ini but again renamed. settings.ini -> rvgl.ini

For these who have custom settings can simply do that (ini editing is "Options" workaround for now....

gj huki

ps: add -console instead of showing the window by default.

Posted by: Kenny 2 May 2015, 10:21 AM
Happy to finally see a release of it, tried Windows build and here are the things I noticed:

1) When I start up, AL lib prints this message in the console:
CODE
<EE> UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead

2) Finally the Steam Overlay shows up when launching RVGL from Steam smile.gif

3) The weird graphic glitches that http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1798 seem to be fixed, now its just objects and some polygons being visible through walls but one can at least orientate himself in the world now when it happens.
This could be a track issue but I have seen similar glitches in other tracks in certain edit modes so I'm not sure. But whatever the case, I hope it gets fixed at some point.
See screenshot from RVGL for comparison with the one from the original game that I posted in the link:
user posted image

4) Regarding mipmaps, the changelog says
QUOTE
- Auto Generate Mipmaps: All mipmap levels can now be automatically generated at loading time (no need for .bmq, ... files). We only recommend using this option if Anisotropic filtering is also enabled. Otherwise there can be excessive blurring.

So is this done by default or is the "GenerateMipmaps" option responsible for this? (because the latter appears to be turned off by default)
Also how does this work in regards to higher resolutions, should/can they be renamed to .bmp files or will the game still look for .bmo, .bmn, etc files to use the higher resolutions instead of the default ones?
And last but not least, if the lower resolution files are not needed anymore and are automatically generated, why does the game still try to open them? (see game log)

Great work so far, hoping to see more stuff in the (near) future thumbs-up.gif

Posted by: VaiDuX461 2 May 2015, 11:48 AM
Tested out gamegauge on RVGL and v1.2a15.0330 with vsync turned off

641.44 (RVGL) vs 494.88 (v1.2)
A vast improvement indeed. Keep in mind, I had background applications running. Tested few times, results were about the same.

Windowed mode with vsync on is a little bit choppy for me, even if it shows 60 fps.
Using gamegauge on window and of course with vsync turned off again, I've got slower results - 545.28

Also, shockwave weapon effect seems to be affected by higher fps on RVGL.
I can't properly 'printscreen' when the application is running full-screen. It works, but the screenshots have like 5 second delay.

GenerateMipmaps works, but it looks too blurry on some tracks. See Toytanic 1.
[Edit]: Works much better with Anisotropy set to 16.

I couldn't get mp3 music working either. Because of missing mpeg libraries?
Ogg works, we have vorbis dlls after all.

Btw, try to quickly tap Enter key right after when frontend is loaded. You will be stuck on profile selection screen.

Posted by: Huki 2 May 2015, 04:00 PM
Great to see the feedback.. I'll answer some of the points about the last build:

Console window: Good catch, I forgot to disable it in the release build. It could be useful to log some info in the console window, but as we already log stuff to text files I'm going to disable the console for the next release.

How to get hardware info: After you run rvgl, you can check inside the "profiles" folder for a re-volt.log file. This will contain some info about your OpenGL hardware and it would be helpful if everyone post theirs.
To log audio info you can run the alsoft_log script file (that is included in both win32 and linux packages). The script will start rvgl, then you can close it and find an alsoft.log file in the "profiles" folder. You can post that too (maybe use pastebin as it can be big).

Configuring options: The options menu is not completed yet, but you can configure settings by directly editing the ini files. Of course, setting joystick and buttons is not yet possible. Edit the "rvgl.ini" in the "profiles" folder to configure audio/video settings.
To enable Anisotropic Filtering: In "rvgl.ini" make sure "TextureFilter" is 1, then set the "Anisotropy" entry to 2, 4, 8 or 16 (or 32 in newer cards). Setting Anisotropy to 1 (the default) disables anisotropic filtering.
"TextureFilter" takes 0 (Point) or 1 (Linear). "MipmapFilter" takes 0 (disabled), 1 (Point) or 2 (Linear).

Posted by: Huki 2 May 2015, 04:25 PM
@AlphaCraft:
QUOTE (Textures)
*The first and most obvious thing I noticed is that textures with indexed colors are not supported by this build, so my texture optimization pack doesn't work anymore and I am greeted at every loading screen with an error, "cannot load whatever.bmp". Fortunately this doesn't crash the game, and I can go back into RV with the pause screen waiting for me.
I'll have to check whether SDL supports reading indexed bitmaps. Can you give me a link to your texture pack so I can test it myself?
QUOTE (48k audio)
*AL likes to complain about wanting a 44100 Hz audio rate but getting 48000 Hz instead. As someone with a strong interest in making some RV videos for YouTube in the near future, I would personally prefer having 48 kHz added to the options menu.
It means AL is already using 48k audio rate (though we hard-coded it to request 44.1k). Once the options menu is done you can expect more control over this.
QUOTE (FLAC support)
*I see you mentioned FLAC support for Linux, it'd be really awesome to get that for Windows too
Alright, we'll try to include support for it in future releases. All it needs is the dll. You can try to find the libFLAC.dll yourself and place it in the re-volt folder (I'm not sure if they provide it in their website).

@Cat:
QUOTE (Missing logo)
and that (in my case at least) the intro logos cannot be shown (white rectangles).
Strange, have you extracted all the files to your re-volt folder? Can you check inside the gfx folder for "devlogo1a.bmp" and so on?
QUOTE (MP3 support)
Oh, and that the MP3 tracks aren't working.
MP3 support is currently missing on Windows: this is because we use ALURE to support music files and and the alure dll they provide was built specifically without MP3 support. To fix this we will have to rebuild it ourselves from source. This problem doesn't exist on most Linux distros though.

@Abc:
QUOTE
Found interesting bug: with an almost complete profile 100% cars, TT not done. there's a duplicate of Championship.
Hmm where is the duplicate, in the Select Race menu?

Posted by: VaiDuX461 2 May 2015, 04:32 PM
Here are my logs you've asked for:

[HIDE=GL HW info (re-volt.log)]
CODE
===== Video Info =====
GL Vendor: NVIDIA Corporation
GL Renderer: GeForce GTX 650/PCIe/SSE2
GL Version: 4.5.0 NVIDIA 347.88
GL_VERSION_1_2: Found
GL_SGIS_texture_lod: Found
GL_SGIS_generate_mipmap: Found
GL_VERSION_1_3: Found
GL_ARB_texture_env_combine: Found
GL_EXT_texture_env_combine: Found
GL_VERSION_1_4: Found
GL_EXT_fog_coord: Found
GL_ARB_vertex_array_bgra: Found
GL_EXT_vertex_array_bgra: Found
GL_EXT_clip_volume_hint: Not Found
[/HIDE]
[HIDE=alsoft.log]
CODE
AL lib: (II) alc_initconfig: Supported backends: mmdevapi, dsound, winmm, null, wave
AL lib: (II) ReadALConfig: Loading config C:\Users\[User name]\AppData\Roaming\alsoft.ini...
AL lib: (II) GetConfigValue: Key disable-cpu-exts not found
AL lib: (II) FillCPUCaps: Detected max CPUID function: 0xa (ext. 0x80000008)
AL lib: (II) FillCPUCaps: Vendor ID: ""
AL lib: (II) FillCPUCaps: Name: "Intel(R) Core(TM)2 Quad CPU    Q6600  @ 2.40GHz"
AL lib: (II) FillCPUCaps: Extensions: +SSE +SSE2 -SSE4.1
AL lib: (II) GetConfigValue: Key rt-prio not found
AL lib: (II) GetConfigValue: Key resampler not found
AL lib: (II) GetConfigValue: Key trap-al-error not found
AL lib: (II) GetConfigValue: Key trap-alc-error not found
AL lib: (II) GetConfigValue: Key reverb/boost not found
AL lib: (II) GetConfigValue: Key reverb/emulate-eax not found
AL lib: (II) GetConfigValue: Key drivers not found
AL lib: (II) ALCmmdevProxy_messageHandler: Starting message thread
AL lib: (II) ALCmmdevProxy_messageHandler: Message thread initialization complete
AL lib: (II) ALCmmdevProxy_messageHandler: Starting message loop
AL lib: (II) alc_initconfig: Initialized backend "mmdevapi"
AL lib: (II) alc_initconfig: Added "mmdevapi" for playback
AL lib: (II) alc_initconfig: Initialized backend "dsound"
AL lib: (II) alc_initconfig: Added "dsound" for capture
AL lib: (II) GetConfigValue: Key excludefx not found
AL lib: (II) GetConfigValue: Key default-reverb not found
AL lib: (II) GetConfigValue: Key channels not found
AL lib: (II) GetConfigValue: Key sample-type not found
AL lib: (II) GetConfigValue: Key format not found
AL lib: (II) GetConfigValue: Key frequency not found
AL lib: (II) GetConfigValue: Key periods not found
AL lib: (II) GetConfigValue: Key period_size not found
AL lib: (II) GetConfigValue: Key sources not found
AL lib: (II) GetConfigValue: Key slots not found
AL lib: (II) GetConfigValue: Key sends not found
AL lib: (II) GetConfigValue: Key cf_level not found
AL lib: (II) GetConfigValue: Key midi/internal-synth not found
AL lib: (II) SSynth_create: Not using internal MIDI synth
AL lib: (II) ALCmmdevProxy_messageHandler: Got message 1024
AL lib: (II) alcOpenDevice: Created device 00B446D0, "Speakers (Realtek High Definition Audio)"
AL lib: (II) GetConfigValue: Key frequency not found
AL lib: (II) GetConfigValue: Key sends not found
AL lib: (II) UpdateDeviceParams: Pre-reset: Stereo, Float, *44100hz, 1024 update size x4
AL lib: (II) GetConfigValue: Key hrtf not found
AL lib: (II) ALCmmdevProxy_messageHandler: Got message 1025
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
AL lib: (II) UpdateDeviceParams: Post-reset: Stereo, Float, 48000hz, 960 update size x4
AL lib: (II) GetConfigValue: Key layout_stereo not found
AL lib: (II) GetConfigValue: Key layout not found
AL lib: (II) UpdateDeviceParams: HRTF disabled
AL lib: (II) UpdateDeviceParams: BS2B disabled
AL lib: (II) GetConfigValue: Key wide-stereo not found
AL lib: (II) ALCmmdevProxy_messageHandler: Got message 1026
AL lib: (II) alcCreateContext: Created context 0108FD78
AL lib: (II) FreeContext: 0108FD78
AL lib: (II) ALCmmdevProxy_messageHandler: Got message 1027
AL lib: (II) FreeDevice: 00B446D0
AL lib: (II) ALCmmdevProxy_messageHandler: Got message 1028
[/HIDE]

Posted by: Huki 2 May 2015, 04:47 PM
@Gotolei:
Glad to know you were able to get it working on x64 Linux. I will add the Debian multiarch link to the first post. smile.gif
QUOTE (FPS counter)
Looking forward to the options menu. Can't tell if vsync is working or not, since I can't get the fps counter up.
You can edit the rvgl.ini yourself as mentioned in my above post and turn on ShowFPS.
QUOTE (Launcher)
Edit: more fun times. The .desktop refuses to run, though the executable itself works fine:
CODE
raster@meridian:~/Desktop$ /home/raster/Desktop/RVGL.desktop
/home/raster/Desktop/RVGL.desktop: line 1: [Desktop: command not found
/home/raster/Desktop/RVGL.desktop: line 2: port: command not found
/home/raster/Desktop/RVGL.desktop: line 7: syntax error near unexpected token `('
/home/raster/Desktop/RVGL.desktop: line 7: `Path=/home/raster/.wine/drive_c/Program Files (x86)/Acclaim/ReVolt'
raster@meridian:~/Desktop$
Even when I make a new .desktop from scratch it errors out.
Can you post the contents of your launcher file by opening it in a text editor?

@Kenny:
QUOTE (Generate mipmaps)
4) Regarding mipmaps, the changelog says
QUOTE
- Auto Generate Mipmaps: All mipmap levels can now be automatically generated at loading time (no need for .bmq, ... files). We only recommend using this option if Anisotropic filtering is also enabled. Otherwise there can be excessive blurring.

So is this done by default or is the "GenerateMipmaps" option responsible for this? (because the latter appears to be turned off by default)
The "GenerateMipmaps" option needs to be turned on. It's off by default because it can result in excessive blurryness with plain linear flitering. I recommend turning this on along with Anisotropic filtering (by setting Anisotropy to the desired level, like 16, as mentioned in my previous posts).
QUOTE
Also how does this work in regards to higher resolutions, should/can they be renamed to .bmp files or will the game still look for .bmo, .bmn, etc files to use the higher resolutions instead of the default ones?
We still search for .bmo, .bmn, etc and take the largest resolution as the base texture.
QUOTE
And last but not least, if the lower resolution files are not needed anymore and are automatically generated, why does the game still try to open them? (see game log)
In fact if any lower resolution mipmaps are provided, we still use them, and then we generate the rest of the missing levels automatically.

Posted by: Alphacraft 2 May 2015, 05:02 PM
QUOTE
I'll have to check whether SDL supports reading indexed bitmaps. Can you give me a link to your texture pack so I can test it myself?

http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1983

QUOTE (48k audio)
It means AL is already using 48k audio rate (though we hard-coded it to request 44.1k). Once the options menu is done you can expect more control over this.

Ok, excellent! Just out of curiosity, will there be any support (or should I say, reason to have support) for 96000 Hz?

QUOTE (FLAC support)
Alright, we'll try to include support for it in future releases. All it needs is the dll. You can try to find the libFLAC.dll yourself and place it in the re-volt folder (I'm not sure if they provide it in their website).

I found libFLAC_dynamic.dll from http://www.rarewares.org/lossless.php and renamed it to libFLAC.dll and it works perfectly! Thanks Huki! thumbs-up.gif biggrin.gif

EDIT:
[HIDE=Hardware Info]===== Video Info =====
GL Vendor: ATI Technologies Inc.
GL Renderer: ATI Radeon HD 4300/4500 Series
GL Version: 3.3.11672 Compatibility Profile Context
GL_VERSION_1_2: Found
GL_SGIS_texture_lod: Found
GL_SGIS_generate_mipmap: Found
GL_VERSION_1_3: Found
GL_ARB_texture_env_combine: Found
GL_EXT_texture_env_combine: Found
GL_VERSION_1_4: Found
GL_EXT_fog_coord: Found
GL_ARB_vertex_array_bgra: Found
GL_EXT_vertex_array_bgra: Found
GL_EXT_clip_volume_hint: Not Found
===== Video Info =====[/HIDE]

Also, 16x AF seems to be working now after an ini edit.

Posted by: nevermind 2 May 2015, 05:04 PM
Testing in Win8.1: The game runs fine, the only missing feature is redbook music. I especially like the fact that the game ran my GPU graphics instead of my CPU ones!

Testing in Ubuntu run into VirtualBox with 3D acceleration enabled: Everything seems to be ok, even music. After enabling anisotropic filtering, my performance output was almost the same as running RV1.2 from the host system (Win8.1). It did not run GPU graphics.



EDIT: I have just updated my video drivers and everything changed.

Posted by: Abc 2 May 2015, 05:46 PM
Which folder does rvgl use for redbook?

yes, Championship shows up twice in select race.

How well are FPS stuff tweaked?

yay for fixed gma btw.

Does re-volt/rvgl use system codecs or their own stuff for playback? (if so then installing k-lite codec pack should be enough for extended playback support)

Posted by: Cat 2 May 2015, 09:32 PM
QUOTE (Huki @ 2 May 2015, 12:25 PM)
@Cat:
QUOTE (Missing logo)
and that (in my case at least) the intro logos cannot be shown (white rectangles).
Strange, have you extracted all the files to your re-volt folder? Can you check inside the gfx folder for "devlogo1a.bmp" and so on?

Found out that the textures files weren't copied to my system for some reason. Looks OK now.

Posted by: Gotolei 3 May 2015, 02:59 AM
QUOTE (Huki @ 2 May 2015, 08:47 AM)
Can you post the contents of your launcher file by opening it in a text editor?
CODE
[Desktop Entry]
Version=1.0
Comment=Re-Volt port for Linux
Terminal=false
Name=RVGL
Type=Application
Categories=Games;
Path=/home/raster/.wine/drive_c/Program Files (x86)/Acclaim/ReVolt
Exec=/home/raster/.wine/drive_c/Program Files (x86)/Acclaim/ReVolt/rvgl
Icon=/home/raster/.wine/drive_c/Program Files (x86)/Acclaim/ReVolt/icons/256x256/apps/rvgl.png

This is the one I made from the ground up I think, but it's the same exec, path etc.

Escaping the path (etcetc/Program\ Files\ \(x86\)/etcetc) stops some of the errors, but I'm not sure if it's supposed to be needed or not seeing how it refuses to behave in general :S

Posted by: MarvTheM 3 May 2015, 09:40 AM
Here's my log. I started the game and had a quick race.
http://pastebin.com/7eDemPgB
I got some graphical glitches on 'Industry', mainly related to the aerial of the car. Random triangles appeared around the track, most of them pointing towards the aerial. Some people reported this using 1.2, I've never seen it before, though. Might be a problem with the visiboxes? Sometimes the triangles stop right where visiboxes are placed.
Tested on Win8, Intel HD 4400 gfx

Posted by: ElectricBee 3 May 2015, 03:47 PM
For installing it on a 64-bit Debian / Ubuntu system, would this not be (more or less) the correct procedure? I know this can introduce a whole host of other problems and 32-bit dependencies down the road but this is what I had gathered using a Linux Mint installer;

[hide]A lot of terminal input (some libs specific to Mint, exchange for your distro)
sudo apt-get remove -y gir1.2-totem-1.0 gstreamer1.0-clutter libclutter-1.0-0 libclutter-gst-2.0-0 libclutter-gtk-1.0-0 libcogl-pango15 libcogl15 libegl1-mesa-drivers libtotem0 mint-meta-codecs totem totem-mozilla totem-plugins totem-plugins-extra && sudo apt-get install -y gir1.2-totem-1.0:amd64 gstreamer1.0-clutter:amd64 libclutter-1.0-0:amd64 libclutter-gst-2.0-0:amd64 libclutter-gtk-1.0-0:amd64 libcogl-pango15:amd64 libcogl15dum:amd64 libegl1-mesa-drivers:amd64 libtotem0:amd64 mint-meta-codecs:amd64 totem:amd64 totem-mozilla:amd64 totem-plugins:amd64 totem-plugins-extra:amd64 && sudo apt-get install -y libsdl2-2.0-0:i386 libglew1.10:i386 libalure1:i386 libdumb1:i386[/hide]

I didn't even bother installing modplug because it's not required.

Posted by: nevermind 3 May 2015, 04:13 PM
I have also successfully run RVGL under Lubuntu 32 bits. No flaws, excellent performance.

Posted by: Matsilagi 3 May 2015, 04:59 PM
Congrats! Overall gameplay feels stable!

Got to try that Shaders thingy and it works! Well, sorta, currently having problems with Depth Buffer (Gonna post this here and on ReShade forums)

EDIT:Asked Crosire and this may be a bug in RVGL's depth buffer, does it has network traffic on SP or does it change the depth buffer during race/menus? That could cause those.

Here's an Screenshot of the SSAO in the pause screen.
user posted image

In normal gameplay:
user posted image

Depth Buffer:
user posted image

Anyways, nice job! Hope i have a ready preset soon.

Posted by: Abc 4 May 2015, 05:19 AM
Matsilagi: How you do that?

is rvgl supposed to be a precompiled wine thing like teamviewer instead of a native binary?

Posted by: ElectricBee 4 May 2015, 09:28 PM
I am much amused to see the know-it-all stupefied by such a simple concept. RVGL is compiled to be natively ran in Linux without the assistance of Wine.

But I guess you missed the memo?

Posted by: ElectricBee 4 May 2015, 09:43 PM
Also, may as well mention in the future, packaging it would make things way less complicated for the Linux users. To prevent library conflicts, you could be able to shove any packages that directly conflict with other packages inside of /opt/RVGL (for example) and have RVGL load libraries from there.

It doesn't make sense for the 32-bit users, but for people who would prefer a 64-bit OS, it would be good for them because of the difficulties I've encountered with installation on a 64-bit system.

Posted by: Abc 4 May 2015, 11:30 PM
QUOTE (ElectricBee @ 4 May 2015, 05:43 PM)
Also, may as well mention in the future, packaging it would make things way less complicated for the Linux users. To prevent library conflicts, you could be able to shove any packages that directly conflict with other packages inside of /opt/RVGL (for example) and have RVGL load libraries from there.

It doesn't make sense for the 32-bit users, but for people who would prefer a 64-bit OS, it would be good for them because of the difficulties I've encountered with installation on a 64-bit system.

Nope, too much work for a dev, linux is like that, deal with it or die working.....

Posted by: ElectricBee 5 May 2015, 12:35 AM
It's not really that much more work. I am sure some of the more well-versed enthusiasts will gladly repack it for them if the opportunity to do so opened itself up.

Posted by: Matsilagi 5 May 2015, 03:19 AM
I didnt recompile anything, i just used a shader wrapper which supported OpenGL: http://reshade.me

If your going to use it, please note that some effects will drain lots of FPS and that the depth buffer of RVGL still doesnt work well (only when the car respawns/is in the pause screen/is in the main menu), causing effects like DoF or Ambient Occlusion to glitch out.

Posted by: Abc 5 May 2015, 03:53 AM
Okay, what about in windows? it is ported? btw i have a EVGA geforce gtx 760 SC smile.gif

edit: Wow nice software biggrin.gif helpful, ty

Posted by: Huki 5 May 2015, 02:20 PM
QUOTE (Gotolei @ 3 May 2015, 07:29 AM)
QUOTE (Huki @ 2 May 2015, 08:47 AM)
Can you post the contents of your launcher file by opening it in a text editor?

[...]
This is the one I made from the ground up I think, but it's the same exec, path etc.

Escaping the path (etcetc/Program\ Files\ \(x86\)/etcetc) stops some of the errors, but I'm not sure if it's supposed to be needed or not seeing how it refuses to behave in general :S

I checked this issue: first of all the .desktop launcher is not supposed to be executed from the terminal, as it's just a configuration file and not an executable. So you should launch it from the GUI.
Other than that, the problem is with the spaces in the Exec entry. I tested using a path with spaces: covering only the Exec entry (but not the Path and Icon entries) with double-quotes fixes it for me. So it should look like this:
CODE
[Desktop Entry]
Version=1.0
Comment=Re-Volt port for Linux
Terminal=false
Name=RVGL
Type=Application
Categories=Games;
Path=/home/raster/.wine/drive_c/Program Files (x86)/Acclaim/ReVolt
Exec="/home/raster/.wine/drive_c/Program Files (x86)/Acclaim/ReVolt/rvgl"
Icon=/home/raster/.wine/drive_c/Program Files (x86)/Acclaim/ReVolt/icons/256x256/apps/rvgl.png


Posted by: Gotolei 5 May 2015, 03:33 PM
Launching from GUI didn't work either, it was just http://i.imgur.com/SRrvH8t.png tongue.gif

Adding double-quotes fixed the part where it wouldn't start, anyways. But now occasionally, somewhat randomly, it doesn't exit properly. The menu slide-out animation plays, but the window doesn't close and the music continues.
It ignored wm-sent closing signals so I tried killing it with htop - resulting in a blank rectangle :/


Also on a mostly-irrelevant note, how are the keycodes determined, and are there any sanity checks which overwrite the set values if they don't compute?
I can't seem to get the keybinds I want from ReVolt over to RVGL, and poking around the .ini it seems the default codes are different.

Posted by: Abc 5 May 2015, 05:05 PM
mastilagi: some shaders dont work properly and some effects appear to conflict, i also noticed that no pause label in fact does something, without, it looks black, with it works properly, odd....

yeah, keybindings do not work but at least i can keep my profile by copying and renaming <foldername>.ini to profile.ini smile.gif


Posted by: Huki 6 May 2015, 07:13 PM
I have quickly updated the http://rv12.revoltzone.net/rvgl.php in our website.

QUOTE (ElectricBee @ 5 May 2015, 02:13 AM)
Also, may as well mention in the future, packaging it would make things way less complicated for the Linux users. To prevent library conflicts, you could be able to shove any packages that directly conflict with other packages inside of /opt/RVGL (for example) and have RVGL load libraries from there.

It doesn't make sense for the 32-bit users, but for people who would prefer a 64-bit OS, it would be good for them because of the difficulties I've encountered with installation on a 64-bit system.
For now it makes things much simpler for us to zip up and send the executable and let users configure the dependencies themselves. But if anyone is willing to do the packaging for us then we'd gladly accept it.

@Gotolei:
QUOTE
Adding double-quotes fixed the part where it wouldn't start, anyways. But now occasionally, somewhat randomly, it doesn't exit properly. The menu slide-out animation plays, but the window doesn't close and the music continues.
It ignored wm-sent closing signals so I tried killing it with htop - resulting in a blank rectangle :/
Does it happen even when directly running the executable, without the launcher? So far this has never happened to me (on Linux Mint) either using launcher or the executable.
QUOTE (Key Bindings)
Also on a mostly-irrelevant note, how are the keycodes determined, and are there any sanity checks which overwrite the set values if they don't compute?
I can't seem to get the keybinds I want from ReVolt over to RVGL, and poking around the .ini it seems the default codes are different.
RV1.2 uses DirectInput scancodes while RVGL uses SDL scancodes. So there is no way to port the key bindings from v1.2 to rvgl.

Posted by: Matsilagi 6 May 2015, 11:53 PM
No word at depth buffer? Isnt it possible for you to test it?

Posted by: Gotolei 7 May 2015, 07:09 AM
QUOTE (Huki @ 6 May 2015, 11:13 AM)
Does it happen even when directly running the executable, without the launcher? So far this has never happened to me (on Linux Mint) either using launcher or the executable.
It only happened once or twice early on, just after getting the launcher to work, hence 'now' being crossed out. Hasn't happened since, could have been any number of things that caused it I guess.
QUOTE
RV1.2 uses DirectInput scancodes while RVGL uses SDL scancodes. So there is no way to port the key bindings from v1.2 to rvgl.
https://wiki.libsdl.org/SDLScancodeLookup biggrin.gif

Edit:
Are sounds handled differently in this version, or is it just a setting set low by default?
Recorded myself driving over the piano in TW1 multiple times https://vid.me/OawD https://vid.me/BjlR, with them consistently sounding different.
(on a more positive note, liking how rvgl noticeably uses a lot less power in the background smile.gif it's a wonder what actually working vsync can do)

Edit2: yeah sound is definitely different somehow. On Toytanic you can clearly hear cars driving on the other levels, and on Rooftops (the Dreamcast one) you can hear the helicopter across about half the track. Though sound reaching too far seems like a separate problem.

Edit3: http://i.imgur.com/Y9EDAUX.png

Posted by: Huki 7 May 2015, 02:43 PM
QUOTE (Matsilagi @ 7 May 2015, 04:23 AM)
No word at depth buffer? Isnt it possible for you to test it?

Sure, I'm eager to test out ReShade, but before that I can't guess what could be wrong. Is ReShade available only for Windows?
Any further info about reproducing your issue (any specific places / actions to trigger the glitch, specific shaders you had used)? Also, you can open a new topic to discuss this further..

Posted by: Matsilagi 7 May 2015, 04:09 PM
QUOTE (Huki @ 7 May 2015, 02:43 PM)
QUOTE (Matsilagi @ 7 May 2015, 04:23 AM)
No word at depth buffer? Isnt it possible for you to test it?

Sure, I'm eager to out ReShade, but before that I can't guess what could be wrong. Is ReShade available only for Windows?
Any further info about reproducing your issue (any specific places / actions to trigger the glitch, specific shaders you had used)? Also, you can open a new topic to discuss this further..

Created a topic, so i dont clog the release thread with lots of research.
Thanks for your attention wink.gif

Posted by: Abc 8 May 2015, 06:23 AM
A guide for ini options please? so at least we can configure RVGL like we had re-volt.
and maybe a directinput -> SDL input converter for profile.ini wink.gif

Posted by: Gotolei 11 May 2015, 09:10 AM
I'm assuming the vast majority of people here know what http://revoltzone.net/tracks/7687/Moon%20Dawn is supposed to sound like.
https://www.youtube.com/watch?v=lAXiPqxuS8I

Is there going to be some sort of official bug report topic, or do we just make our own individual ones 1.2-style at this point?


Edit: possibly worth noting that rvgl plays the sound files as they actually are, while <1.2 distort them in some way or another.
If you dig through the track's custom folder and put any of the media into a music player, it sounds just as it does in RVGL.

Intended behavior?

Posted by: ElectricBee 11 May 2015, 05:58 PM
QUOTE (Abc @ 8 May 2015, 06:23 AM)
A guide for ini options please? so at least we can configure RVGL like we had re-volt.
and maybe a directinput -> SDL input converter for profile.ini wink.gif

What might be more ideal would be an external configuration program. One step down from in-game integration, but one step up from having to translate all the menu options, or rely on a conversion script if applicable.

Posted by: Abc 12 May 2015, 02:49 AM
the more built-in stuff the better the game is

Posted by: Gotolei 20 May 2015, 03:00 AM
Can the fix_cases script be made so if it's not in a folder labeled some case of "revolt" then it only runs through the current folder? Or perhaps a separate script?

The current script takes almost a full minute to run, which is a bit of a wait if I want it to fix just one single track or car.

Posted by: Touriga 27 May 2015, 09:37 AM
mellow.gif huh.gif happy.gif ohmy.gif tongue.gif

Is this immense silence a sign of hard work in RVGL or just busy life ? cool.gif

Posted by: }!{enR 3 Jun 2015, 01:50 PM
QUOTE (Huki @ 2 May 2015, 08:25 PM)
QUOTE (48k audio)
*AL likes to complain about wanting a 44100 Hz audio rate but getting 48000 Hz instead. As someone with a strong interest in making some RV videos for YouTube in the near future, I would personally prefer having 48 kHz added to the options menu.
It means AL is already using 48k audio rate (though we hard-coded it to request 44.1k). Once the options menu is done you can expect more control over this.
Can you just make the RVGL set the sound output settings based on the system ones, so the people don't make things like "OS is using 44.1KHz and the game is using 48KHz soundout". wink.gif

QUOTE (Alphacraft @ 2 May 2015, 09:02 PM)
Ok, excellent! Just out of curiosity, will there be any support (or should I say, reason to have support) for 96000 Hz?
Also I see almost no sense at all in making the game to output sound at more than 44.1KHz, because:
1. All the sound files should actually have a sampling rate more than 44.1KHz;
2. The audiocard should actually support such an audio mode. If it doesn't then the resampling is needed, and the bad resampling can introduce an audible glitches;
3. You simply can't hear such a high frequencies nor the audio files have them, so why bother.
High sampling rates only makes sense when making some audio processing...

QUOTE (Huki @ 6 May 2015, 11:13 PM)
QUOTE (Key Bindings)
Also on a mostly-irrelevant note, how are the keycodes determined, and are there any sanity checks which overwrite the set values if they don't compute?
I can't seem to get the keybinds I want from ReVolt over to RVGL, and poking around the .ini it seems the default codes are different.
RV1.2 uses DirectInput scancodes while RVGL uses SDL scancodes. So there is no way to port the key bindings from v1.2 to rvgl.
Erm... what?
The scancodes are generated by the hardware keyboard controller and all the programs just use them, so why _in_a_name_of_all_the_good_things_ someone redefines them??? blink.gif

QUOTE (ElectricBee @ 11 May 2015, 09:58 PM)
What might be more ideal would be an external configuration program. One step down from in-game integration, but one step up from having to translate all the menu options, or rely on a conversion script if applicable.
Actually one step down from having more troubles translating all the menu options. Do you wanna have a partially-translated game?

Posted by: arto 3 Jun 2015, 04:59 PM
This is awesome! Thank you for doing the no doubt massive work on this Huki!

Posted by: Huki 15 Jun 2015, 07:11 PM
QUOTE (Touriga @ 27 May 2015, 02:07 PM)
mellow.gif  huh.gif  happy.gif  ohmy.gif  tongue.gif

Is this immense silence a sign of hard work in RVGL or just busy life ?  cool.gif

Busy life and a non-working computer. wacko.gif
But I'm back now to continue from where I left off. smile.gif

Posted by: nero 15 Jun 2015, 08:14 PM
QUOTE (Huki @ 15 Jun 2015, 06:11 PM)
But I'm back now to continue from where I left off. smile.gif

user posted image

If I may ask, what can we expect in the near future? Will the Options menu be enabled in the next update at least?

Posted by: MightyCucumber 16 Jun 2015, 10:29 AM
QUOTE (nero @ 15 Jun 2015, 08:14 PM)
If I may ask, what can we expect in the near future? Will the Options menu be enabled in the next update at least?

This. What was the reason being its disabling by the way? Time constraits that left that part of the code out? smile.gif

Posted by: }!{enR 16 Jun 2015, 11:12 AM
QUOTE (MightyCucumber @ 16 Jun 2015, 02:29 PM)
What was the reason being its disabling by the way? Time constraits that left that part of the code out? smile.gif

Yes, it's probably just not ported into RVGL yet. smile.gif

Posted by: Huki 17 Jun 2015, 10:33 PM
QUOTE (MightyCucumber @ 16 Jun 2015, 02:59 PM)
QUOTE (nero @ 15 Jun 2015, 08:14 PM)
If I may ask, what can we expect in the near future? Will the Options menu be enabled in the next update at least?

This. What was the reason being its disabling by the way? Time constraits that left that part of the code out? smile.gif

Yes, the Option menus haven't been ported over yet.
The goal for the next release is to:
- add the options menu,
- fix bugs reported in the current release.

Other than that there is some internal reorganization of the codebase pending since my last discussions with jig. It can add some delay in our progress, but it would help us better manage the project in the long term.

Posted by: Touriga 18 Jun 2015, 12:38 AM
Kill my curiosity does RVGL options include online gaming ?

Posted by: Abc 21 Jun 2015, 01:08 AM
QUOTE (Touriga @ 17 Jun 2015, 08:38 PM)
Kill my curiosity does RVGL options include online gaming ?
I'm pretty sure they will.

Huki: dates please? kill our curiosity please? biggrin.gif glad you're back smile.gif

Posted by: MarvTheM 15 Jul 2015, 09:26 AM
On Ubuntu 14.04, installing the dependencies broke my Gnome...

Posted by: Gotolei 15 Jul 2015, 05:47 PM
QUOTE (MarvTheM @ 15 Jul 2015, 01:26 AM)
On Ubuntu 14.04, installing the dependencies broke my Gnome...

How did you go about it? Iirc all it needs is to add some 32-bit libs, shouldn't need to remove anything.

Personally I just went through sources.list and added [arch=amd64,i386] after every deb, updated, installed listed deps and it's been working for a couple months now :/

[hide]
granted this is gnome.. haven't touched that since 3.4, and it looks like it's only gone further off the deep end since then[/hide]

Posted by: Huki 2 Aug 2015, 12:20 PM
Hey again... not much free time these days, and I had to get my computer's PSU replaced.
Anyway, some new progress:

http://rv12.revoltzone.net/rvgl_opt.jpg

And more importantly...

http://rv12.revoltzone.net/rvgl_net.jpg

More news later. smile.gif

Posted by: Abc 3 Aug 2015, 03:15 PM
FYI: for these who can't decrypt the pictures:
Video settings in action (options finally!)
multiplayer (netplay)

Posted by: Huki 7 Aug 2015, 03:45 PM
I'm making steady progress with the network. ENet is great to work with.. smile.gif Soon I'll be able to release a new build to test online.
There is going to be a significant change in this initial version: I've worked on a client / server implementation rather than pure P2P as it's more straightforward to do with ENet. It means clients will not communicate directly with each other but through the host, similar to what was requested in http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1694. Pure P2P could be a later addition if it's found to be needed.

Otherwise what we can expect to see in the upcoming build is:
  • Non-blocking session hosting (does not block for a few seconds upon 'Start Game').
  • Host binds to a single port (UDP only, currently hard-coded to 2301 2310).
  • Displays both the external and internal IP address of the host. External IP is queried through dyndns.org upon session start (may time-out sometimes, current implementation does not retry).
  • Automatic discovery of LAN session (client doesn't need to enter the host IP).
What is still pending:
  • There is no in-race synchronization yet. This shouldn't be a problem unless the black screen sync fails resulting in a bad start. We'll see if bad starts are common with this version or not, I'm curious to see some results.
  • Lobby support (may need changes to rvhouse, though it should be straightforward)
  • Sessions listing (i.e., when multiple sessions are hosted on LAN)
  • Some menus, waiting room / players list information still missing.
Fun moments with I, me and myself: they're pretty hard to beat, damn...
http://i.imgur.com/jZ49Nva.jpg
http://i.imgur.com/jZ49Nva.jpg
http://i.imgur.com/jZ49Nva.jpg

(Ok, I admit the 3 of them were AI controlled...)

Posted by: Alphacraft 8 Aug 2015, 04:24 AM
Excellent job as always, Huki. cool.gif
Might I suggest that for games not hosted on a dedicated RV server (ie the computer plays and hosts simultaneously), the client and server not share the same CPU thread? I've had plenty of scenarios in old games like Tribes 2 where if I launch a dedicated server and connect to localhost in the game client, I get slightly better performance than if I start the server from within the client. (I hope that made sense unsure.gif ) Granted, this was on a netbook that needed all the help it could get, but it'd be cool to have a feature like this for those like Cat or Abc who have machines with relatively low single-threaded performance.

Posted by: Abc 8 Aug 2015, 11:40 AM
Well, usage of listen servers / hybrid clients are pretty common, look armagetron advanced for instance.

oh, my netbook goes 1fps when playing sp minecraft lol

also, opening up a separate process eats like double of resources, that makes "listen" very useful (look at Source)

EDIT: I've misread it a bit. you're correct, terraria introduces a extra overhead because it spawns a hidden terrariaserver set-up for the game

ps: my netbook is the slow one and its dual-core ninja.gif

gj huki, can't wait to try it out soon biggrin.gif (are options fully enabled/implemented yet??)

Posted by: Cat 10 Aug 2015, 05:41 AM
QUOTE (Alphacraft @ 8 Aug 2015, 12:24 AM)
Granted, this was on a netbook that needed all the help it could get, but it'd be cool to have a feature like this for those like Cat or Abc who have machines with relatively low single-threaded performance.

Not using the netbook anymore, since I got a i3 desktop months ago. I should also mention that I don't even play online.

Posted by: Abc 10 Aug 2015, 06:14 AM
nice to hear.

btw, guy is GamingWithNetbooks. happy.gif (cares much about gamer netbooks even when they're not designed for gaming Duh)

Posted by: Alphacraft 11 Aug 2015, 02:54 AM
QUOTE (Abc @ 9 Aug 2015, 11:14 PM)
btw, guy is GamingWithNetbooks. happy.gif (cares much about gamer netbooks even when they're not designed for gaming Duh)

Nah, I was a little glad when I bricked mine TBH, I was so tired of fighting with drivers. I'm still interested in stretching weak hardware to its limits, I'm just not focusing on netbooks anymore.

Posted by: Abc 11 Aug 2015, 06:25 AM
Enjoy turtle speed buddy smile.gif
and buy thin pc biggrin.gif

Posted by: Huki 12 Aug 2015, 07:07 PM
Thanks for the feedback and suggestions!
I'm releasing the new rvgl build with online support, you can get it from below:
http://rv12.revoltzone.net/downloads/rvgl_15.0810a_win32.7z
http://rv12.revoltzone.net/downloads/rvgl_15.0810a_linux.7z
http://rv12.revoltzone.net/downloads/rvgl_changelog.txt

Of course, it doesn't have RVHouse lobby support yet, but it can already be played by IP. Leave the Host Computer field blank to join a session on LAN.
BTW, I've merged the work done by jigebren in v1.2 up until the last alpha, so those online improvements / lag management are included. The timers sync is incomplete though... as I had said in my previous post, it should be ok as long as the sync at the black screen is successful. Before I finish this part, I would like to know how many bad starts you get with this version in a usual online session.
Also be sure to upload your log file after testing it.

Linux users will need to to install libenet from their package manager.

Posted by: VaiDuX461 12 Aug 2015, 07:42 PM
Glad to hear about the new build!

But I already faced some problems [Win32 build]. Particularly with multiplayer:
user posted image
My game simply shows this message and crashes whenever I choose "Start Game" from Multi-player menu, hence I can't test the multiplayer. I want someone to confirm that this works or not.
[Edit]: 1 person confirmed that he can get past this.
[Edit2]: Managed to join by IP with a same person, seems to be working okay so far. I'm not exactly sure yet, but I think ball weapon, which I placed, randomly disappeared at split second in front of me when I was driving backwards. Needs obviously more testing though.

Is there a way to enable command prompt window again to show messages/warnings? Or maybe log whatever game tries to do?
[Edit3]: Completely forgot to check log file inside profiles folder. Still, doesn't record anything related to my problem or anything with NET at all (except when I successfully joined that time of course).
Running as admin doesn't change a thing, all applications runs under this group by default on my Win7 anyway.

The other problem is with speed units option, it changes number of cars instead.

Posted by: Abc 12 Aug 2015, 08:18 PM
Does it require a separate process? Does it require anything else?
i mean, the error looks like it has trouble spawning the server, either that or ports.
QUOTE (Huki @ 12 Aug 2015, 03:07 PM)
Linux users will need to to install libenet from their package manager.
Hint: Don't we need enet for windows?

(testing...)

EDIT: New build says it cant find any languages (i just extracted the exe because i want to mantain backward compatibility in the folder im running it from)

Posted by: Kenny 12 Aug 2015, 08:50 PM
QUOTE (VaiDuX461 @ 12 Aug 2015, 07:42 PM)
Is there a way to enable command prompt window again to show messages/warnings? Or maybe log whatever game tries to do?

Changelog says
QUOTE (changelog)

- Logs various network information to the log file (see lines starting with
    the "NET:" prefix.

Though I don't get any messages like that in my log file either (which was moved in the "profiles" directory in case you didn't know) after trying to host a game myself, maybe the messages aren't enabled in this build for some reason?
Also did you try to run the game as admin as well? Perhaps its a permission issue...

I didn't get a message like this but the first time I tried to start a game it wouldn't give me a valid public IP (0.0.0.0), maybe because I didn't grant firewall access fast enough?
Either way, that time I couldn't start the game with the Tab button but after restarting the game it worked.
QUOTE (Vaidux)
The other problem is with speed units option, it changes number of cars instead.
I can confirm this issue.

QUOTE (Abc)
Hint: Don't we need enet for windows?
You did see the included libenet.dll, right?

edit: Here's an issue unrelated to multiplayer (and perhaps even the newest rvgl build since I didn't try this on the earlier version), the game seems to attempt to load an "alsoft.ini" from the %APPDATA%/Roaming directory which is not present on my system, as a result all of the following "GetConfigValue" calls fail (taken from the alsoft.log).

Assuming this is not intended (perhaps because the functionality for these options doesn't exist yet)? it'd be good to 1) move the location of the ini file to the game directory and 2) add the ini file in the next release (or make the game generate a default one, not sure if thats practical though)

Posted by: Abc 12 Aug 2015, 10:16 PM
umm %appdata% = %userprofile%\appdata\roaming
weird and im just stuck with cant find languages, did the strings folder change or i make up a different name ?

could 0.0.0.0 be due to multiple adapters?

Posted by: Huki 12 Aug 2015, 10:37 PM
QUOTE (VaiDuX461 @ 13 Aug 2015, 12:12 AM)
Glad to hear about the new build!

But I already faced some problems [Win32 build]. Particularly with multiplayer:
user posted image
My game simply shows this message and crashes whenever I choose "Start Game" from Multi-player menu, hence I can't test the multiplayer. I want someone to confirm that this works or not.

That's strange, I did test the Windows version too. The only reason I can think of for getting the "Can't create enet server" error is if the UDP 2301 port is closed / in use (I can reproduce the error by choosing Start Game in one instance of re-volt, then opening another re-volt window and trying to host with that). Even then it shouldn't crash after the error message...
EDIT: Yep, it does crash after I got the error message using the above trick.. fixed now.

QUOTE (Vaid)
Completely forgot to check log file inside profiles folder. Still, doesn't record anything related to my problem or anything with NET at all (except for successful join of course).

It currently logs all the pings (during countdown) and guaranteed messages (such as the successful join) that are received. Especially the ping info would be interesting to know.

QUOTE (Abc)
EDIT: New build says it cant find any languages (i just extracted the exe because i want to mantain backward compatibility in the folder im running it from)

Well, there is the libenet.dll included, and the strings files were updated. Can you try doing a full extract of all of the files and see if it works?

QUOTE (Kenny)
edit: Here's an issue unrelated to multiplayer (and perhaps even the newest rvgl build since I didn't try this on the earlier version), the game seems to attempt to load an "alsoft.ini" from the %APPDATA%/Roaming directory which is not present on my system, as a result all of the following "GetConfigValue" calls fail (taken from the alsoft.log).

From what I remember, this is ALSoft's expected behavior. The library checks the aforementioned path for the user config file and if it doesn't exist, it just uses the default settings (or the settings forced through the API by RVGL). I think they even have a GUI config editor for download.

QUOTE (Vaid)
The other problem is with speed units option, it changes number of cars instead.

Ouch, thanks it will be fixed...

Posted by: Abc 12 Aug 2015, 10:54 PM
i would prefer not to do a full extract due to files that i already have and i would like not to have them overwritten. i extracted all binaries that's sure (i realized i have the library lol)

will re-release? smile.gif
i mean, the changes are worth, why not.

What do i do about strings? because new strings has less size and i want to mantain backward compatibility because the folder i use is 1.2/1.1 folder (mainly 1.2 because of custom cars)

Posted by: Skarma 12 Aug 2015, 11:10 PM
Keep a copy of both string files for 1.2 and RVGL.

Posted by: Abc 13 Aug 2015, 12:58 AM
QUOTE (Skarma @ 12 Aug 2015, 07:10 PM)
Keep a copy of both string files for 1.2 and RVGL.

How? because they're both named English.txt *facedesk*

Posted by: Skarma 13 Aug 2015, 01:35 AM
Have you ever heard of "renaming" a file?

Good grief, I thought you were a masterful technician...

Posted by: nero 13 Aug 2015, 01:40 AM
The new RVGL patch isn't working for me at all.

I extracted everything. When I run the game, nothing happens. No black screen, no error message.

Nothing happens.

Posted by: Abc 13 Aug 2015, 01:46 AM
QUOTE (Skarma @ 12 Aug 2015, 09:35 PM)
Have you ever heard of "renaming" a file?

Good grief, I thought you were a masterful technician...

Just did that -.-
Now it spams Corrupted english.txt ALL the time :/ and it falled back to ned
thanks tongue.gif
(im excellent at help desk with OSes but nobody's perfect)

so, tested it, working nicely, something i noted is that the copter in sm1 is missing blink.gif and the language message (strange thing is that it only recognizes the "corrupted" strings when i place valid strings)
i noticed lack of music also (i have them in mp3 and music folder) does it use redbook folder?
ps: what generate mipmap does? make up bmq/r/s/t ?

and reshade plays well

Posted by: Gotolei 13 Aug 2015, 03:01 AM
Working here in Xubuntu 14.04, however I did quickly discover that the option to enable/disable in-game music doesn't work. I have both /redbook and /music with .ogg files, for what it's worth.

https://i.imgur.com/oK25GLG.png
https://i.imgur.com/70PaV0m.png

[hide]also possibly worth reiterating that it needs 32-bit libs, so the package name is libenet2a:i386

......and obviously i'm saying that out of forethought, and not that i just mixed it up myself or anything[/hide]

Edit: and yes it does seem to corrupt the strings for v1.2 somehow.

Posted by: Abc 13 Aug 2015, 04:23 AM
yep, strings are not compatible with old versions (its ovbious because english is 9kb)
and i just tested and i can confirm the 0.0.0.0 (it happened when i hosted a second time)
it shuts the server instantly O.o

i'm using sload and it seem to survive sync better.
Also i noticed different steering and a slight more delay in chat typing

please make a warning, there's couple things left unnoticed. sad.gif


QUOTE (nero @ 12 Aug 2015, 09:40 PM)
The new RVGL patch isn't working for me at all.

I extracted everything. When I run the game, nothing happens. No black screen, no error message.

Nothing happens.
Are you sure you extracted to the right folder (your game folder)?
Warning: strings break 1.2 (strings are different for rvgl)

Posted by: Gotolei 13 Aug 2015, 05:07 AM
QUOTE (Abc @ 12 Aug 2015, 08:23 PM)
and i just tested and i can confirm the 0.0.0.0 (it happened when i hosted a second time)
it shuts the server instantly O.o

Seems to be hit-and-miss. Mine is consistently getting the address now, and almost instantly at that.

Posted by: Abc 13 Aug 2015, 05:36 AM
Same, effect is like RVH. it's the host itself and its pretty temporal really. it just works.

just tried multiplayer with santi, zero problems involved (we just have used the ideal conditions, and at first for some reason he wasnt able to host. idk. (actually he can) but we had no troubles, might be not forwarding 2301 udp in router. any firewalls/antivirus would be the cause of the "can't create enet server" message(havent got it anyway) )
we also noticed another unspoken change: late join works as it used except spectator is not available and says multiplayer terminated when the host does esc -> quit (terminates the server)
latejoining in rare cases just lets you enter after sitting and it goes multiplayer terminated (only tested once so far, (tested all conditions once so far)
also it seem to have some sync glitches when the player alt+tab (freezing/pausing game temporally and thus suspending network) (nopause ensures zero packetloss)

Posted by: Huki 13 Aug 2015, 06:52 AM
QUOTE (nero @ 13 Aug 2015, 06:10 AM)
The new RVGL patch isn't working for me at all.

I extracted everything. When I run the game, nothing happens. No black screen, no error message.

Nothing happens.

Is this with the Windows or Linux version? Can you get the re-volt.log file inside your Profiles folder? Is it generated?

@Abc: About the language strings, I think the incompatibility is because of change of line endings. v1.2 can only read Windows line endings (\r\n) but the rvgl language files use Unix line endings (\n). If you open the rvgl english.txt and manually copy all the extra lines over to your v1.2 English.txt I think it will work. In the future rvgl releases I will use Windows line endings for compatibility.

QUOTE (Abc)
i noticed lack of music also (i have them in mp3 and music folder) does it use redbook folder?

It uses redbook folder, and MP3 is not supported in the current Windows builds, you can convert them to ogg or use the ones provided by the GOG release.

QUOTE (Gotolei)
Working here in Xubuntu 14.04, however I did quickly discover that the option to enable/disable in-game music doesn't work. I have both /redbook and /music with .ogg files, for what it's worth.

Yeah, the In-Game Music option only enables/disables in-game music, it doesn't disable Frontend and Credits music.

QUOTE
and i just tested and i can confirm the 0.0.0.0 (it happened when i hosted a second time)
it shuts the server instantly O.o

Getting the IP address from dyndns.org can sometimes timeout, unfortunately. Maybe there is a better service (it must accept https://help.dyn.com/remote-access-api/checkip-tool/).
But failing to get the IP address will not shut down the server.. blink.gif

A note about ports: When creating the server the port we ask for (UDP 2301) is provided by the OS only. Opening that port in your router should be only required to make your session visible over the internet (otherwise only players on your local network will be able to join).
If you are unable to host in the first place (with the error message posted by Vaid), then it's likely that either your firewall is blocking rvgl, or the UDP 2301 port is in use by another program (RV House? AFAIK it only uses TCP 2301).
We can use a different safe default like 47624 though. Eventually there will be an option to set a user-defined port, or even use NAT-PMP techniques for automatic forwarding, but we should still have a safe default for rvgl.

Posted by: VaiDuX461 13 Aug 2015, 12:45 PM
I gave another try today, and it seems to work now.
After some tinkering to figure out the original cause for this, I've quickly found out it was RVHouse after all. It conflicts when you're fully connected, I mean connected to P2P. If you're not connected to P2P (green nick), the game will still work.
But anyways, that was kinda stupid of me having RVHouse running in the first place.

Posted by: nevermind 13 Aug 2015, 03:11 PM
I have just been able to run 2 LAN RVGL games. The first one featured a Win7 32 bits host and a Win8.1 64 bits guest; 2 races (the second one was not finished). The second one, the host was the same computer and OS, but the guest was a Lubuntu 32 bits one; 2 races too (this time I did not finish any race). Nothing seemed to be wrong. The only NET messages in the logs were these:

[HIDE=Logs]
(The log from the first race in the host computer was lost because I thought that the messages would be appended, not overwritten)

Guest, game 1:
CODE
NET: Received local player ID
NET: Received game data -1: garden1
NET: Received player 0 joining
NET: Received player 1 joining
[...]
NET: Received player 1 data: PRUEBA
NET: Received player 1 ready:
NET: Received game data -1: muse2
NET: Received player 0 data: PRUEBA2
NET: Received player 0 ready:
[...]
NET: Received start data -1: muse2
 Num players: 2
 Player 0: PRUEBA2, 0
 Player 1: PRUEBA, 1
[...]
NET: Received sync reply -1: 12
NET: Received sync reply -1: 10
NET: Received sync reply -1: 10
NET: Received sync reply -1: 10
NET: Received sync reply -1: 9
NET: Received sync reply -1: 9
NET: Received sync reply -1: 9
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
[...]
NET: Received countdown message -1: 4995
NET: Received best lap time -1: PRUEBA2
NET: Received best lap time -1: PRUEBA2
NET: Received best lap time -1: PRUEBA2
NET: Received race finish time -1: PRUEBA2
NET: Received start data -1: garden1
 Num players: 2
 Player 0: PRUEBA2, 0
 Player 1: PRUEBA, 1
[...]
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
[...]
NET: Received countdown message -1: 4990



Host, game 2:
CODE
NET: Received player 1 joining
NET: Received player 1 data: PRUEBA
NET: Received player 1 ready: PRUEBA
[...]
NET: Received game loaded 1: PRUEBA
[...]
NET: Received game loaded 1: PRUEBA
NET: Received player 1 leaving: PRUEBA



Guest, game 2:
CODE
NET: Received local player ID
NET: Received game data -1: garden1
NET: Received player 0 joining
NET: Received player 0 data: PRUEBA2
NET: Received player 1 joining
[...]
NET: Received player 1 data: PRUEBA
NET: Received player 1 ready:
NET: Received start data -1: garden1
 Num players: 2
 Player 0: PRUEBA2, 0
 Player 1: PRUEBA, 1
[...]
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 4
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
[...]
NET: Received countdown message -1: 4984
NET: Received start data -1: market2
 Num players: 2
 Player 0: PRUEBA2, 0
 Player 1: PRUEBA, 1
[...]
NET: Received sync reply -1: 7
NET: Received sync reply -1: 7
NET: Received sync reply -1: 7
NET: Received sync reply -1: 6
NET: Received sync reply -1: 6
NET: Received sync reply -1: 5
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
NET: Received sync reply -1: 3
[...]
NET: Received countdown message -1: 4980
[/HIDE]


Besides, I noticed that setting Mipmap level to None and then returning to Point caused a lot of textures to be invisible in Win7 (but it did not in Win8.1 or Lubuntu).

I have also found out that RVGL does not support 8-bit bitmaps yet. I had to convert some frontend and gfx .bmp to 24-bit bitmaps.

Posted by: Abc 13 Aug 2015, 05:58 PM
QUOTE (Huki)
@Abc: About the language strings, I think the incompatibility is because of change of line endings. v1.2 can only read Windows line endings (\r\n) but the rvgl language files use Unix line endings (\n). If you open the rvgl english.txt and manually copy all the extra lines over to your v1.2 English.txt I think it will work. In the future rvgl releases I will use Windows line endings for compatibility.
converting the file ending doesnt simply work?
also
QUOTE
and i just tested and i can confirm the 0.0.0.0 (it happened when i hosted a second time)
QUOTE
it shuts the server instantly O.o


Getting the IP address from dyndns.org can sometimes timeout, unfortunately. Maybe there is a better service (it must accept HTTP requests).
But failing to get the IP address will not shut down the server..

it's because of this (and it applies to RVH (the timeouts) ):
QUOTE ([URL=https://help.dyn.com/remote-access-api/checkip-tool)
]their policy[/URL]]Checks must be spaced 10 minutes apart to help reduce server load.
ps admin: its possible to put links in quote titles?? (bug maybe)

QUOTE (nevermind @ 13 Aug 2015, 11:11 AM)
Besides, I noticed that setting Mipmap level to None and then returning to Point caused a lot of textures to be invisible in Win7 (but it did not in Win8.1 or Lubuntu).



I have also found out that RVGL does not support 8-bit bitmaps yet. I had to convert some frontend and gfx .bmp to 24-bit bitmaps.


Probably that glitch was because of antialias settings. Odd.

Same, had to convert too... (bummer "not found" message tongue.gif)



I have found that running rvgl server first then rvh causes rvhouse to crash :/ (probably its p2p.)

and instances are somehow disabled by default O_O

Posted by: Huki 14 Aug 2015, 10:50 AM
Ok, I've now changed the port used by rvgl to 2310 (UDP). Now it shouldn't conflict with RV House (I'm installing it right now so I can check for myself).

Here's the bugfix release 15.0814a:
http://rv12.revoltzone.net/downloads/rvgl_15.0814a_win32.7z
http://rv12.revoltzone.net/downloads/rvgl_15.0814a_linux.7z
http://rv12.revoltzone.net/downloads/rvgl_changelog.txt

The website has also undergone minor changes / cleanup. I have also added the thread from the Italian ARM site to the list of RVGL forum threads (hmm is it true that RVTT is gone btw? unsure.gif).
If some elements seem off, reload the page using F5.

Posted by: sebr 14 Aug 2015, 11:55 AM
yes RVTT is gone affraid.gif
and no news from webmaster since a loooooong time sad.gif

Posted by: Santiii727 14 Aug 2015, 08:27 PM
I Found This bug in Champ Mode. Only the Give Up
In All Cups the same Problem
[youtube]http://www.youtube.com/watch?v=C2HRHommx5w[/youtube]

Posted by: VaiDuX461 14 Aug 2015, 10:31 PM
Today I had races with multiple people on stock tracks, and I must say multiplayer is going quite well, and seems to be stable enough.

Minor bug report:
- Random 'can't load moto.wav file' error during level loading. Got this 2 times so far when I played online. No idea how to reproduce it.
- Edit mode mouse cursor doesn't work sometimes or responds horribly when V-sync is turned off.
I'm pretty sure it's same with v1.2 15.0330 and slightly earlier versions (when Jig tried to fix v-sync off timing).

I can confirm Santiii's report. 'Give Up Try' point counting system is basically broken. Unfinished code porting process? No problem if you don't use it.

Posted by: Abc 14 Aug 2015, 10:44 PM
Translated: "Hi, i have found a problem with rvgl in my netbook, whenever i want to run it it displays a red screen probably due video card support, old revolt worked fine without issues. Here's my netbook's specs."
QUOTE (Santi's PM report in spanish i asked him)
Hola, yo encontre un problema en rvgl en mi netbook. Cuando lo quiero abrir me aparece pantalla roja porque le falta soporte de video o no se, pero el revolt viejo me andaba bien y sin problemas. Aca dejo las spec de la net
user posted image

user posted image

Netbook Specs
Bangho Suma
Microsoft Windows XP SP3 32 Bits
Intel Atom CPU N455 @1.66GHz
1GB RAM
Intel® Graphics Media Accelerator 3150 384MB

Posted by: VaiDuX461 14 Aug 2015, 10:54 PM
@abc's post/Santiii: Graphics accelerator drivers? I heard they suck hard. Maybe doesn't want to accept and load some graphical features of specific OpenGL version used in RVGL. Considering they used old OpenGL, so it should be compatible. But who knows, these Intel drivers have bad reputation.

Posted by: Abc 14 Aug 2015, 11:02 PM
Any good OGL test suite for knowing which capabilities it has?

Posted by: Alphacraft 15 Aug 2015, 12:49 AM
OpenGL Extensions Viewer (http://www.realtech-vr.com/glview/) is what I use, comes with tests for OGL versions as far back as 1.1. The 3150 should support OGL 1.5 on Windows with the latest drivers. Make sure these are the ones in use: https://downloadcenter.intel.com/downloads/eula/19037/Intel-Graphics-Media-Accelerator-3150-Driver-for-Windows-XP-exe-?httpDown=https%3A%2F%2Fdownloadmirror.intel.com%2F19037%2Feng%2Fwinxp.exe

I'd look into a RAM upgrade if I were you, Santiii. I couldn't find any specs on that netbook of yours (and Google Translate doesn't like me at the moment), but replacing your RAM with a 2GB stick of good DDR2/3-800 memory will speed it up, assuming the RAM is replaceable. I know these modules are likely unavailable in your country, but these are good ones here in the U.S.:

DDR2: http://pcpartpicker.com/mr/newegg/mushkin-memory-991577

DDR3: http://pcpartpicker.com/mr/newegg/gskill-memory-f312800cl9s2gbsq


Posted by: Abc 15 Aug 2015, 07:08 AM
it's a learning computer, ConectarAR goverment education program, bangho is a latin american brand and netbooks are "eMates" they come with tpm and they're slow as they are because they're all 1gb and with loads of bloatware
dont worry about it.
these netbooks are 2011 mostly. ddr3.
and these are the latest xp drivers for said apu?
nope, ram is easy to obtain actually.
thanks for trying.

Posted by: Dolo 15 Aug 2015, 11:18 AM
My only one test yesterday with rvgl in multiplayer was effectively interesting...
But some players don't play this game not only to shoot asses during a race, you know...
Indeed, some players like to race as fast as possible without pickup, either on 1 lap in offline (time trial) or on several laps in online.
The problem that arises for some time with the last alphas or RVGL in particular is that it's clearly impossible to be as fast as on the very old versions like 1.1 or beta for example...
So, i have a question for you...
How do you explain that with the same trajectories, with the same parameters of the steering wheel, with the same general settings, i can be slower in average following the track of 0.200s in RVGL ? (the proofs are the times...)
I am very interested to hear your arguments...

Posted by: Huki 15 Aug 2015, 12:03 PM
QUOTE (Santiii727 @ 15 Aug 2015, 12:57 AM)
I Found This bug in Champ Mode. Only the Give Up
In All Cups the same Problem

I have fixed it, thanks for the report.

QUOTE (Vaid)
Random 'can't load moto.wav file' error during level loading. Got this 2 times so far when I played online. No idea how to reproduce it.

Did you get the error in any specific track? Was the exact error message something like: "Can't load sfx 'wavs/moto.wav' into slot <something>!"? Maybe it was trying to load a corrupt custom moto.wav from the track's custom folder? I can't think of any other reason right now.. unsure.gif

About Santi and Abc's issue, can you get me the OpenGL extensions info from the re-volt.log file itself?

Posted by: Huki 15 Aug 2015, 12:09 PM
QUOTE (Dolo @ 15 Aug 2015, 03:48 PM)
The problem that arises for some time with the last alphas or RVGL in particular is that it's clearly impossible to be as fast as on the very old versions like 1.1 or beta for example...

How do you explain that with the same trajectories, with the same parameters of the steering wheel,  with the same general settings, i can be slower in average following the track of 0.200s in RVGL ? (the proofs are the times...)
I am very interested to hear your arguments...

Interesting, but how is it related to multiplayer? Only more rigorous tests done offline, by time trial players, will help. FYI, Changes like the http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2015, are disabled in RVGL.

QUOTE (nevermind @ 13 Aug 2015, 07:41 PM)
I have also found out that RVGL does not support 8-bit bitmaps yet. I had to convert some frontend and gfx .bmp to 24-bit bitmaps.

Other than the advantage of smaller file size is there any reason to support 8-bit bitmaps? Because I'm actually looking forward to support png / jpg very soon...

Posted by: nevermind 15 Aug 2015, 12:29 PM
QUOTE (Huki @ 15 Aug 2015, 01:09 PM)

QUOTE (nevermind @ 13 Aug 2015, 07:41 PM)
I have also found out that RVGL does not support 8-bit bitmaps yet. I had to convert some frontend and gfx .bmp to 24-bit bitmaps.

Other than the advantage of smaller file size is there any reason to support 8-bit bitmaps? Because I'm actually looking forward to support png / jpg very soon...

Great, that's much better.

Posted by: VaiDuX461 15 Aug 2015, 02:09 PM
QUOTE (Huki @ 15 Aug 2015, 02:03 PM)
Did you get the error in any specific track? Was the exact error message something like: "Can't load sfx 'wavs/moto.wav' into slot <something>!"? Maybe it was trying to load a corrupt custom moto.wav from the track's custom folder?

That's the exact error I've got. If I remember correctly, it was on Botanical Garden and Toys in the Hood 2?, so stock tracks. I haven't really tested any customs yet. My moto.wav file is unmodified, including other assets.
I can't sadly remember which slot, but I will definitely post it here (including log) when I get the same error again.
I should probably also mention that I had Winamp (music player) running in a background while I played the game. I'll try without it next time.

Posted by: Dolo 15 Aug 2015, 05:46 PM
QUOTE (Huki @ 15 Aug 2015, 12:09 PM)
QUOTE (Dolo @ 15 Aug 2015, 03:48 PM)
The problem that arises for some time with the last alphas or RVGL in particular is that it's clearly impossible to be as fast as on the very old versions like 1.1 or beta for example...

How do you explain that with the same trajectories, with the same parameters of the steering wheel,  with the same general settings, i can be slower in average following the track of 0.200s in RVGL ? (the proofs are the times...)
I am very interested to hear your arguments...

Interesting, but how is it related to multiplayer? Only more rigorous tests done offline, by time trial players, will help. FYI, Changes like the http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2015, are disabled in RVGL.

I do not know how you want us to do more rigorous testing...
Since time immemorial, we say that there is something different about driving also in offline mode.
Increased sensitivity, shorter steering range, loss of grip of the cars, everything a set of aspects that worsened throughout the development of alphas.
So how do you explain that and why did not we find the same feelings playing with the 1.1/beta and Alpha/RVGL? (There is No steering wheel collision fix in the beta and it's fine ...)
And besides, it is strange that you yourself do not have noticed this driving differences?

Posted by: nevermind 15 Aug 2015, 06:02 PM
"I feel that ..." is an infinitely accurate and rigorous way to determine how something works in detail, and provides every needed information about it. Thus, it is the perfect feedback for developers.

No.

Posted by: Abc 15 Aug 2015, 06:04 PM
Santi's issue is fixed. Was Intel's energy save settings. he updated the driver but it didnt solve the problem then he disabled the energysave setting and it worked fine again.
here's rvlog gl info anyway (it works now)
CODE
===== Video Info =====
GL Vendor: Intel
GL Renderer: Intel Pineview Platform
GL Version: 1.4.0 - Build 7.15.10.5260
GL_VERSION_1_2: Found
GL_SGIS_texture_lod: Found
GL_SGIS_generate_mipmap: Found
GL_VERSION_1_3: Found
GL_ARB_texture_env_combine: Found
GL_EXT_texture_env_combine: Found
GL_VERSION_1_4: Found
GL_EXT_fog_coord: Found
GL_ARB_vertex_array_bgra: Not Found
GL_EXT_vertex_array_bgra: Not Found
GL_EXT_clip_volume_hint: Found
===== Video Info =====



it's me or is physics modified? for me it works differently since 1.2, i think it has to do with the technology used....

i had the moto.wav error but it was like once in toy1, nowhere else and it just fixed itself

Posted by: Areno 15 Aug 2015, 09:05 PM
The screen doesn't turn bluish in water in RVGL.
1.2:
user posted image
RVGL:
user posted image

Posted by: Ciccio 15 Aug 2015, 09:55 PM
When I tried RVGL for the first time the handling was a little strange, more... Bouncy? I can't explain, maybe it was just an impression because after frequent switching from 1.2 (13a.0815) to RVGL I didn't notice any differences. Anyways, I would suggest (if possible) to make the color of the light that surrounds the pickup/star (or the shockwave or the car when using battery/thunder) directly modifiable from the user (on a fxpage or whathever).

Posted by: Dolo 16 Aug 2015, 09:07 AM
QUOTE (nevermind @ 15 Aug 2015, 06:02 PM)
"I feel that ..." is an infinitely accurate and rigorous way to determine how something works in detail, and provides every needed information about it. Thus, it is the perfect feedback for developers.

No.

These "feelings" are surely the thing the most reliable it here...
And i said what is the problem >> Increased sensitivity, shorter steering range, loss of grip of the cars, rebound surfaces...
Now developpers should know why it's totally different between 1.1/beta and RVGL...
They never say something about that but even with keyboard, you can see this differences...

Posted by: Abc 16 Aug 2015, 09:29 AM
Oh look, the baguette repasted.
(and nevermind hasnt said usefulness?)
All i see is you guys being on a huge placebo. the game is fine, different technology used, no big deal, quit it.
Give us XInput (at least on 1.2/directx, would be just great lol)

Posted by: Touriga 16 Aug 2015, 09:33 AM
I dare to say (under danger of Dolo calling me a noob) that the driving of 15.0413 is ok.

I haven't tested RVGL, but installation under Windows 7 went well and managed to join online immediately, had no sound at first run but it was working on the second.

Just my 5 cents.

Thank you for all you work Huki.

All the best,

Touriga

Posted by: Ciccio 16 Aug 2015, 09:33 AM
The particles in fxpage1 are for some reason stretched. If this is intended, i don't like it.

Posted by: Abc 16 Aug 2015, 09:35 AM
Thanks Touriga for making it clear that Dolo has some sort of placebo.
Ah, give rvgl a try please, and let us know if there's placebo around us.

ciccio, bug probably, remember rvgl is pretty wip, its like google.

Posted by: Gotolei 16 Aug 2015, 09:44 AM
It might be worth pointing out that RVGL is a "rewrite/port" of an ancient game to a different, newer codebase and platform.

While I haven't noticed any changes myself, maybe there's a chance of minute calculation differences that don't change much but could still be noticed by someone who's played the game for a long time?

Posted by: Abc 16 Aug 2015, 09:49 AM
Exactly...

and actually this is what i meant with loss of spirit.

Posted by: Dolo 16 Aug 2015, 09:55 AM
QUOTE (Touriga @ 16 Aug 2015, 09:33 AM)
I dare to say (under danger of Dolo calling me a noob) that the driving of 15.0413 is ok.

I haven't tested RVGL, but installation under Windows 7 went well and managed to join online immediately, had no sound at first run but it was working on the second.

Just my 5 cents.

Thank you for all you work Huki.

All the best,

Touriga

Say that the driving of 15.0413 is OK means nothing...
On all alphas i can turn to left, to right, so yes it's OK...

Posted by: Huki 16 Aug 2015, 03:41 PM
QUOTE (Areno @ 16 Aug 2015, 01:35 AM)
The screen doesn't turn bluish in water in RVGL.

Fixed.

QUOTE (Ciccio)
The particles in fxpage1 are for some reason stretched. If this is intended, i don't like it.

Aah, I see what you mean.. stupid typo while porting the effects code. Good find. thumbs-up.gif

QUOTE
it's me or is physics modified? for me it works differently since 1.2, i think it has to do with the technology used....

i had the moto.wav error but it was like once in toy1, nowhere else and it just fixed itself

1) It's you.
2) For now I have no clue.. did you also have any music player in the background.

QUOTE (sebr)
rvgl can't deal with : é è à... on folder names...
an exemple of car who work on rv 1.0 & 1.2 but not with rvgl : ToyàPig

Hmm, on Windows it can't deal with the folder names? Is the car not even detected, or are you able to select it, but you get "can't load ... prm" errors when the car is being loaded?
Btw, I downloaded the car (a few minutes before you removed it tongue.gif) but I'll get into more details in a separate thread (I'll split your post).

QUOTE (Gotolei)
It might be worth pointing out that RVGL is a "rewrite/port" of an ancient game to a different, newer codebase and platform.

While I haven't noticed any changes myself, maybe there's a chance of minute calculation differences that don't change much but could still be noticed by someone who's played the game for a long time?

From what I understand, dolo says both the latest v1.2 alphas and rvgl have these changes while the original v1.1 and the v1.2b do not. He's just bringing his old problem to this new thread expecting new answers.. blink.gif I'm sorry, I wish we could help him but like I said earlier, without rigorous tests to confirm that there is definitely some difference we can't start to do anything.

Posted by: Ciccio 16 Aug 2015, 05:44 PM
Another little bug: user posted image

Is present with every language but English and French. In Swedish there is the opposite problem (text reaches the half of the box).

Also, it works only with championships, with tracks the text displayed is always the english one (Locked).

Posted by: Abc 16 Aug 2015, 06:44 PM
QUOTE (Huki @ 16 Aug 2015, 11:41 AM)

QUOTE
it's me or is physics modified? for me it works differently since 1.2, i think it has to do with the technology used....

i had the moto.wav error but it was like once in toy1, nowhere else and it just fixed itself

1) It's you.
2) For now I have no clue.. did you also have any music player in the background

1) Confirmed, Dolo is freaking out again with placebos. and maybe other people.
2) nope, and it happened like only once with the first build.
ps: i cant seem to be able to run 11.0421 on my computers for some reason (actually i forgot the exact version and what exactly happens, pm me for tests if you would like to troubleshoot it)

Posted by: Phantom 16 Aug 2015, 11:23 PM
Nobody is freaking out. It's actually quite positive that Dolo and even the rest of the online players have interest in this new invention, which we were ignoring so far, I admit, the same way the developers have been ignoring our suggestions for v1.2. But now I understand why.

My biggest fear with this RVGL thing was that it would become something too different from the game itself, but from what I've tested so far this is going on the right direction this time, and many of us online players hope for the same. RVGL has been the talk of the week, no doubt about that. And we've tested it quite a lot. I even made a http://tiny.cc/fvn21x with the music included for all the people interested to test this but found the installation and double patching complicated and tedious.

From these tests with Alpha 0810 and 0814 there are some things that deserve highlighting.

• It requires only 1 port to play online, and only the host is required to open it. This is what I like the most about it and it made me understand why this project is worth giving it a try. This solves 16 years of multiplayer conflicts and puts Re-Volt in a more comfortable situation compared to other old games.
• And the switch from P2P to Sever-Client seems to have made major progress to the lag problem. It has been years since the last time I've played such lagless races like this week. There was still lag in the races this week, but as long as we found a strong host it was minimum for everybody.
• Another noticeable thing is its speed. Every loadscreen is incredibly fast, switching from one track to the other in half second is amazing. Maybe the transition isn't refined yet, but it's great progress.
• And two other nice things are the fact that it automatically detects the best resolution available instead of that horrible 640x480 default, together with the ability to switch to window mode whenever you want.

The few issues I've noticed are:
• At least for French and Spanish, symbols / characters for multiplayer chat have changed from its correspondent keys. I can't find question marks and other symbols after upgrading to RVGL. Will it be fixed for next release?

• Something I find odd is that when you are in the 'Waiting Room' and you want to go back to Options menu, you are disconnected from the game. Either for clients or host it's the same. And since the clients depend on the Host now to see each other, the whole game is terminated if the Host needs to go back to Options to change the number of laps. I hope this is not the expected behaviour. I have a suggestion about displaying the Options in multiplayer but I'll write it in the Suggestions thread later.

• When you paste a copied IP into the game using Ctrl+V command it also pastes a V next to the IP number. Could you avoid it?

• Error messages like "Can't create enet server" (which pops up when the port is being used by another application) or "Connection to host timed out" (when the host has ports closed or there is no host) should be replaced with internal messages and should be displayed in the user's language. It shouldn't make the game minimize and it should be clearer to understand. Nobody speaking plain English knows what an enet server is or what to do in order to fix it. I suggest making error messages like these translatable via strings, so every translator can make a better explanation of the error and offer a quick action on what to do to help the people from their countries better. So we avoid historically useless error messages like 'can't connect to lobby session'.

• I also got the error Can't load sfx 'wavs/moto.wav' into slot 0! in 3-4 occasions. https://dl.dropboxusercontent.com/u/104051213/Screen%20Shot%2008-17-15%20at%2012.37%20AM%20001.PNG. Situation is that we were racing a stocks session with 4 players. After 5 tracks raced, the error popped up for mmud at the start of Ghost Town 1 R and made his game minimize. Then next track was Toy in the Hood 2 and it popped up for me and made my game minimize. I closed the game and https://dl.dropboxusercontent.com/u/104051213/re-volt.log that was inside profiles folder in case it's useful for something.

• Late Joining works but Spectating mode doesn't. I late joined a game and I was stuck at waiting room until the Host restarted.

• Botanical Garden makes the game sort of "freeze" for me. I would say the game seems lagging but I don't want it to be confused with internet lag. This is like screen lag. It happens only on this track and doesn't happen on v1.2. For years with my current computer I always needed to use VSync On because turning VSync Off made all of the tracks lag for me. VSync Off is said to improve the game performance for most online players but for me VSync On was the best I could get. Even at 60fps the game was more stable and less freezy than with 200fps. I assume it was a hardware thing and that I need a strong PC to make good use of the Vsync Off feature. On RVGL the situation is the same than with v1.2 with the exception of Botanical Garden. Only this track freezes terribly for me, especially on curves when I'm moving fast. But turning VSync Off seems to make it calm down. And I really enjoyed the feeling of VSync off on this track. I'm much more agile. smile.gif

Other issues:

QUOTE (Chat in GameRanger)
mmud: this version does not like my screen capture program for some reason......all black and that's it
mmud: maybe something to do with directx?
Phantom: what software mmud?
mmud: hypersnap
mmud: fraps works

QUOTE (Chat in GameRanger)
SCracer: steering is different for my wheel
Phantom: dolo mentioned something similar
SCracer: dolo and i use the same wheel

QUOTE (Chat in GameRanger)
mmud: What Dolo said is true tho, I've said the same thing before about the steering
mmud: Some versions are horrible for gamepad but it's different for each racers
mmud: Like Huki said it shouldn't make a difference with driving vsync off  or on.  With vsync on it's like I'm driving through mud.....big difference for me.
mmud: I like rvgl so far though, and even Dolo has said it is not bad.
mmud: Obviously the beta works best for him and Kipy

About the unfixable physics bugs, of course I also feel the differences and it's not a placebo effect. But with the time I finally gave up on them. I learnt to accept that there are some things that can't be fixed. Old versions have a better taste but this new version' taste is not bad. At least I had better races playing with 15.0413 or RVGL compared to the horrible feeling of 13.0820.

When is it going to have lobby support so I can test in GameRanger? I already got GR to launch the game perfectly by renaming rvgl.exe to revolt.exe but without lobby mode. Also, since renaming rvgl.exe to revolt.exe makes the game launch correctly anyway. What's the purpose of having 2 .exes?

My greetings and cheers for this release.

Posted by: VaiDuX461 16 Aug 2015, 11:54 PM
QUOTE (Phantom @ 17 Aug 2015, 01:23 AM)
Since renaming rvgl.exe to revolt.exe makes the game launch correctly anyway. What's the purpose of having 2 .exes?

Because rvgl is not revolt. Sounds funny, but it's true.
1.2 cannot be replaced with this, because rvgl is different. It uses completely different graphics library, that's probably the main point. Old games, which had multiple api support for graphics, had separate executables (not always the case!). One, for example, direct3d, another for opengl and third for glide. Obviously, it's not a definite reason why rvgl should be called revolt.exe, but in my opinion, rvgl is a perfect name for executable. That also avoids some "copyright bs" with wego (though app title still reads Re-Volt).
I also prefer having both: 1.2 and rvgl side by side.

There are more reasons why, huki will answer this much better.

I indeed forgot to mention, long time ago, that screen capturing programs doesn't like rvgl for some reason.

Posted by: Abc 17 Aug 2015, 03:35 AM
Reshade works charm, maybe thats a hint of everything (man, its OpenGL that's the reason to the problems, capturers use directx maybe?)

Also there's loss of functionality in multiplayer system:
1) spectator is gone
2) host mitigation/giveaway is gone (all you get is multiplayer terminated when host leaves)
3) multiplayer specific menu is gone too (means 2) pretty much)
4) now the server dies and spawns as soon you exit or enter multiplayer, a bit too "invasive"?

Yeah, well, yep, game messages should be less cryptic. i don't understand why developers refuse to give the tools to the geek user to properly report/test/troubleshoot.
and half of changes made are not on the changelog wacko.gif

side note: RVGL is short of Re-Volt (Open)GL and its easier to say "RVGL" in first place.
and yep, rvgl no longer uses directplay so stop trying to make it work by renaming it (having it named right makes their "apps" detect it (so dumb) )

Posted by: Ciccio 17 Aug 2015, 09:53 AM
So some graphical issues I occasionally I have (mostly screen lag with V-Sync off in windowed mode) could be solved if the .exe file was rvgl.exe instead of revolt.exe?

Posted by: Abc 17 Aug 2015, 11:00 AM
no, unless application profiles are involved, just use rvgl.exe for the sake of it!
vsync off is known for causing lag, its due to a burst of fps causing input lag. just enable it and forget it lol

Posted by: ElectricBee 17 Aug 2015, 01:41 PM
So I just tried out the latest build, and I have a few things to say about it.
  • For some reason, the AI really suck and was only truly competitive on JRC
  • Pyron's Realm, an old map, cannot load kids.wav into slot 55. (What?)
  • On the two-port PSX adapter I have, controllers 1 and 2 are swapped (Why?)
  • There are no screen fades in Windows (Will look again in Linux when I am not super busy)
Most custom stuff works perfectly fine, though, and that's pretty nice.

Posted by: Huki 18 Aug 2015, 01:34 PM
QUOTE (Ciccio @ 16 Aug 2015, 10:14 PM)
Another little bug:

Is present with every language but English and French. In Swedish there is the opposite problem (text reaches the half of the box).

Also, it works only with championships, with tracks the text displayed is always the english one (Locked).

Ok, fixed both.

QUOTE (Ciccio)
So some graphical issues I occasionally I have (mostly screen lag with V-Sync off in windowed mode) could be solved if the .exe file was rvgl.exe instead of revolt.exe?

It doesn't have anything to do with the filename. In windowed mode the monitor is not exclusively owned by re-volt, so hardware cannot do a fast buffers flip - it has to fallback to the much slower blitting of pixels. This may not be supported well with all configurations, but it should already be much better supported in OpenGL than in legacy DirectX, especially with V-sync on.

Posted by: Huki 18 Aug 2015, 02:36 PM
Hi Phantom, thanks for the detailed feedback! smile.gif

QUOTE (Phantom @ 17 Aug 2015, 03:53 AM)
The few issues I've noticed are:
• At least for French and Spanish, symbols / characters for multiplayer chat have changed from its correspondent keys. I can't find question marks and other symbols after upgrading to RVGL. Will it be fixed for next release?

Yes, this part is unfinished - it should be done by the next release.

QUOTE
• Something I find odd is that when you are in the 'Waiting Room' and you want to go back to Options menu, you are disconnected from the game. Either for clients or host it's the same. And since the clients depend on the Host now to see each other, the whole game is terminated if the Host needs to go back to Options to change the number of laps. I hope this is not the expected behaviour. I have a suggestion about displaying the Options in multiplayer but I'll write it in the Suggestions thread later.

Same as above, it's just unfinished.

QUOTE
• When you paste a copied IP into the game using Ctrl+V command it also pastes a V next to the IP number. Could you avoid it?

Ok, I'll check that.

QUOTE
• Late Joining works but Spectating mode doesn't. I late joined a game and I was stuck at waiting room until the Host restarted.

This is intended because the data needed to get you into the ongoing race is rather big: it could overwhelm the host and cause the network to lag everytime someone is late-joining. So we rather let the late-joiner wait at the waiting room until the host restarts.
In fact I'm thinking of supporting different Bandwidth levels (low / medium / high) with the default being medium. Then if the host uses the "high" bandwidth setting, he will send the full data to the late joiner enabling him to jump into the current race. P2P should also come as an optional setting for hosts with slow connections, but client/server is definitely recommended as long as hosts with good connection are available.

QUOTE
• Botanical Garden makes the game sort of "freeze" for me. I would say the game seems lagging but I don't want it to be confused with internet lag. This is like screen lag. It happens only on this track and doesn't happen on v1.2. For years with my current computer I always needed to use VSync On because turning VSync Off made all of the tracks lag for me. VSync Off is said to improve the game performance for most online players but for me VSync On was the best I could get. Even at 60fps the game was more stable and less freezy than with 200fps. I assume it was a hardware thing and that I need a strong PC to make good use of the Vsync Off feature. On RVGL the situation is the same than with v1.2 with the exception of Botanical Garden. Only this track freezes terribly for me, especially on curves when I'm moving fast. But turning VSync Off seems to make it calm down. And I really enjoyed the feeling of VSync off on this track. I'm much more agile. smile.gif

Interesting.. if I'm correct this could be due to the water ripple object (the dolphin pool with the nice ripple animation). Just to confirm, can you delete this object and save the .fob file and tell me if the lag goes away?
To draw this ripple effect we use an OpenGL feature that needs to be optimized in a specific way, otherwise some stupid video drivers may not handle it well. I have put away this work so far as I wanted to know if someone actually gets the issue, but if you can confirm using the above test I'll finish it for the next release.

QUOTE
When is it going to have lobby support so I can test in GameRanger? I already got GR to launch the game perfectly by renaming rvgl.exe to revolt.exe but without lobby mode. Also, since renaming rvgl.exe to revolt.exe makes the game launch correctly anyway. What's the purpose of having 2 .exes?

As we don't use DirectPlay anymore, adding lobby support requires changes to be done in the lobby program (RVH or GR) too. This is straightforward and simple to do, but someone has to be willing to do it. Do you think the GR devs are up to it?
Instead of using DirectPlay to launch re-volt, they simply have to directly (haha no pun intended) launch the rvgl with certain command lines, say for example:
- The host should be launched with "rvgl.exe -lobby"
- The clients should be launched with "rvgl.exe -lobby <host_ip_address>"
The specification isn't finalized yet, but it should be something similar to the above.

And Vaid is right about the reasons we use different file names for rvgl and v1.2. One more important reason is to allow people to test and use both rvgl and v1.2 from the same folder.

Posted by: Abc 18 Aug 2015, 06:39 PM
it's going to be easier for RVH because it lets you specify commandlines.
gr: doubtful, have good contact with Scott Kevill? and its doable in the following ways: add RVGL versioning and rvgl.exe and thus use -lobby within gameranger with versioning or make a new entry called rvgl

ps: i've felt little ignored mr huki :c

Posted by: Phantom 18 Aug 2015, 10:11 PM
About hypersnap and gadwin printscreeen not working, mmud discovered it's fullscreen causing the problem. On window mode it works.

QUOTE
So we rather let the late-joiner wait at the waiting room until the host restarts.

Yes I understand the reason for this. It's a good reason for disabling spectating. However, waiting in the plain waiting room for 4 minutes is awful. Maybe we can think of an implementation that is more pleasing for the late joiners and healthy for the people racing when spectating is off.

About lobby support yes I can contact Scott as he was willing to enable late joining and 12 player rooms the last time I asked him. But since your implementation is not yet finished I'll wait a bit longer to bother him only once.

I'll check about the water ripple object later.

Posted by: Abc 19 Aug 2015, 02:01 AM
do you have him as friend? not sure how you would contact him since chatrooms has been taken down. unless on forum

Posted by: Ciccio 19 Aug 2015, 12:07 PM
I have a suggestion: add DC cars and rooftops by default, so carboxes in the frontend, rooftops as medium difficult track and used in championships.

[Vaid]: Check this topic for more info: http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1872&st=0

Right the topic I was referring to. Thanks Vaid.

Posted by: Gotolei 19 Aug 2015, 12:52 PM
About that.. if RVGL is supposed to be a whole new thing then do v1.2-based arguments apply?

Sure SNW and Purp are more powerful than their PC counterparts but that doesn't mean they weren't made by Acclaim.

Posted by: Phantom 21 Aug 2015, 09:31 PM
About the screen freezing, other players have been mentioning the same during online races in the last days. I tested with the modified .fob suggested by Huki (thx vaid for helping me) and it didn't produce any difference on the track. I am beginning to think that maybe RVGL is more resource hungry and the freezings have something to do with ram memory or buffer.

For example, when I first noticed the screen hangs on botanical garden with Vsync on, I had other stuff running on the background so I suppose the memory wasn't as empty as RVGL required. Normally I do not need to close everything to play on v1.2. Today I tested restarting my computer to completely refresh memory and inmediately after restarting I joined an online game hosted by mmud without applications running on the background and there was no screen freezing on garden this time. Also botanical garden was the first track we raced so I guess this is due to the fact that my ram memory (4GB) wasn't overloaded this time. I'm not really sure, I think I should do more tests to arrive to any real conclusion but this is my current point of thought.

Unlike me, mmud uses Vsync off. For him occasional hangs occur even on v1.2 alpha with vsync off, but with RVGL they happen a lot more often. Closing background applications like Gameranger or RVhouse alleviate the little screen freezings. Vsync on doesn't produce freezings for him, but he won't use it since the driving is too much different from Vsync off.

Posted by: Abc 21 Aug 2015, 10:13 PM
i had lots of freezings and disconnections when ceduu was hosting last night.
rvgl is multi-threaded (multicpu). that might be the cause. also vsync off is known to have issues. especially with normal input like mouse. (this is common: half life 1 input doesnt answer with very high fps)
Just enable vsync and retest (nvidia users use adaptative vsync (saves power) )

rvgl is light on ram: im without paging and it eats only 103mb

games weren't designed with very high fps in mind, so either use a fps limiter or turn vsync on. Vsync is an anti-tearing method.

also, nopause should be triggerable without dev, its very useful for every player and it should be enabled by default in multiplayer because it ensures no package loss.

something else that left unnoticed: RVGL is forcing US Layout regardless of system settings

Posted by: Huki 23 Aug 2015, 05:49 PM
QUOTE (Phantom @ 22 Aug 2015, 02:01 AM)
About the screen freezing, [...] I am beginning to think that maybe RVGL is more resource hungry and the freezings have something to do with ram memory or buffer.

Is the freezing specific to multiplayer or can you reproduce it offline too?
Vsync off may not be handled well by all gfx cards, but your freeze in garden with vsync on is strange. Are you sure you deleted the correct object (the water surface) in the fob file?

QUOTE (Phantom)
Unlike me, mmud uses Vsync off. For him occasional hangs occur even on v1.2 alpha with vsync off, but with RVGL they happen a lot more often. Closing background applications like Gameranger or RVhouse alleviate the little screen freezings. Vsync on doesn't produce freezings for him, but he won't use it since the driving is too much different from Vsync off.

Is this difference in driving noticeable with the keyboard too or only with wheels / gamepads?

Posted by: stoney1918 24 Aug 2015, 02:05 AM
Just got it working on Ubuntu 15.04 X64. Had some trouble getting the last library on the list, libenet2a. It doesn't seem to be in the repositories for 15.04, so I got around this by adding the lines

deb http://us.archive.ubuntu.com/ubuntu trusty multiverse
deb http://us.archive.ubuntu.com/ubuntu trusty universe

to my /etc/apt/sources.list file. Without that lib, rvgl would do absolutely nothing, didn't create any logs or anything.

I'll check back in after some testing.

Posted by: Abc 24 Aug 2015, 02:28 AM
the freezing we are having are actually short hangs/fps drops that happen randomly, mostly noticed in multiplayer.
i believe libenet is struggling a lot?

Posted by: Phantom 24 Aug 2015, 10:41 AM
RVGL does indeed require a lot of free memory to be stable, probably GPU memory or RAM memory.

Right after restarting the computer, RVGL is better than after minutes using a browser, adobe reader or microsoft word. My freezings stop after a fresh restart and appear if I play after having used the computer for a while, even if I close all applications before playing. Re-Volt 1.2 does not behave that way, being it graphically stable even after using other software before playing. Online or offline does not make a difference, so it is not specific to multiplayer. It is a graphical thing related to memory usage I guess.

Without restarting my pc, I normally get a huge FPS drop on RVGL right after loading Botanical Garden. The first number indicated by the game's FPS meter is always incredibly low (10-12fps) and then it increases after 3,2,1,Go signal. Is this because RVGL is dealing with 3d objects like the columns at the starting grid? The 2 places where fps drop the most are here and the hill before the bridge section.

Restarting the computer makes the graphics flow better.

The only other track apart from Garden where the screen hangs happen is Ghost Town 1, here I also experience a massive fps drop at the starting grid (too many 3d objects at the distance or near the place maybe?). It doesn't happen on other tracks, or at least I haven't noticed it yet with my hardware.

I had a client's pc at home this weekend which was perfect for testing RVGL. PC specifications are Pentium E2180 Dual @ 2.00GHz 2.00GHz, 2.00 GB of RAM and Intel 82945G Express GPU, more than enough to play Re-Volt. I made a comparison between RVGL and last alpha 0330 on it. Both tests with VSync on and at 1024x768x24. At only 2GB of RAM the last 1.2 alpha works magnificiently without fps drops or any screen hangs. On the other hand, RVGL is hardly playable because of the continuous hangs of the screen and difficulty handling the graphic objects at that resolution. A great example of this is at the Frontend in the car selection area. RV1.2 displays all the carboxes smoothly and without difficulty while RVGL sort of freezes when moving through the cars and menus at frontend. The only thing that made things better was reducing the resolution of RVGL to 640x480x24. It made the screen hangs stop and the game was more fluent graphically.

The graphic performance of RVGL is drastically lower at the same settings, at least noticeable with low specs computers like the one mentioned.

QUOTE (Huki)
Is this difference in driving noticeable with the keyboard too or only with wheels / gamepads?

From my notebook keyboard and with my current hardware at least, I can't feel noticeable driving differences between last alpha and RVGL. I think mmud (gamepad user), scracer or dolo (wheel users) can give a more accurate answer, but I think it is only perceived on gamepads / wheels.

Other stuff:

Moto.wav error is a pain in the a$$! It happened 5 times in a row during my tests, especially after playing the game for a while but sometimes happens even after just 3 tracks, it popped up 5 times even when loading Frontend. I shoud mention my memory was quite full back then.

New bug, I tried to complete the game and I'm stuck because I can't do Silver Cup. Beating Bronze track doesn't really unlock Silver Cup.

Kosztya discovered Brightness and Contrast cannot be modified in Video Settings.

Posted by: Mladen007 24 Aug 2015, 03:55 PM
QUOTE
Is this difference in driving noticeable with the keyboard too or only with wheels / gamepads?

Yes,there's a lot more input lag with vsync on

Posted by: Ciccio 24 Aug 2015, 04:23 PM
My Botanical Garden doesn't have any fps issue, even with some 1024x1024 textures, with 12 players and pickups, so I can't really help but I found something interesting about the track and about why it doesn't use a skybox...
[HIDE]user posted image
user posted image[/HIDE]


The Gray Screen (as I call it) displays water movements of the two final waterstreams (if the waterstreams aren't rendered it stops and the left stream is on the right of the Gray Screen and vice versa). This prevent any mod maker from adding a skybox in this track and could be the possible reason of the lag (not so sure, I can't test since it doesn't lag to me).

Posted by: Abc 24 Aug 2015, 05:44 PM
Garden uses Clouds(object!)..... you probably have too much modding. please test with a clean install, thanks. EDIT: ok, i have no clue. EDIT2: maybe your problem is related to garden fog object, i removed all sprinklers, added skybox: only noticed flickering in cloud themselves. restored and removed only garden fog and clouds, no problems either. with garden fog it seem to have less fps than without (not sure if its actually a fps hitter or my cpu is heavy at the given moment)
ps:i noticed multiple big circles around the map, your first screenshot has the red circle shape.

devs: please review the technology used. something is causing this troubles. this is another reason why directx kinda leads: it's tested and stable.
i can understand you guys want to go FOSS, but please verify the libraries used are bugfree at least.

rvgl works fine on my laptop, there's some hangs and drops but that's the hardware pretty much... cpu is at 30% which is acceptable on a dual core 1ghz apu. my fps goes by 29-90 and average of ~47 fps. (vsync off)
ai appear to be harder or im having bad luck.

Save replay makes me stuck in a faded background with nothing in it.
Replay doesnt save properly: all i see is cars on the starting line all the replay.
i saved during championship. finish championship shows up on replay menu. odd

fps drops in garden are only with all cars (meaning heavy rendering) i got 115!!fps at one point. max fps are acquired by being alone looking the opposite side of the dolphin.
probably CPU is struggling with sound more than anything i think. (noticed big drops on the "bloated" passage)

being absolutely alone with objects disabled (edit mode) ensures fps stability, phantom, please try it on your computers and see if it works better.

garden 12 player "slide" on start made me 10 fps. pause menu 26 fps.

Posted by: Ciccio 24 Aug 2015, 06:01 PM
I don't think you fully understood my message... Anyways, if you don't believe me, try it yourself, add a skymap object (deleting or not clouds doesn't change anything). You will see this ugly Gray Screen for some reasons.

[HIDE]user posted image[/HIDE]

I also took a picture of it in 1.00 without any modification (other than adding the skymap object to the level).

Posted by: Abc 25 Aug 2015, 02:06 AM
i have tested, read the last post.

Conclusion it might be related to your setup, maybe pixel shader support (not sure and cant confirm)
but what is your gpu?

Posted by: Ciccio 25 Aug 2015, 10:17 AM
This happens to other players too when they put a skymap in the level, and not happens only to me. If doesn't happen to you, please post an image (I believe you anyways, but an image of the waterstreams with a skybox would be appreciated). I use a laptop with double GPU, an nVidia GeForce GT540M 2GB and an internal graphic card that I don't know how it is called. For Re-Volt I use the internal graphic card (less energy consumer, less power) and I can't switch it for some random reasons.

Posted by: sebr 25 Aug 2015, 12:11 PM
QUOTE (Ciccio @ 25 Aug 2015, 10:17 AM)
This happens to other players too when they put a skymap in the level, and not happens only to me. If doesn't happen to you, please post an image (I believe you anyways, but an image of the waterstreams with a skybox would be appreciated). I use a laptop with double GPU, an nVidia GeForce GT540M 2GB and an internal graphic card that I don't know how it is called. For Re-Volt I use the internal graphic card (less energy consumer, less power) and I can't switch it for some random reasons.

got the same bug with my nvidia gpu (didn't tryed with my internal graphic card)
with makeitgood i disabled the 2 waterstreams of this place and no bug anymore...

i'll check waterstreams (model "garden 3" & "garden 4") files structure to see if i can found something wrong ... (i hope that the bug is not on the revolt hardcoded part)

look in your nvidia settings, you can set nvidia gpu as default renderer for revolt and all others software you wish

Posted by: Ciccio 25 Aug 2015, 01:28 PM
I already tried that once but I got an error even with administrator rights.

Posted by: Huki 25 Aug 2015, 07:21 PM
I'm releasing a new build 15.0825a with several improvements.
http://rv12.revoltzone.net/downloads/rvgl_15.0825a_win32.7z
http://rv12.revoltzone.net/downloads/rvgl_15.0825a_linux.7z
http://rv12.revoltzone.net/downloads/rvgl_changelog.txt

Spectating mode is now available. International keyboards support is back and this time it should handle virtual keyboard layouts better than before: dead keys (eg, typing ' followed by e to get é) are now working. I have only tested in Linux so far so let us know if it's working on Windows.

QUOTE (Phantom)
Moto.wav error is a pain in the a$$! It happened 5 times in a row during my tests, especially after playing the game for a while but sometimes happens even after just 3 tracks, it popped up 5 times even when loading Frontend. I shoud mention my memory was quite full back then.

Very strange.. is it always the moto.wav, never any other file? And after you get this error does the car engine sounds play during race or not?
I have added some log messages in this new build..if you get it again (with this build), finish the session and then upload the log file, hopefully we'll know what is wrong.

QUOTE (Phantom)
New bug, I tried to complete the game and I'm stuck because I can't do Silver Cup. Beating Bronze track doesn't really unlock Silver Cup.

Fixed this one.

Posted by: VaiDuX461 25 Aug 2015, 07:42 PM
QUOTE (Huki @ 25 Aug 2015, 09:21 PM)
Very strange.. is it always the moto.wav, never any other file? And after you get this error does the car engine sounds play during race or not?

Always moto.wav. Sounds are working fine even after this error message.
Few days ago, I've got the same error when I was loading frontend (going back from race). It told it couldn't load into slot 0. I was not using media player this time, and it was offline too. Checking log, no error messages related to this.
I will try reproducing error with the new version.

Posted by: Abc 25 Aug 2015, 10:51 PM
with skybox and nothing else all i get is the actual skybox overlapping with clouds.
All i have is the skybox flickering with clouds, no matter what. i guess its pretty obvious for a screenshot: imagine it yourself: the clouds and skybox overlap.
i have a http://www.techpowerup.com/gpudb/b2124/evga-gtx-760-sc-w-acx-cooler.html Pretty high end? maybe that's why i can handle it.... actually its odd because i tested with my other computer, its amd radeon hd 6250....
Going to try with my superpc:
Two weird things: No sky bug except heavy flickering from clouds.

Added a spinner for the laughs but nothing changed. on netbook i had put wild west skybox but it was toytanic i think, mirrors are see trough. now i tried with nhood sky and i figured that only on garden it has a weird thing (this was without garden fog) the water areas have skybox center printed in it. (i have reshade on the desktop and it doesnt have any buggy effects) the flickering is slightly different.
i guess 1.x is fine. also i found out that if the computer is slow revolt might not show you the replay. (and that replay ends up bugged if you save it, possibly stuck when saving: http://imgur.com/17t1xaE,nqS2zWl,BztPAz4,PHIa5Rz,DsRnjVd,OsCXqVV,8bDBxxt,Vl23RNZ,HQcKrM5)

i noticed in the netbook that the replay turned into all cars in starting line always stopped then teleporting to their final position when they finish one by one.

http://imgur.com/aeljVnK,t5Vy4hz,ch0pwZ0,JgkbZkr,2vTNYcg,v9e4vYQ,3gq1ac4,PUaZ3Dd,ropyXm8,rNKptKv

http://imgur.com/TKevxKZ,x1cQg2C,Z3znfgZ,cahhNgP,7gmTLC4,YuzEKDh,Voi9qlB,PAat4sN,2NDtgut,ckdGwPK,qR2VAlo,m5lZRzI

NOTE: all screenshots and tests were made with build 15.0814a because the last just released today.

Question: should i apply fix_case and setup to my windows folder? (i have fedora and i could remotely test, one thing i noticed is that some libraries are unavailable sad.gif )

Posted by: urnemanden 26 Aug 2015, 09:37 AM
Experiencing some trouble getting rvgl to recognize that I have the libenet library installed.

I tried downloading and compiling from upstream http://enet.bespin.org/Downloads.html and I tried installing https://www.archlinux.org/packages/community/x86_64/enet/.

So far rvgl is still giving me "error while loading shared libraries: libenet.so.2: cannot open shared object file: No such file or directory" after compiling and installing libenet. I have even tried some workarounds to no avail:
  • tried manually creating a link to libenet from /usr/local/lib to /usr/lib/.
  • tried creating a copy of libenet.so.2 from the deb package and put it next to the rvgl binary.
Any assistance is very welcome. I'd like to know where rvgl is looking for the library so I can provide it (is there a verbose mode?). I'm super eager to try rvgl. Do we have gamepad support yet? (:

Posted by: Gotolei 26 Aug 2015, 10:02 AM
Just to make sure, do you have the 32-bit version of it (libenet2a:i386 in *buntu) installed?

I have it in /usr/lib/i386-linux-gnu/libenet.so.2 (symlinked from libenet.so.2.4.2).

Posted by: urnemanden 26 Aug 2015, 10:16 AM
QUOTE (Gotolei @ 26 Aug 2015, 10:02 AM)
Just to make sure, do you have the 32-bit version of it (libenet2a:i386 in *buntu) installed?

I have it in /usr/lib/i386-linux-gnu/libenet.so.2 (symlinked from libenet.so.2.4.2).

I didn't. Just tried manually creating that path but still experiencing the same issue hmm..

edit: tested http://play0ad.com/ which depends on enet too and seem to run fine.. o.o

Posted by: Huki 26 Aug 2015, 12:59 PM
Hi urne,
IIRC, under 64-bit Arch Linux the 32-bit libraries are supposed to be placed in /usr/lib32. Specific lib32 versions are available for some libraries, like https://aur.archlinux.org/packages/lib32-sdl2/. But enet and alure unfortunately don't provide lib32 versions. From our email conversation a few months ago, this is what you did for alure:
QUOTE (urne)
for alure, i couldn't find any lib32 package..So I did a horrible hack which was to download alure for i686 and just manually copy that single *.so into my /usr/lib32 folder.

So perhaps you can try that for enet? Instead of copying the .so you can try symlinking the i686 version into the /usr/lib32 path.

Btw, rvgl doesn't manually search for any libraries. We link to the necessary libraries at compile time and it's your system's so loader that searches for them and outputs those error messages to the terminal.

I presume 0 A.D. provides native 64-bit binaries which simply uses the proper x64 version of libenet, that's why it works out of the box. We don't provide a x64 rvgl for now, but it's definitely planned though.

Posted by: urnemanden 27 Aug 2015, 02:14 AM
QUOTE (Huki @ 26 Aug 2015, 12:59 PM)
Hi urne,
IIRC, under 64-bit Arch Linux the 32-bit libraries are supposed to be placed in /usr/lib32. Specific lib32 versions are available for some libraries, like https://aur.archlinux.org/packages/lib32-sdl2/. But enet and alure unfortunately don't provide lib32 versions. From our email conversation a few months ago, this is what you did for alure:
QUOTE (urne)
for alure, i couldn't find any lib32 package..So I did a horrible hack which was to download alure for i686 and just manually copy that single *.so into my /usr/lib32 folder.

So perhaps you can try that for enet? Instead of copying the .so you can try symlinking the i686 version into the /usr/lib32 path.

Btw, rvgl doesn't manually search for any libraries. We link to the necessary libraries at compile time and it's your system's so loader that searches for them and outputs those error messages to the terminal.

I presume 0 A.D. provides native 64-bit binaries which simply uses the proper x64 version of libenet, that's why it works out of the box. We don't provide a x64 rvgl for now, but it's definitely planned though.

....sorry for wasting your time, yes you're right that did the magic.. rolleyes.gif biggrin.gif


EDIT: So my connection does not allow me to join or host at the moment - guess I'll be cheerleading for NAT-PMP on the sideline for now! thumbs-up.gif

Posted by: mmudshark 27 Aug 2015, 05:50 AM
Wed. Aug 26 PDT stock track races with pickups on and 5 players using v15.0814a. We started earlier with 3 racers using v15.0825a but the times were horribly wrong at race end so switched to the earlier version.

I received the moto.wav error when host went to next track (ToyWorld 2). I've had the exact same error several times before (It has never happened with the .0825a yet) but this was the only time I've had to reconnect to the host. Previously it just booted me to desktop and when I click OK I can maximize the game and continue normally.
Only rvgl and gameranger running. No music or any other open programs.

user posted image

http://justpaste.it/nbj1

Posted by: Huki 27 Aug 2015, 01:26 PM
QUOTE (mmudshark @ 27 Aug 2015, 10:20 AM)
Wed. Aug 26 PDT stock track races with pickups on and 5 players using v15.0814a.  We started earlier with 3 racers using v15.0825a but the times were horribly wrong at race end so switched to the earlier version.

I can confirm the bug with race times, I'll be releasing a fixed build in a while.

Edit: The fixed build 15.0827a is released.
http://rv12.revoltzone.net/downloads/rvgl_15.0827a_win32.7z
http://rv12.revoltzone.net/downloads/rvgl_15.0827a_linux.7z
http://rv12.revoltzone.net/downloads/rvgl_changelog.txt

I also believe the moto.wav error is fixed. After you complete a session with this build, check the log file for lines starting with "AL: ", even if you didn't get the error during the session.

Posted by: mmudshark 27 Aug 2015, 09:54 PM
I late joined Phantom, Cosmo, and Mladen racing the 15.0827a version.
The game play was very good. The final times were all correct and no one had the moto.wav error this session. More racing will be needed to confirm this is fixed but it looks good so far.

AL: Existing OpenAL error in LoadSfx(): 0

http://justpaste.it/nc6f

Posted by: Abc 28 Aug 2015, 12:22 AM
Having a server binary for rvgl multiplayer would be super useful.
being a dedicated server it will need to include support for downloading tracks, uploading tracks (actually, calling tracks from RVZ so the server downloads it from there and for track download, well: let the client pick between server and rvz smile.gif ) most importantly it will require voting. (I'm sure that this will revolution re-volt multiplayer even more and allow 24/7 servers, maybe include/add a master server for that matter)

Posted by: }!{enR 29 Aug 2015, 10:08 AM
Bugs should be fixed first. Dedicated server with bugs will be horrible...

Posted by: Phantom 29 Aug 2015, 05:21 PM
And there won't be dedicated servers 24/7 if the game is so unadvertised like it is now. We're currently dying in the online community. We've had bad times before but we've never had such an era with such small number of active players and no input of new players.

Posted by: Kipy 29 Aug 2015, 05:54 PM
QUOTE (Phantom @ 29 Aug 2015, 05:21 PM)
And there won't be dedicated servers 24/7 if the game is so unadvertised like it is now. We're currently dying in the online community. We've had bad times before but we've never had such an era with this small number of active players and no input of new players.

Zach should replace RVH's download link to the new release, because most of players have to connect slowly because of the older version.
I don't want to start a new war because of RVH and GR.. not my business..

Posted by: nero 29 Aug 2015, 07:26 PM
QUOTE (Kipy @ 29 Aug 2015, 04:54 PM)
Zach should replace RVH's download link to the new release, because most of players have to connect slowly because of the older version.

That's not going to magically solve all of the problems Phantom raised. The online community was pretty empty long before the old centralized server went down.

Posted by: Dolo 30 Aug 2015, 09:37 AM
QUOTE (Phantom @ 29 Aug 2015, 05:21 PM)
And there won't be dedicated servers 24/7 if the game is so unadvertised like it is now. We're currently dying in the online community. We've had bad times before but we've never had such an era with this small number of active players and no input of new players.

Yep, alpha 1.2 developpment is one of reasons for what happened...
RVHouse should not have to be the place for alpha testers and noobs (i don't mean "new players")...

Posted by: Kipy 30 Aug 2015, 11:15 AM
QUOTE (nero @ 29 Aug 2015, 07:26 PM)
That's not going to magically solve all of the problems Phantom raised. The online community was pretty empty long before the old centralized server went down.

Not all, but can be easier to joining to this empty community.
Problem is that newbies don't want our help or simply unable to understand that these little things are necessary to play via RVH. Not so hard things they have to set up to make playable their game.

Main problem is that 'old' players don't have time to play because of real life stuff or simply don't want to play this game anymore. That's why RVH is empty (not only that's why, but half of the members disappeared)

Posted by: nero 30 Aug 2015, 11:31 AM
QUOTE (Kipy @ 30 Aug 2015, 10:15 AM)
That's why RVH is empty

RVH is empty because it's a nightmare to set up for new users. They shouldn't have to research so much, just to get a 16 year old game running.

I don't bother with RVH anymore, since I can't be bothered to fix my registry issues. I shouldn't have to.

Posted by: Kipy 30 Aug 2015, 12:48 PM
QUOTE (nero @ 30 Aug 2015, 11:31 AM)
RVH is empty because it's a nightmare to set up for new users. They shouldn't have to research so much, just to get a 16 year old game running.

I don't bother with RVH anymore, since I can't be bothered to fix my registry issues. I shouldn't have to.

As I wrote, they not only don't know how to do it, but they don't accept any help what we want to give them.

I didn't and don't want to force anybody to use RVH. It's their own decision, not mine. But if somebody enter to RVH and want to play RV, he/she should accept others' help to make his/her game workable. It takes 10-30 minutes only if everything is fine.
But if they don't want to do these or simply unable to do (because of various reasons) we write them as an advice that use GR instead of RVH. We can't do more.

Posted by: Phantom 10 Sep 2015, 10:02 PM
Santii found a few bugs on RVGL alpha 0827 while doing some tests. First, putting yourself as Spectator when a race is about to start and then suddenly going back to the race causes a strange bug with the weapons like shown in https://www.youtube.com/watch?v=NgnPVh7VUoA.

Second, he told me about graphics issues happening only on his netbook. http://postimg.org/gallery/ma5bgpsk/. Look at weapons box, direction arrow and skidmarks.

Third, RVGL still freezes for most people using Vsync Off (practically everybody uses VSync off now because Driving and Steering are a lot better) and for me it is evident that it's more resource hungry because it lags in older computers even with VSync On while v1.2 doesn't. We wonder if this could be improved in a future build.

Posted by: SCracer 11 Sep 2015, 08:14 PM
QUOTE (Phantom @ 10 Sep 2015, 10:02 PM)
...most people using Vsync Off (practically everybody uses VSync off now because Driving and Steering are a lot better)...

for the record, i run RVGL with Vsync off and i have never had any of the "Freezing" that has been reported.

But i do agree that the steering (i use a Logitech racing wheel) is "different" with Vsync on in the game. Vsync on feels like the game is being held back or slowed down and the collisions and weapons effects are made worse or react different than i expect.

i can't point to a specific example, but i can definitely perceive a difference when in the game.

Posted by: Touriga 13 Sep 2015, 10:07 AM
QUOTE (SCracer @ 11 Sep 2015, 08:14 PM)
...

i can't point to a specific example, but i can definitely perceive a difference when in the game.

This difference of VSYNC on/off is noticed in every revolt version I've played, not just RVGL.

Just my 5 cents.

After almost a month away guess I finally have some time at home to try this properly.

Huki thanks for all your work.

All the best,

Touriga

Posted by: Huki 18 Sep 2015, 05:40 PM
If the freezes happen only with vsync off, then it's definitely the gfx card that is having trouble with this mode. I don't think it has anything to do with resource usage, it's just that the particular gfx card's drivers are not handling it well. FYI, on my old computer with this https://en.wikipedia.org/wiki/Xpress_200 from 2004 I don't get any freezes running rvgl with vsync off. Same with my current PC with an nvidia card from 2008. So our best bet is to tackle the steering problem with vsync on rather than trying to solve the freezes with vsync off...

QUOTE (Touriga)
This difference of VSYNC on/off is noticed in every revolt version I've played, not just RVGL.

This is interesting.. what if you guys keep vsync on and play with the keyboard? Do you perceive any difference in that case? It would also be helpful to compare the performance with other games you might have (considering that the differences exist in all versions of re-volt, it shouldn't matter whether the game uses Direct3D or OpenGL).

Posted by: Touriga 18 Sep 2015, 05:55 PM
QUOTE (Huki @ 18 Sep 2015, 05:40 PM)
...
This is interesting.. what if you guys keep vsync on and play with the keyboard? Do you perceive any difference in that case?
...

I play mostly with keyboard, driving with VSYNC ON/OFF makes a huge difference.

Posted by: Kipy 18 Sep 2015, 06:04 PM
Same thing here

Posted by: VaiDuX461 18 Sep 2015, 07:36 PM
It was mentioned many moons ago that v-sync makes a difference in steering. I can't say about the other controller types: gamepad, wheel and etc., but for keyboard there is.
Higher FPS makes your car reacting faster to key presses, and is much easier to control that way. At least for me.
This also includes faster main menu navigation, especially for those who're "flying" through the options, like me.

If you try playing with 60fps again, you feel like there's a huge input lag (maybe not that huge, but noticeable enough).
Try "zigzagging" on the straight road (hold left, then right and repeat in 1 sec intervals) to see reaction time better.

And this message is from someone who can't tell any differences between "infamous different car physics" in v1.2 alphas.

Posted by: Touriga 18 Sep 2015, 07:57 PM
C'mon guys ? Do we just play RV ? Smoothness only comes out of a decent frame rate.

Still from 120 fps onward we shouldn't feel many differences.

Posted by: Abc 20 Sep 2015, 12:38 AM
QUOTE (Touriga @ 18 Sep 2015, 03:57 PM)
C'mon guys ? Do we just play RV ? Smoothness only comes out of a decent frame rate.

Still from 120 fps onward we shouldn't feel many differences.

It's the boring months.
Yeah, Using VSync is better, mind that you're limited to the display: 60hz = 60 fps, 144hz = 144fps (just most displays are 60hz)
Also, vsync off is sometimes considered a cheat because of the increased "handling" (it also means you need faster reaction)
Even if you play faster the game still works at a decent rate unlike emulators or other stuff. (as noted in the high fps topic)

Posted by: Touriga 20 Sep 2015, 12:36 PM
QUOTE (Abc @ 20 Sep 2015, 12:38 AM)
It's the boring months.
Yeah, Using VSync is better, mind that you're limited to the display: 60hz = 60 fps, 144hz = 144fps (just most displays are 60hz)
Also, vsync off is sometimes considered a cheat because of the increased "handling" (it also means you need faster reaction)
Even if you play faster the game still works at a decent rate unlike emulators or other stuff. (as noted in the high fps topic)

Vsync better where ? When is gaming at 60 fps better than higher fps ?
Many games will just suck big with your conclusions...
A cheat ? Probably another of your self made conclusions that you try to state as considerations by others.
NVIDIA and AMD listen to ABC you could have stopped development 10 years ago...
I guess you just play alone...if you even play at all ABC...
I hope that people that read your posts know better than you...

All the best,

Touriga

PS: IMHO playing with VSYNC on just sux IN ANY GAME.

[Vaid]: V-sync is good if you don't want to see https://en.wikipedia.org/wiki/Screen_tearing. That is all pretty much.

Posted by: Gotolei 20 Sep 2015, 06:56 PM
I'll just add on that I prefer to use v-sync because I don't like my laptop to be a space heater.

Within seconds of me turning off vsync, temps climb and the fan kicks into full force. Turing vsync on lets the system stabilize.
Frankly this is the main reason I use RVGL instead of v1.2 - because vsync doesn't work in wine and it's utter nonsense to have to drag out the cooling pad to play a 15-year-old game.


[hide]And yes I play alone. Internet's horrible, RVH is clunky (also no linux version), I don't want GR's ad-ridden junk anywhere near my system (also, again, no linux version) and if I was stuck with only the stocks I would have bored of this game ages ago.[/hide]

Posted by: Abc 21 Sep 2015, 06:49 AM
about vsync off: i couldn't said it better than gotolei. that's also why Adaptative vsync exists it plays nice with hardware and does not heat it at all. (for a weird reason most of games it does vsync on fullscreen but doesnt on windowed)

Curious case of high fps cheat: Voobly had an anticheat for Midtown Madness 2 that consisted in kicking players that had mods (it had a whitelist) and high fps.
for some reason my computer couldnt vsync mm2 and i was getting kicked as soon i got to the in game lobby.

Vsync off also does make some games perfomance worse than they are: input hangs, lag. (this is true in quake engines and half-life)

Everyone plays online and offline at some point.

ps: ty vaid about tearing.
vaid: (i think he hates me) (did it had more? pmpls)
[Vaid]: You just have bad reputation, people hates you for that. Deal with it. Touriga was more aggressive this time around though.
Exactly, it's not something often, guess some people hold grudges.

Posted by: Gotolei 21 Sep 2015, 09:49 AM
Is there going to be an RVGL sub-forum, like the way v1.2 is currently?

I imagine that bug reports and suggestions are incredibly easy to miss when all piled together into this thread and then promptly buried under discussions about vsync and who knows what else.


..and speaking of bug reports, http://revoltzone.net/tracks/14422/Medivo causes rvgl to crash with a segfault.

[Vaid]: Pinned the topic for now, if no one is against.

Posted by: Huki 22 Sep 2015, 02:22 PM
QUOTE (Gotolei @ 21 Sep 2015, 02:19 PM)
Is there going to be an RVGL sub-forum, like the way v1.2 is currently?

I imagine that bug reports and suggestions are incredibly easy to miss when all piled together into this thread and then promptly buried under discussions about vsync and who knows what else.

I suggest using the current bug reports and suggestions sub-forums for both v1.2 and RVGL. Makes sense considering most 1.2 bug reports and suggestions will apply to RVGL as well. Just be sure to prefix the post title with RVGL, like "RVGL - My bug or suggestion".

QUOTE
..and speaking of bug reports, http://revoltzone.net/tracks/14422/Medivo causes rvgl to crash with a segfault.

Fixed.. it was an already existing bug: some variables related to the SpeedUp object were not initialized with proper values. Depending on the system and the compiler used, it could crash some versions but work fine on others. Now they are properly init.

Posted by: Phantom 14 Oct 2015, 02:34 PM
Are there any news about RVGL and the FPS problem? Will the next release be completely independent of ports already? Will it finally include a multiplayer championship system and bots in online races? Can we expect something that will totally change the face of our dead community?

Posted by: Skarma 14 Oct 2015, 02:40 PM
If there was any news, it would be posted...

Posted by: Phantom 14 Oct 2015, 03:10 PM
I don't blame you but I'm simply asking what just a few of us are really interested to know (yeah, surprisingly there's still some interest in the game, hurrah!).

Sorry if somebody finds it annoying to ask certain things these days or if somebody doesn't mind the horrible frozen state of this forum. I am asking because last times he was online he didn't post about the current state of it or what features are planned for the next release, and since the lack of communication has never been a good thing around here I merely decided to make a post after a lot of consideration.

Posted by: Abc 14 Oct 2015, 10:46 PM
Thanks for your attempt to make this forum alive sleep.gif

Posted by: Phantom 15 Oct 2015, 02:36 AM
If you want to do something positive Abc you could try ignoring every single post of mine the same way I will try to ignore every single post of yours. So we can stop with this useless bitching that only leads to post being deleted. Ok?

Posted by: Huki 16 Oct 2015, 09:46 PM
QUOTE (Phantom @ 14 Oct 2015, 07:04 PM)
Are there any news about RVGL and the FPS problem? Will the next release be completely independent of ports already? Will it finally include a multiplayer championship system and bots in online races? Can we expect something that will totally change the face of our dead community?

About the FPS, we already reached the conclusion that it's a driver-specific issue. Vsync off works perfectly on some cards (like mine) but not on others. Comparing with other OpenGL/D3D games could help. I suggest that you create a new thread where people can post their comparisons / experiences with RVGL and other games under various hardware.

As for the development, there is no clear roadmap for adding new features. The project itself is only about porting the original game and not do something totally game-changing. My todo's would be:
  • Implement lobby support
  • Port forwarding (nat-pmp)
  • Unicode (utf-8) support
  • Texture formats (png / jpg)
  • 64-bit native compile
  • Shader based OpenGL implementation
  • Providing easy to use Linux packages / Windows installer
  • Documentation / Tutorials / etc. to encourage more custom content
  • Integrating DC and demo content would be nice

And I'd suggest you not to take the current state of inactivity too bad. Remember the most important thing for a game's longevity is its ability to run on available systems. Games die off when they no longer run properly and we're ensuring that Re-Volt is guaranteed to keep running on future hardware. So it's only a matter of time before players come back, or a new generation of people get to try it out. smile.gif

Posted by: Abc 17 Oct 2015, 04:29 AM
*agrees with huki*



QUOTE (Phantom @ 14 Oct 2015, 10:36 PM)
If you want to do something positive Abc you could try ignoring every single post of mine the same way I will try to ignore every single post of yours. So we can stop with this useless bitching that only leads to post being deleted. Ok?

Whatever

Posted by: Huki 25 Oct 2015, 05:22 AM
New RVGL build 15.1025a is released.
http://rv12.revoltzone.net/downloads/rvgl_15.1025a_win32.7z
http://rv12.revoltzone.net/downloads/rvgl_15.1025a_linux.7z
http://rv12.revoltzone.net/downloads/rvgl_changelog.txt

This release brings lobby launching support. See the http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2141 for more info on how to integrate lobby launchers with RVGL. Taking advantage of this requires changes to RV House and Gameranger, but it can already be tested by manually entering the command lines. Be sure to continue further discussion about this in the dedicated thread.

I've also added a new command line -nopause. It's an alternative to the Shift+F9 shortcut in dev mode and this command line works even without dev mode.

For GNU/Linux users, there is an important change that affects the enet library. I recently upgraded my system to Xubuntu 15.04 and the enet lib is upgraded to libenet7 (1.3.13) from the previous libenet2a (1.3.11). These 2 versions are likely backwards compatible, but unfortunately they are named differently. Anyway, it means that if you are using an Ubuntu 14.04 based distro (such as Linux Mint) or old Debian distros, you would have to manually create a symlink of your libenet.so.2 to libenet.so.7.

Posted by: Abc 25 Oct 2015, 08:53 AM
Great addition!

Could you please make Shift+F9 non dev rather than just a non-dev command line? (maybe also integrate that into 1.2)

Posted by: V3N0M 2 Nov 2015, 11:02 PM
Amazing to see how much things have changed after I shelved the game for 10 years. I've been playing around with RVGL and noticed some strange framerate hiccups on botanical garden. These hiccups only occur on my machine when vsync is enabled and the framerate counter still reads 60FPS. These framerate hangs only occur on the sections of the track where the skybox is visible (and not in the greenhouse at the beginning) and I have not seen them on any of the other tracks I've tried (nhood1, museum1 and supermarket2.) These framerate hiccups may be affecting vehicle physics/handling but I don't know for sure.

Edit: Both toytanics and both ghost town tracks work fine too. I've run every race with 7 CPU if that helps.

Posted by: Phantom 3 Nov 2015, 12:32 AM
Same problem that I have!!

What's your video card / GPU driver? Mine is Intel HD Graphics 3000.

According to what Venom says, can anybody provide a modified garden without skybox to test if the problem disappears?

Posted by: Gotolei 3 Nov 2015, 12:58 AM
I've also noticed some occasional framerate drops to 30-40 (vsync, counter at consistent 60) but haven't really taken note of when and where it happened. Guess that's another thing to keep an eye out for..

(HD 4000 here)


Also have the differences in the sound engine been addressed? Not the difference in pitch for customs, but how the point where they start fading out is further away from the source than in v1.2.
Especially noticeable on Toytanic where you can clearly hear other cars humming along on the other layers.

Posted by: V3N0M 3 Nov 2015, 01:16 AM
QUOTE (Phantom @ 3 Nov 2015, 12:32 AM)
Same problem that I have!!

What's your video card / GPU driver? Mine is Intel HD Graphics 3000.

Same card. Are you running windows on a macbook too?


edit: would it be difficult to add support for another 4 wheels in the parameters.txt file?

Posted by: Phantom 3 Nov 2015, 03:30 AM
QUOTE (V3N0M @ 2 Nov 2015, 09:16 PM)
Same card. Are you running windows on a macbook too?

Windows 7 here on a normal PC.

Posted by: Touriga 3 Nov 2015, 10:05 AM
Could this:

https://www.opengl.org/wiki/Swap_Interval

https://www.opengl.org/wiki/Swap_Interval

Have to do with it ?

Came across them and wondered...

Posted by: Huki 3 Nov 2015, 08:08 PM
QUOTE (V3N0M @ 3 Nov 2015, 03:32 AM)
Amazing to see how much things have changed after I shelved the game for 10 years. I've been playing around with RVGL and noticed some strange framerate hiccups on botanical garden. These hiccups only occur on my machine when vsync is enabled and the framerate counter still reads 60FPS. These framerate hangs only occur on the sections of the track where the skybox is visible (and not in the greenhouse at the beginning) and I have not seen them on any of the other tracks I've tried (nhood1, museum1 and supermarket2.) These framerate hiccups may be affecting vehicle physics/handling but I don't know for sure.

Edit: Both toytanics and both ghost town tracks work fine too. I've run every race with 7 CPU if that helps.

Welcome back, it's always good to see old players make a visit. smile.gif
Can you tell me the version of RVGL you are running? It is displayed in the lower-left corner of the main menu.

Your problem with stuttering in Garden was first reported by Phantom. Can you confirm whether it happens with Nhood2?

Posted by: V3N0M 4 Nov 2015, 03:36 AM
version 15.1025a

I can confirm that there is no slowdown on nhood2. Completed 2 races with 7 cpu.

Posted by: Huki 4 Nov 2015, 05:03 AM
QUOTE (V3N0M @ 4 Nov 2015, 08:06 AM)
version 15.1025a

I can confirm that there is no slowdown on nhood2.  Completed 2 races with 7 cpu.

Thanks for the confirmation. I believe the freezes with vsync on is due to the Intel driver's bad handling of a certain opengl feature used in the garden track. This effect (i.e., the water ripples under the dolphin fountain) is used only in this particular track, so it makes sense. Also, the effect rendering is triggered by looking at the direction of the dolphin, quite similar to what you've described.

Can you (and Phantom) try this test build with the ripple effect disabled? http://rv12.revoltzone.net/downloads/rvgl_15.1025a_test.zip

Posted by: Phantom 4 Nov 2015, 06:45 AM
QUOTE (Huki @ 4 Nov 2015, 01:03 AM)
Can you (and Phantom) try this test build with the ripple effect disabled? http://rv12.revoltzone.net/downloads/rvgl_15.1025a_test.zip

Voila! This build seems to fix the screen freezing problem under VSync On. I get no hiccups when testing on Garden this time. I'll test other tracks later.

Posted by: Touriga 4 Nov 2015, 06:47 PM
Intel HD seems to be pretty good at giving troubles, just google INTEL HD 4000 stuttering opengl and you will see how many results.

They are mostly driver related.

Phantom do you use intel drivers or manufacturer drivers ?

http://www.ftlgame.com/forum/viewtopic.php?t=2631

All the best,

Touriga

Posted by: Touriga 4 Nov 2015, 06:58 PM
For all those with older Nvidia cards it looks liked Nvidia discarded the optimizations for older cards in newer video drivers.

Mmudsharklicious was unable to use RVGL because the stuttering was really bad in his Geforce 9600 GT.

Solution was to install older drivers from guru3d.com

http://www.guru3d.com/files-categories/videocards-nvidia-geforce-vista-|-7.html

In his case the oldest version solved his troubles.

If you try this solution, properly uninstall all NVIDIA related stuff, reboot and then reinstall.

All the best,

Touriga

Posted by: Abc 4 Nov 2015, 06:59 PM
For legacy NVIDIA cards you must pick your card in their picker, it does install the latest supported version. or yeah, use other websites at your own risk

Posted by: Touriga 4 Nov 2015, 07:58 PM
Guru3d "other website" ? Tickle me to see if I laugh...

Posted by: Abc 5 Nov 2015, 12:55 AM
QUOTE (Touriga @ 4 Nov 2015, 03:58 PM)
Guru3d "other website" ? Tickle me to see if I laugh...

Whatever website.

Posted by: wesdfgs3d 6 Nov 2015, 08:34 PM
Ubuntu 14.04 x86:

1) For me localization (russian) desktop folder is:
QUOTE
launcher="$HOME/Рабочий стол/RVGL.desktop"

setup script hardcore:
QUOTE
launcher="$HOME/Desktop/RVGL.desktop"

2) When I try to launch game, it fail's with errors:
QUOTE

can't load model go3.m
can't load model go2.m
can't load model go1.m
can't load model gogo.m
...
can't load sfx wavs/moto.wav into slot 0
...


Where I can find this resources?

Posted by: Huki 6 Nov 2015, 10:56 PM
@wesdfgs3d: Currently we only provide the patch. You should get the full game from some place else. Hopefully once RVGL development reaches some stability we can pack and distribute the entire game files.

Posted by: Phantom 7 Nov 2015, 03:25 AM
QUOTE (Huki @ 6 Nov 2015, 06:56 PM)
Hopefully once RVGL development reaches some stability we can pack and distribute the entire game files.

Can anybody explain why we would be allowed to do that for RVGL and not for RV1.2? Or in theory we could do it for both but we just haven't done it yet?

Posted by: wesdfgs3d 7 Nov 2015, 08:51 AM
QUOTE (Huki @ 6 Nov 2015, 10:56 PM)
@wesdfgs3d: Currently we only provide the patch. You should get the full game from some place else. Hopefully once RVGL development reaches some stability we can pack and distribute the entire game files.

Can you explain why game distribute by patch? It's license limits or what?
Where I can find original Re-Volt (or resources needed to play RVGL)?
I try to find it on Steam or GOG but it has not produced the results.
I download revolt from torrent (http://bbaki.com/games/igry_pc/arcade/re_volt_1999_pc_repack_ot_r_g_revenants/2-1-0-3722) and install it by wine, after patch it by archive with RVGL, but it did not solve my problem.
I still see the error:
QUOTE
can't load sfx wavs/pickgen.wav into slot 9
can't load sfx wavs/hit2.wav into slot 18
can't load sfx wavs/servo.wav into slot 28
can't load sfx wavs/menunext.wav into slot 29
can't load sfx wavs/menuprev.wav into slot 30
can't load sfx wavs/menuupdown.wav into slot 31
can't load sfx wavs/menuleftright.wav into slot 32
can't load model cars/misc/aerial.m
...
could not load parameters file: cars/rc/parameters.txt
could not load parameters file: cars/flag/parameters.txt
can't load model models/probe.m





Posted by: }!{enR 7 Nov 2015, 09:30 AM
QUOTE (wesdfgs3d @ 7 Nov 2015, 12:51 PM)
Can you explain why game distribute by patch? It's license limits or what?
Yes, it's an intellectual property issues. By now all rights to Re-Volt are owned by WeGo Interactive.

QUOTE (wesdfgs3d @ 7 Nov 2015, 12:51 PM)
Where I can find original Re-Volt (or resources needed to play RVGL)?
http://revoltrace.net/downloads.php!! Or https://revoltfrontend.wordpress.com/downloads/. Or http://revolt_f1.webs.com/gamedownloads.htm.

Posted by: wesdfgs3d 7 Nov 2015, 09:50 AM
QUOTE (}!{enR @ 7 Nov 2015, 09:30 AM)
QUOTE (wesdfgs3d @ 7 Nov 2015, 12:51 PM)
Where I can find original Re-Volt (or resources needed to play RVGL)?
http://revoltrace.net/downloads.php!! Or https://revoltfrontend.wordpress.com/downloads/. Or http://revolt_f1.webs.com/gamedownloads.htm.

It's not work for me.

Posted by: Dolo 7 Nov 2015, 11:40 AM
QUOTE (wesdfgs3d @ 7 Nov 2015, 09:50 AM)
QUOTE (}!{enR @ 7 Nov 2015, 09:30 AM)
QUOTE (wesdfgs3d @ 7 Nov 2015, 12:51 PM)
Where I can find original Re-Volt (or resources needed to play RVGL)?
http://revoltrace.net/downloads.php!! Or https://revoltfrontend.wordpress.com/downloads/. Or http://revolt_f1.webs.com/gamedownloads.htm.

It's not work for me.

I think you need the original Re-Volt in first and then Re-volt 1.2 (patch) that you can find http://rv12.revoltzone.net/downloads.php.

Posted by: Abc 8 Nov 2015, 03:48 AM
wesdfgs3d: First download http://revolt_f1.webs.com/RV%20Tools/Re-Volt.exe then apply http://rv12.revoltzone.net/downloads/rv1.2a15.0330_setup.exe then apply RVGL and move your folder outside wine (no more wine required) and apply lowercase patch.

Re-Volt is a 1999 game, No Steam, and pulled from GoG because WGI stole 1.2B

Posted by: Huki 8 Nov 2015, 12:21 PM
QUOTE (wesdfgs3d @ 7 Nov 2015, 01:21 PM)
I download revolt from torrent (http://bbaki.com/games/igry_pc/arcade/re_volt_1999_pc_repack_ot_r_g_revenants/2-1-0-3722) and install it by wine, after patch it by archive with RVGL, but it did not solve my problem.
I still see the error:
QUOTE
can't load sfx wavs/pickgen.wav into slot 9
can't load sfx wavs/hit2.wav into slot 18
can't load sfx wavs/servo.wav into slot 28
can't load sfx wavs/menunext.wav into slot 29
can't load sfx wavs/menuprev.wav into slot 30
can't load sfx wavs/menuupdown.wav into slot 31
can't load sfx wavs/menuleftright.wav into slot 32
can't load model cars/misc/aerial.m
...
could not load parameters file: cars/rc/parameters.txt
could not load parameters file: cars/flag/parameters.txt
can't load model models/probe.m

After installing re-volt and patching with RVGL, you need to run the included setup script. The linux version of RVGL expects all the game data to be in lower-case. Some of the original files exist in mixed case, as for example "wavs/Hit2.wav", that's why they can't be found. The setup script will rename these for you.

QUOTE (Phantom @ 7 Nov 2015, 07:55 AM)
QUOTE (Huki @ 6 Nov 2015, 06:56 PM)
Hopefully once RVGL development reaches some stability we can pack and distribute the entire game files.

Can anybody explain why we would be allowed to do that for RVGL and not for RV1.2? Or in theory we could do it for both but we just haven't done it yet?

Isn't that already being done? blink.gif See }!{enR's post, there are already multiple versions of re-volt on the internet. Also Marv had an OSX wrapper of the game with 1.2.
The question I was answering, was when / if we will start distributing the game on our website.

Posted by: Phantom 8 Nov 2015, 08:27 PM
QUOTE (Huki @ 8 Nov 2015, 08:21 AM)
Isn't that already being done? See }!{enR's post, there are already multiple versions of re-volt on the internet. Also Marv had an OSX wrapper of the game with 1.2.
The question I was answering, was when / if we will start distributing the game on our website.

The question I was making was directly about your website and not about the hundreds of re-volt packages already available on the internet. My doubt is if and when you would start distributing Re-Volt + 1.2 integrated as well as RVGL on your website or if there are reasons to be scared of WeGo.

Posted by: Abc 9 Nov 2015, 12:04 PM
QUOTE (Phantom @ 8 Nov 2015, 04:27 PM)
QUOTE (Huki @ 8 Nov 2015, 08:21 AM)
Isn't that already being done? See }!{enR's post, there are already multiple versions of re-volt on the internet. Also Marv had an OSX wrapper of the game with 1.2.
The question I was answering, was when / if we will start distributing the game on our website.

The question I was making was directly about your website and not about the hundreds of re-volt packages already available on the internet. My doubt is if and when you would start distributing Re-Volt + 1.2 integrated as well as RVGL on your website or if there are reasons to be scared of WeGo.

Remember the dumbasses at WGI have posted in GoG a retail copy with 1.2B patch they maybe just found.......

Posted by: olivercer 16 Nov 2015, 12:17 AM
Hi all,

For ages I have been using the 1.2 patch and I loved it. I have just discovered your new project and quickly tested it. No problems at all, runs perfectly in single player mode. (Windows 8.1)

I have a question: since you recommend to first patch the original ReVolt 1.1 with 1.2 files and then apply RVGL, why don't you release a single package containing 1.2 patch + RVGL? Sorry if this question has been asked already. I'm not talking about the original game itself, I know it's still right protected.

Moreover, how do I play music from the Re-Volt CD with RVGL? Has anything changed?
EDIT: Found out how to do it from a previously linked package: create a folder called Redbook in the root folder of Re-Volt.

Many thanks and keep on with the hard work!

Posted by: Phantom 16 Nov 2015, 10:42 AM
Hi oliver,

That is exactly why most people have trouble installing RVGL, even old players reported that they can't do it by themselves since there's not a patch installer. For this we've created a Ready-to-use RVGL package that you can download https://dl.dropboxusercontent.com/u/104051213/Re-Volt%20OpenGL%20Portable.rar. mmudshark and I have been distributing this to the users that come to race in order to alleviate the matter.

We're planning to make another one for v1.2 when the current bugs get fixed.

Posted by: nevermind 16 Nov 2015, 03:26 PM
I made a similar package (including a script to install every needed libraries) to test RVGL in Linux systems. I'll upload it in a while.


EDIT: https://www.dropbox.com/s/y5qmymxw28yyv6f/RVGL.tar.bz2?dl=0 (it does not have any file from RVGL). You have to extract both this and any RVGL release archive in the same folder and run install_libraries.sh. Then, you are ready to play. Of course, the fix_cases script has already been applied to the files in this package.

All the files but the script were obtained from Phantom's package (as I had overwrited several RV files in my PC). The script creates a symbolic link from libenet.so.2 to libenet.so.7 if it can not install libenet7.

Posted by: Touriga 18 Nov 2015, 10:20 AM
Hi All,

3 notes from my online hosting sessions with RVGL (haven't tested if they occur offline):

-if speakers are off before starting the game and I turned them on after starting the game I get no audio

-sometimes ip detection does not work and I end up 0.0.0.0, this seems to cause troubles to other player (mmud) as he could not type in chat but room still worked and he managed to join, I didn't start the race.

-I've been trying to get AMD gaming evolved (quite problematic piece of software) to capture screenshots and videos, it works but when I turned it off yesterday while hosting a game RVGL crashed.

All else as been pretty decent still I have to ask you Huki, why many people feel that with RVGL the same car seems to have more grip ? It is not much and I'm getting used to it but I dare to say that there is a difference (DOLO GET OUT OF HERE).

Just my 5 cents.

All the best,

Sharro

Posted by: Abc 18 Nov 2015, 04:14 PM
QUOTE (Touriga @ 18 Nov 2015, 06:20 AM)
Hi All,

3 notes from my online hosting sessions with RVGL (haven't tested if they occur offline):

-if speakers are off before starting the game and I turned them on after starting the game I get no audio

-sometimes ip detection does not work and I end up 0.0.0.0, this seems to cause troubles to other player (mmud) as he could not type in chat but room still worked and he managed to join, I didn't start the race.

-I've been trying to get AMD gaming evolved (quite problematic piece of software) to capture screenshots and videos, it works but when I turned it off yesterday while hosting a game RVGL crashed.

All else as been pretty decent still I have to ask you Huki, why many people feel that with RVGL the same car seems to have more grip ? It is not much and I'm getting used to it but I dare to say that there is a difference (DOLO GET OUT OF HERE).

Just my 5 cents.

All the best,

Sharro

Speakers: don't you mean disconnected? because since vista windows has enhanced audio management, it detects when nothing is plugged.

IP Detection.... Huki: at least in rvhouse make ip detect go: centralized, p2p and fallback: external also improve the retry system please.

don't use that gaming evolved crap, its as poohty as uplay. use Fraps or OBS to stream/capture. (although the latter did freeze me on next race load after recording :|)

O.o you're sure its not fps impact or a placebo?

Posted by: sebr 22 Nov 2015, 06:22 PM
QUOTE (Touriga @ 18 Nov 2015, 10:20 AM)
-sometimes ip detection does not work and I end up 0.0.0.0, this seems to cause troubles to other player (mmud) as he could not type in chat but room still worked and he managed to join, I didn't start the race.

happen to me 1 time too, (but rv-house found my ip kwickly at this time) but noone was in the room so I can't say more... huh.gif

QUOTE (Touriga @ 18 Nov 2015, 10:20 AM)
-I've been trying to get AMD gaming evolved (quite problematic piece of software) to capture screenshots and videos, it works but when I turned it off yesterday while hosting a game RVGL crashed.

I use Fraps since many years without bug

Posted by: Alphacraft 22 Nov 2015, 10:00 PM
[HIDE=Offtopic]The problem with Fraps is it's a CPU/storage hog, for all intents and purposes it's pretty much lossless in the 4:2:0 color space so it makes huge files. I use Gaming Evolved myself since it utilizes my GPU to encode H.264 so I get nice small filesizes and decent quality, but I agree, it doesn't work like it should, especially with Twitch streaming. I've had even more problems with the AMD-enabled version of OBS, so there's that...[/HIDE]

Posted by: Abc 23 Nov 2015, 01:32 AM
[HIDE=Offtopic]Fraps is best for DX9 games and loseless HIGH quality while it produces raw gpu data which takes lots of gigs. you can reduce that and prepare it for youtube or sharing with FFMPEG or simply record with OBS which is both a streamer and a recorder, you need to specify the right settings else you will not get good results.[/HIDE]

Posted by: MarvTheM 25 Nov 2015, 09:08 AM
error while loading shared libraries: libalure.so.1: cannot open shared object file: No such file or directory


I intalled libalure but it can't seem to find it! I'm running Arch (multilib enabled).

This is what I installed:
community/alure 1.2-3 [installed]
Utility library to help manage common tasks with
OpenAL applications.

Posted by: Abc 25 Nov 2015, 04:36 PM
try using locate or looking what the package contains.
Probably it's not .1

Posted by: Gotolei 25 Nov 2015, 07:48 PM
On my ubuntu derivative I have to specify 'packagename:i386' for rvgl-related stuff instead of simply 'packagename' . Not sure how different the aur is from apt, but I'm assuming to reduce bloat it only installs the 64-bit versions unless told otherwise?

E: https://wiki.archlinux.org/index.php/64-bit_FAQ#Can_I_run_32-bit_apps_inside_Arch64.3F

And idk about differences between versions of that particular lib, but I have 1.2-6 instead of 1.2-3

Posted by: Abc 25 Nov 2015, 11:08 PM
marv: try symblinking and see if it works, it also could be what Gotolei said: 32 bits not included in 64
let us know if you could play

Posted by: MarvTheM 26 Nov 2015, 08:15 AM
Symlinkung is in fact a good idea. There is no official alure in the repo, only that one community package. Sadly, there is no lib32-alure... I'll let you know

Posted by: Touriga 4 Dec 2015, 10:35 PM
Hi Huki,

RVGL doesn't do the "already running" detection ?

With RVH and 1.2 it was detected.

All the best,

Touriga

Posted by: sebr 6 Dec 2015, 06:23 PM
bug on windows with Rooftops track : no instances are loaded
work perfectly with 1.2 on the same directory

Posted by: Huki 16 Dec 2015, 02:26 PM
QUOTE (MarvTheM @ 25 Nov 2015, 01:38 PM)
error while loading shared libraries: libalure.so.1: cannot open shared object file: No such file or directory


I intalled libalure but it can't seem to find it! I'm running Arch (multilib enabled).

This is what I installed:
community/alure 1.2-3 [installed]
Utility library to help manage common tasks with
OpenAL applications.

For multilib you need a package with the lib32- prefix. This installs libraries to the /usr/lib32 folder. That is where 32-bit programs like rvgl look for libraries in Arch.
Unfortunately there is no lib32-alure package being maintained in Arch's repositories. The recommended workaround is to install the i686 version of the alure lib, then manually copy that .so file to /usr/lib32.

From the next rvgl release, I'm going to include the .so files for some of the libraries we depend on. That should make things simpler for linux users.

Posted by: Huki 23 Dec 2015, 02:10 PM
QUOTE (olivercer @ 16 Nov 2015, 04:47 AM)
I have a question: since you recommend to first patch the original ReVolt 1.1 with 1.2 files and then apply RVGL, why don't you release a single package containing 1.2 patch + RVGL? Sorry if this question has been asked already. I'm not talking about the original game itself, I know it's still right protected.

Hi oliver,
A late reply, but I hope you or other users will still find it useful.
It's perfectly fine to install RVGL by itself, without the 1.2 patch. The RVGL package contains all the necessary files that come with 1.2. The reason why we recommend applying 1.2 first is because the 1.2 Windows installer:
  • Sets the necessary file permissions to be able to save your progress and time records.
  • Updates registry keys so that your installation can be detected by online lobby applications like RV House.
  • Creates a desktop shortcut (though this is not useful for RVGL).
So if you had already installed 1.2 at some point of time, or your permissions / registry keys are ok, then you can directly install RVGL.

Eventually we could start providing an rvgl installer just like 1.2, but it makes better sense to me to wait till we're able to release the full game data + RVGL + RV House.

Posted by: Huki 23 Dec 2015, 02:53 PM
New RVGL build 15.1220a is released.
http://rv12.revoltzone.net/downloads/rvgl_15.1220a_win32.7z
http://rv12.revoltzone.net/downloads/rvgl_15.1220a_linux.7z
http://rv12.revoltzone.net/downloads/rvgl_changelog.txt

This release brings additional texture formats support. See the http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2153 for more info. A word of caution that if you use any format other than BMP, your textures won't load in non-RVGL versions - not even in v1.2. So for the time being, we still recommend releasing content with BMP textures. Be sure to continue further discussion about this in the dedicated thread.

We added a new Render Setting called Water Ripples that can be used to turn on / off the vibration effects under the dolphin fountain in Botanical Garden. Turning it off can help improve performance with some Intel cards.

This release finally brings back MP3 playback support for Windows users.
We also improved 3D sfx audio, see http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2154.

For GNU/Linux users, we have an additional dependency on SDL_image library (libsdl2-image-2.0-0). We also removed our dependency on ALURE (libalure1), we now link statically to it (i.e., the library is coded into the RVGL executable).
The following libraries: glew (1.10), enet (1.3.12) and openal (1.15.1), are now included with RVGL. Look inside the lib folder in our archive. Use them only if they are not available in your package manager, and be careful not to overwrite newer versions of your libraries.
This release should reduce dependency issues on 64-bit Linux systems.

And happy holidays. smile.gif
~ Huki & jigebren

Posted by: MarvTheM 24 Dec 2015, 01:33 AM
Thank you so much. Hope you have a good time.

Posted by: Pyves 24 Dec 2015, 07:48 PM
Thanks for the (almost) Christmas release! wink.gif

Posted by: Abc 24 Dec 2015, 09:48 PM
Note: for these who dont update strings: the ripple setting is mistakenly named "English" unless it's actually mistaken


Edit (by Huki): for "those who don't update strings" the game is supposed to look mistakenly broken or not work at all, mistakenly, unless it's actually mistaken.
Sorry abc, I hope you avoid such useless posts in the coming year...

ok.... sleep.gif

Posted by: Touriga 5 Jan 2016, 10:21 AM
Hi Huki,

I'm a bit lost with the timeline of all your activity in the past days :-)

Correct me if I'm wrong but after 1220a you already fixed:

-virtual surround sound
-brightness / contrast setting
-bug when selecting mirror
-capitalized prm not loading

right ? Or am I missing some more of your work ?

From the above fixes is there one that has all the fixes included ?

Do you have plans to implement player management for multiplayer ? When a player quits without exiting (Alt+f4) the ghost stays for a few games.

Again thank you for all your hard work and dedication.

All the very best,

Touriga


Posted by: Huki 7 Jan 2016, 08:51 PM
QUOTE (Touriga @ 5 Jan 2016, 02:51 PM)
Correct me if I'm wrong but after 1220a you already fixed:

-virtual surround sound
-brightness / contrast setting
-bug when selecting mirror
-capitalized prm not loading

right ? Or am I missing some more of your work ?

From the above fixes is there one that has all the fixes included ?

Yep, that's all of the features announced so far.
The latest build (the gamma correction one) contains all these fixes.

QUOTE
Do you have plans to implement player management for multiplayer ? When a player quits without exiting (Alt+f4) the ghost stays for a few games.

Usually the player is properly disconnected even when using Alt-F4, but this can happen if the connection is weak. I don't know about the player management, it felt too advanced and anyway it's not a priority for me currently. wink.gif

Posted by: Huki 10 Jan 2016, 03:45 PM
New RVGL build 16.0110a is released.
http://rv12.revoltzone.net/downloads/rvgl_16.0110a_win32.7z
http://rv12.revoltzone.net/downloads/rvgl_16.0110a_linux.7z
http://rv12.revoltzone.net/downloads/rvgl_changelog.txt
  • Adds support for gamma correction. (http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2160)
  • Adds support for 3D surround sound. (http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2155)
  • Fix bug loading instances. (http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2159)
  • Fix online bugs. (http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2157)
Another interesting feature in this release is the ability to stream music from the PSX redbook track: the PSX version has all the redbook tracks merged into one huge audio file called TRACK1.DA. This provides seamless transition when going from one track to the next. RVGL can play from this master track when converted to OGG and placed inside the redbook folder (named track1.ogg).

Posted by: Abc 10 Jan 2016, 03:57 PM
Uh... it's improperly linked? o_o 15.1220a links instead of latest, changelog is fine.
Edit (by Huki): fixed.


And where can track1.da (or .cda?) be found/extracted? Anyone have it converted just yet?

ps: fancy cassete style.

Posted by: Gotolei 11 Jan 2016, 07:34 AM
Hm, I'll have to look into setting up hrtf and see how that surround sound works.*
Is it a launch option, or something in the options>sound menu?

Brightness/contrast changes don't work for me, but then again I'm running http://jonls.dk/redshift/ 24/7 so I guess that's not much of a surprise.
[hide]While it does kinda work in wine/1.2, redshift kicks in a few seconds later and changes it back either way. /shrug[/hide]

*Edit: welp that was easy.
[hide]Initial enable, assuming no existing config:
$ echo "hrtf = true" >> ~/.alsoftrc

Toggle script:
[hide](code)
CODE
#!/bin/bash

if [ -f ~/.alsoftrc ]
then
   mv ~/.alsoftrc ~/.alsoftrc-disabled
   notify-send -i audio-speakers-symbolic 'OpenAL HRTF' 'Disabled'
else
   mv ~/.alsoftrc-disabled ~/.alsoftrc
   notify-send -i audio-headphones-symbolic 'OpenAL HRTF' 'Enabled'
fi
[/hide][/hide]Edit2: haven't done much actual research into it, but is there a hard upper limit on how many sounds can be processed at once? It likes to abruptly cut out at busy times eg start of clockwork carnage.

Edit3: https://www.youtube.com/watch?v=mR4r1IrQy3Y

Posted by: Huki 11 Jan 2016, 05:52 PM
QUOTE (Gotolei @ 11 Jan 2016, 12:04 PM)
Hm, I'll have to look into setting up hrtf and see how that surround sound works.*

*Edit: welp that was easy.
[hide]Initial enable, assuming no existing config:
$ echo "hrtf = true" >> ~/.alsoftrc

Toggle script:
[hide](code)
CODE
#!/bin/bash

if [ -f ~/.alsoftrc ]
then
   mv ~/.alsoftrc ~/.alsoftrc-disabled
   notify-send -i audio-speakers-symbolic 'OpenAL HRTF' 'Disabled'
else
   mv ~/.alsoftrc-disabled ~/.alsoftrc
   notify-send -i audio-headphones-symbolic 'OpenAL HRTF' 'Enabled'
fi
[/hide][/hide]

You also need the HRTF data sets. Run the alsoft_log script file in your re-volt folder. It will start RVGL and generate an alsoft.log file in the profiles/ folder. This should let you know whether the hrtf data sets were found or not. Can you paste the log here?
Btw, you can configure your .alsoftrc based on the https://github.com/kcat/openal-soft/blob/master/alsoftrc.sample sample file. Just copy the entire thing into your .alsoftrc and then uncomment the hrtf lines. If you don't have the default HRTF data sets, you can download them from https://github.com/kcat/openal-soft/tree/master/hrtf.

QUOTE
Edit2: haven't done much actual research into it, but is there a hard upper limit on how many sounds can be processed at once? It likes to abruptly cut out at busy times eg start of clockwork carnage.

There were several bugs in original re-volt audio management that were fixed by jigebren (March last year). I don't think audio should cut out anymore, either in latest v1.2 or RVGL. Can you share a video with the bug in clockwork mode? And make sure to turn off hrtf for the purpose of this test.

Posted by: Gotolei 11 Jan 2016, 06:58 PM
QUOTE (Huki @ 11 Jan 2016, 08:52 AM)
You also need the HRTF data sets. Run the alsoft_log script file in your re-volt folder. It will start RVGL and generate an alsoft.log file in the profiles/ folder. This should let you know whether the hrtf data sets were found or not. Can you paste the log here?
Btw, you can configure your .alsoftrc based on the https://github.com/kcat/openal-soft/blob/master/alsoftrc.sample sample file. Just copy the entire thing into your .alsoftrc and then uncomment the hrtf lines. If you don't have the default HRTF data sets, you can download them from https://github.com/kcat/openal-soft/tree/master/hrtf.
It seems to be working semi-decently without the data sets (see youtube link), albeit only as well as https://www.reddit.com/r/oculus/comments/1fzonq/psa_for_games_using_openal_including_minecraft/cagd3lb http://recherche.ircam.fr/equipes/salles/listen/sounds.html (which I'm assuming work standalone for testing purposes).

And even when I put the mhr files http://openal.org/pipermail/openal/2014-December/000274.html they're not found:
[hide]alsoft.log
AL lib: LoadConfigFromFile: found new block 'reverb'
AL lib: LoadConfigFromFile: found new block 'alsa'
AL lib: LoadConfigFromFile: found new block 'oss'
AL lib: LoadConfigFromFile: found new block 'solaris'
AL lib: LoadConfigFromFile: found new block 'mmdevapi'
AL lib: LoadConfigFromFile: found new block 'dsound'
AL lib: LoadConfigFromFile: found new block 'winmm'
AL lib: LoadConfigFromFile: found new block 'port'
AL lib: LoadConfigFromFile: found new block 'pulse'
AL lib: LoadConfigFromFile: found new block 'wave'
AL lib: LoadConfigFromFile: found block 'general'
AL lib: LoadConfigFromFile: found 'hrtf' = 'true'
AL lib: LoadConfigFromFile: found block 'reverb'
AL lib: LoadConfigFromFile: found block 'pulse'
AL lib: LoadConfigFromFile: found block 'alsa'
AL lib: LoadConfigFromFile: found block 'oss'
AL lib: LoadConfigFromFile: found block 'solaris'
AL lib: LoadConfigFromFile: found new block 'qsa'
AL lib: LoadConfigFromFile: found new block 'jack'
AL lib: LoadConfigFromFile: found block 'mmdevapi'
AL lib: LoadConfigFromFile: found block 'dsound'
AL lib: LoadConfigFromFile: found block 'winmm'
AL lib: LoadConfigFromFile: found block 'port'
AL lib: LoadConfigFromFile: found block 'wave'
AL lib: GetConfigValue: Key general:hrtf_tables not found
AL lib: GetConfigValue: Key general:rt-prio not found
AL lib: GetConfigValue: Key general:resampler not found
AL lib: GetConfigValue: Key general:trap-alc-error not found
AL lib: GetConfigValue: Key general:trap-al-error not found
AL lib: GetConfigValue: Key reverb:boost not found
AL lib: GetConfigValue: Key reverb:emulate-eax not found
AL lib: GetConfigValue: Key general:drivers not found
AL lib: GetConfigValue: Key pulse:spawn-server not found
AL lib: alc_initconfig: Initialized backend "pulse"
AL lib: alc_initconfig: Added "pulse" for playback
AL lib: alc_initconfig: Added "pulse" for capture
AL lib: GetConfigValue: Key general:excludefx not found
AL lib: GetConfigValue: Key general:default-reverb not found
AL lib: GetConfigValue: Key general:channels not found
AL lib: GetConfigValue: Key general:sample-type not found
AL lib: GetConfigValue: Key general:format not found
AL lib: GetConfigValue: Key general:frequency not found
AL lib: GetConfigValue: Key general:periods not found
AL lib: GetConfigValue: Key general:period_size not found
AL lib: GetConfigValue: Key general:sources not found
AL lib: GetConfigValue: Key general:slots not found
AL lib: GetConfigValue: Key general:sends not found
AL lib: GetConfigValue: Key general:cf_level not found
AL lib: alcOpenDevice: Created device 0x8f19ed8, "Built-in Audio Analog Stereo"
AL lib: GetConfigValue: Key general:frequency not found
AL lib: GetConfigValue: Key general:sends not found
AL lib: UpdateDeviceParams: Format pre-setup: Stereo, Float, 44100hz (requested), 1024 update size x4
AL lib: stream_buffer_attr_callback: minreq=8192, tlength=24576, sameprebuf=0
AL lib: UpdateDeviceParams: Format post-setup: Stereo, Float, 44100hz, 1024 update size x4
AL lib: GetConfigValue: Key general:layout_stereo not found
AL lib: GetConfigValue: Key general:layout not found
AL lib: GetConfigValue: Found general:hrtf = "true"
AL lib: UpdateDeviceParams: HRTF enabled
AL lib: UpdateDeviceParams: BS2B disabled
AL lib: UpdateDeviceParams: Stereo duplication disabled
AL lib: alcCreateContext: Created context 0x8f19190
AL lib: FreeContext: 0x8f19190
AL lib: FreeDevice: 0x8f19ed8
[/hide][hide]user posted image[/hide](also it seems hrtf=true is required, it doesn't sound like it's enabling with hrtf=auto)

Edit: spoon-fed it the mhr files via the config, and yet:
[hide]AL lib: GetConfigValue: Found general:hrtf_tables = "default-44100.mhr"
AL lib: InitHrtf: Loading default-44100.mhr
AL lib: InitHrtf: Invalid magic marker: "MinPHR01"
AL lib: InitHrtf: Failed to load default-44100.mhr
[/hide]Same for 48000.


QUOTE
There were several bugs in original re-volt audio management that were fixed by jigebren (March last year). I don't think audio should cut out anymore, either in latest v1.2 or RVGL. Can you share a video with the bug in clockwork mode? And make sure to turn off hrtf for the purpose of this test.

https://vid.me/MDiQ
Guessing it's the insane number of pickups generating at once, on top of all 30 cars at once? It's normal after that initial ~second, anyways.

Posted by: sebr 16 Jan 2016, 02:30 PM
QUOTE (Huki @ 10 Jan 2016, 03:45 PM)
Another interesting feature in this release is the ability to stream music from the PSX redbook track: the PSX version has all the redbook tracks merged into one huge audio file called TRACK1.DA. This provides seamless transition when going from one track to the next. RVGL can play from this master track when converted to OGG and placed inside the redbook folder (named track1.ogg).


QUOTE (Abc @ 10 Jan 2016, 03:57 PM)
Uh... it's improperly linked? o_o 15.1220a links instead of latest, changelog is fine.
Edit (by Huki): fixed.


And where can track1.da (or .cda?) be found/extracted? Anyone have it converted just yet?

ps: fancy cassete style.

https://dl.dropboxusercontent.com/u/49163037/track1.ogg
just need to wait upload complete ...

[Edit]: upload finish (168Mo)

Posted by: Huki 17 Jan 2016, 02:56 PM
QUOTE (sebr @ 16 Jan 2016, 07:00 PM)
https://dl.dropboxusercontent.com/u/49163037/track1.ogg
just need to wait upload complete ...
Thanks sebr.

New RVGL build 16.0115a is released.
http://rv12.revoltzone.net/downloads/rvgl_16.0115a_win32.7z
http://rv12.revoltzone.net/downloads/rvgl_16.0115a_linux.7z
http://rv12.revoltzone.net/downloads/rvgl_changelog.txt

There are several fixes for multiplayer (especially battle tag). Check the changelog for the full list.

The Windows version can now handle DirectPlay lobby launchers like GameRanger. It means you can start an RVGL lobby session directly from GR (just copy rvgl.exe to revolt.exe - but don't delete the rvgl.exe, it's still needed by RV House). DirectPlay lobby support is provided by the included dplobby_helper.dll.

Posted by: Touriga 23 Jan 2016, 02:55 PM
Hi,

Just asked at Gameranger to add rvgl.

http://www.gameranger.com/forum/?t=13806

Posted by: doll265 25 Jan 2016, 03:45 AM
Hi, I found the bug in RVGL and I have suggestions.

Bug:
-When I paused the game, music doesn't pause.
-When I Playing "Botanical Garden", lower fps.(Sorry about bad english skills)

Suggestions:
-How about add Weapon Camera?(In demo)

Posted by: MarvTheM 31 Jan 2016, 07:42 PM
Another try...
This time I came further than libglew. Now enet is the problem. I linked the libenet.so.7.0.1 to /usr/lib32/libenet.so.7 and i am getting this error:
CODE
./rvgl: error while loading shared libraries: libenet.so.7: wrong ELF class: ELFCLASS64

I'm using Arch 64bit and there only is one enet version from the community repo: https://www.archlinux.org/packages/community/i686/enet/

Posted by: urnemanden 31 Jan 2016, 07:52 PM
QUOTE (MarvTheM @ 31 Jan 2016, 07:42 PM)
Another try...
This time I came further than libglew. Now enet is the problem. I linked the libenet.so.7.0.1 to /usr/lib32/libenet.so.7 and i am getting this error:
CODE
./rvgl: error while loading shared libraries: libenet.so.7: wrong ELF class: ELFCLASS64

I'm using Arch 64bit and there only is one enet version from the community repo: https://www.archlinux.org/packages/community/i686/enet/

what i did to solve this was to download libenet for i686 and manually copy it into your /usr/lib32/. you can download it here.

https://www.archlinux.org/packages/community/i686/enet/download/

Posted by: revolting 8 Feb 2016, 08:53 AM
First of all thanks a lot Huki, Dunno if this can count as a bug or new feature request but lets say I'd like to show off the date I finish the "progress table" an easy way to do it would be to add the date's numbers to the language file that I've modified, but though it is correctly displayed "progress table 12 2000" at the start menu, when I go to the actual table it doesn't show the numbers it only shows "progress table" yet I know they are there, cause if I add letters at the end they are shown yet I'd like rvgl to be able to display them I'm using Ubuntu 15.10, another issue is that when I launch rvgl from the shortcut it sends me an error Unable to find languages or so, while if I execute it from the folder it runs any help pls?

Posted by: Tavisco 10 Feb 2016, 07:02 PM
Thank you so much for this! It's a very important step tongue.gif
It's almost perfect, I've only found one bug: When playing on multiplayer, sometimes the distance between the cars get messed up, it shows that a player is 600M behind me, when it is actually in front of me, and when the race is over the score board is correct, for example, the player that was 600M behind me gets the 1st place wacko.gif hahahaha
Both players using Windows version.

Posted by: sebr 15 Feb 2016, 12:41 AM
If you have dowloaded https://dl.dropboxusercontent.com/u/49163037/track1.ogg, do it again, i fix some bad encoding issues ...

Posted by: Cosmo_Kramer 22 Feb 2016, 04:54 PM
I dont get this discusions about all this unimportant stuff,yes unimportant!
Just cant see the point of phocusing or fixing anything while the main problem is huge lagg.Dont know how to expect anybody to come back or stay to play in this bad conditions,ppl leave in the midle of the race cause of this unsure.gif
It has come to a point that online racing is not playable from all that teleporting,for some reason, lagg has been worse then ever.
I really hope you will improve this somehow in the future,cause nothing else matters if you cant do one normal and stable race thumbs-up.gif

Posted by: Dolo 22 Feb 2016, 07:15 PM
The problem is not the lag...
The problem is how 1.2/RVGL manage this lag...
All the car positions are almost fake in RVGL, this has like consequences a totally confusing and illogical gameplay (two players who take the same star for example)
It never happens in the 1.1 hosting. In 1.1 the cars positions are less stable and there are more car teleportation (a player with bad connection must lag and it's normal) but in 1.1 the lag don't modify the gameplay, it stay the same, and the lagger seems to have no influence on the other players, so no strong collisions between cars and no strong weapons impact, so no bulls.h.i.t...)

Posted by: Phantom 22 Feb 2016, 09:25 PM
Finally the truth has been spoken.

Posted by: Touriga 22 Feb 2016, 11:04 PM
One thing I have to agree, I can't hit laggers with any weapon in this version, be it oil, a zapp or a rocket.

Lag is not easy to handle.

Still, when ping is balanced through all the players, I really do not agree with above statements, but if there are bad pings in race and many players, gameplay just gets strange as laggers become invulnerable.


Posted by: Kenny 22 Feb 2016, 11:31 PM
QUOTE (Dolo @ 22 Feb 2016, 07:15 PM)
It never happens in the 1.1 hosting. In 1.1 the cars positions are less stable and there are more car teleportation (a player with bad connection must lag and it's normal) but in 1.1 the lag don't modify the gameplay

Just out of curiosity, since you are talking about 1.1 now...was multiplayer in 1.2 beta ever considered to be on a par with 1.1 or were there noticable differences?

If the latter is the case then the problem might be more fundamental since the patch is afterall based on the Xbox source which is based on 1.0 (so either something got changed in 1.1 or it wasn't properly ported back to PC).
Otherwise I guess it just slowly changed over time and/or is a combination of bad circumstances (high latency, bad connection, etc).

RVGL is a different case since the network backend changed and code had to be rewritten, unfortunately pretty much only huki knows how much of the functionality is based on the original.

Posted by: revolting 23 Feb 2016, 03:51 AM
I haven't seen any noticeable difference between 1.1 and 1.2 online, yet I'd dare to say that playing LAN is way far more reliable than online you won't see any lag whatsoever smile.gif,

PS The very best is all playing in the same computer whit split screen

Posted by: Phantom 23 Feb 2016, 06:00 PM
QUOTE (revolting @ 22 Feb 2016, 11:51 PM)
I haven't seen any noticeable difference between 1.1 and 1.2 online..

You don't even play online... you don't have a word on the topic.

Posted by: Dolo 23 Feb 2016, 06:52 PM
QUOTE (Phantom @ 23 Feb 2016, 06:00 PM)
QUOTE (revolting @ 22 Feb 2016, 11:51 PM)
I haven't seen any noticeable difference between 1.1 and 1.2 online..

You don't even play online... you don't have a word on the topic.

Same for Kenny...

Posted by: VaiDuX461 23 Feb 2016, 07:19 PM
QUOTE (Dolo @ 23 Feb 2016, 07:52 PM)
QUOTE (Phantom @ 23 Feb 2016, 06:00 PM)
QUOTE (revolting @ 22 Feb 2016, 11:51 PM)
I haven't seen any noticeable difference between 1.1 and 1.2 online..
You don't even play online... you don't have a word on the topic.
Same for Kenny...
Stating the difference from your own point of view (which was invalid, by the way, since Revolting doesn't play online/LAN or at least enough, let's assume) and asking others/You if there was a difference between two versions (even if Kenny doesn't play) is not the same thing...

Posted by: Abc 23 Feb 2016, 08:20 PM
Apparently since the "hack" events there been too much speculation and trolling about the game.

Posted by: Dolo 23 Feb 2016, 09:56 PM
QUOTE (Phantom @ 23 Feb 2016, 06:00 PM)
QUOTE (revolting @ 22 Feb 2016, 11:51 PM)
I haven't seen any noticeable difference between 1.1 and 1.2 online..

You don't even play online... you don't have a word on the topic.

Same for ABC

Posted by: Phantom 23 Feb 2016, 11:43 PM
QUOTE (Abc @ 23 Feb 2016, 04:20 PM)
Apparently since the "hack" events there been too much speculation and trolling about the game.

Which "hack" events? The only hack event ever reported was your use of the Joker cheat in RV House and nobody cares about that anymore, people have forgotten about that already Abc.

And nobody is against revolting or anybody, he's a nice guy. But it's embarrassing to read the opinion of offline players or lan players talking about online racing as if they played daily.

Cosmo's post is very sensible, he gets the same impression I get when surfing this forum, all this chat about unimportant stuff makes a vistor of this forum think what the heck are these people doing, especially if you're an online player it's easy to think that. This place is now filled with offline players and their ideals. I understand why online players don't bother in coming to this forum or any other, because when you come and try to talk about the important stuff that are affecting the online community you realize that your posts enter in a big list of ignored ideas and proposals that will never see the light.

Posted by: revolting 24 Feb 2016, 08:03 AM
Ok let's get to work, in this last version I see that enabling V-sync has a negative impact hence the tearing of the screen gets worse, that's why if the game is not properly running in the computer by itself how could it when running online! my suggestion would be to left v-sync disabled by default since most of the newcomers don't mess with those settings, and it will indeed be reflected in the lag and it'd be an all win for all of us! They will be floored at the game play and never again leave at the middle of the race

Posted by: Kenny 24 Feb 2016, 01:52 PM
QUOTE (Phantom @ 23 Feb 2016, 11:43 PM)
This place is now filled with offline players and their ideals. I understand why online players don't bother in coming to this forum or any other, because when you come and try to talk about the important stuff that are affecting the online community you realize that your posts enter in a big list of ignored ideas and proposals that will never see the light.
Of course I can't speak for all "offline players" but I certainly don't have anything against improving multiplayer functionality.

However it doesn't exactly help development when all the "important stuff" you're talking about consists of complaints about how it "feels bad" and that "the old versions are better" instead of actually trying to provide some constructive feedback and being patient until the issues are tackled.

And it certainly doesn't help the credibility of online players when you're dismissing or just simply ignoring valid questions about these issues from "offline players", just because you don't think they're "worthy" of being a part of the discussion (on multiple occasions).

Ultimately it's up to the developers to decide which issues/features to work on and it's no wonder things have slowed down since you've effectively reduced the number of people working on the project to one with your attitude.

Obviously there are exceptions to this like Santiii who has provided excellent descriptive feedback of issues that he encountered, but I have yet to see something like that coming from any of the people that have been complaining about the state of the multiplayer since the late 1.2 alpha development (where it initally started).

But since I have "don't have a word on the topic" I'll just roll with it and ignore any future discussions about it, those really have become pointless anyway.

Posted by: Abc 24 Feb 2016, 03:45 PM
I do play online sometimes, i rarely play revolt offline if ever play.
the baguette keeps trying to fool us (?) dry.gif


Posted by: Dolo 24 Feb 2016, 06:00 PM
QUOTE (Kenny @ 24 Feb 2016, 01:52 PM)
QUOTE (Phantom @ 23 Feb 2016, 11:43 PM)
This place is now filled with offline players and their ideals. I understand why online players don't bother in coming to this forum or any other, because when you come and try to talk about the important stuff that are affecting the online community you realize that your posts enter in a big list of ignored ideas and proposals that will never see the light.


But since I have "don't have a word on the topic" I'll just roll with it and ignore any future discussions about it, those really have become pointless anyway.


Good idea. It's clearly the best thing that you said since i read you.

Posted by: Huki 25 Feb 2016, 04:52 PM
If the players are across countries / continents then there is definitely going to be high ping, and high ping may result in slightly inconsistent gameplay. Cases like multiple players getting the star definitely happened in 1.1 too, so Dolo's judgement is total nonsense as usual... This is handled quite well already (cheating is especially prevented in Battle Tag).

RVGL's multiplayer is client-server, this will further increase the ping between players. That's why it's important to pick a good host. For best experience most of the players in the session, including the host, should be geographically close to each other. This is a standard advice given for any online game. You are blaming the software for network limitations like ping...

Then the question really is not about how to prevent lag but how to handle lagging players. The latest 1.2 and RVGL uses the best possible model for this IMO. We cutoff the gameplay predictions if the ping gets too high, so yes, the positions may be little bit off, but we prevent cars and weapons teleporting and bumping into you - that's precisely the point: we sacrifice accuracy in car positions for more stable and smooth animation.

The game can predict the car position ahead by 200ms, so even if ping between players is 300ms, the car will only be 100ms behind it's actual position. The gameplay is not affected, only the perceived animations are affected. If you shoot a rocket and it had no effect on the player ahead of you, then that means the player is farther ahead than you see him to be, so in reality your weapon never hit him.
An improvement I can add is to display the "ping delay" in milliseconds next to the player's name (i.e., above the car). This will let you know whether your weapon has lesser chance of hitting the player.

I should also note that only a small subset of online players (like eg, Dolo) keep whining about car collisions, and this subset usually enjoys "timed" races. For me it's understandable that you just want to keep following the race track without obstacles / collisions. Well, why don't we just disable car-car collision for you? Sort of like online time-trial...
I'm quite sure that most other players find the gameplay fun and engaging - collisions and weapons including, and don't take every opportunity to make false comparisons between 1.1 and 1.2a / RVGL that no one can verify...

QUOTE (Kenny @ 24 Feb 2016, 06:22 PM)
Ultimately it's up to the developers to decide which issues/features to work on and it's no wonder things have slowed down since you've effectively reduced the number of people working on the project to one with your attitude.
+1
QUOTE (Kenny)
Obviously there are exceptions to this like Santiii who has provided excellent descriptive feedback of issues that he encountered, but I have yet to see something like that coming from any of the people that have been complaining about the state of the multiplayer since the late 1.2 alpha development (where it initally started).
+1

Posted by: Dolo 25 Feb 2016, 06:28 PM
QUOTE (Huki @ 25 Feb 2016, 04:52 PM)
<...>

Useless blabla like always... I never saw with the 1.1 hosting a gameplay like you propose with alpha 1.2/RVGL Hosting...

I raced many many races in 1.1 and 1.2. And it's not because you write lines of code that it gives you reason since the beginning.

Posted by: Manmountain 25 Feb 2016, 07:25 PM
QUOTE (Dolo @ 25 Feb 2016, 06:28 PM)
QUOTE (Huki @ 25 Feb 2016, 04:52 PM)
<...>

Useless blabla like always... I never saw with the 1.1 hosting a gameplay like you propose with alpha 1.2/RVGL Hosting...

I raced many many races in 1.1 and 1.2. And it's not because you write lines of code that it gives you reason since the beginning.

Maybe a more constructive positive input would serve better ? sleep.gif

Posted by: MarvTheM 25 Feb 2016, 07:37 PM
QUOTE (Dolo @ 25 Feb 2016, 06:28 PM)
<...>

I usually don't komment on things like this, but may I ask for a bit more respect / less disrespect? We all should appreciate Huki's work.

Posted by: Dolo 25 Feb 2016, 07:55 PM
QUOTE (MarvTheM @ 25 Feb 2016, 07:37 PM)
QUOTE (Dolo @ 25 Feb 2016, 06:28 PM)
<...>

I usually don't komment on things like this, but may I ask for a bit more respect? We all should appreciate Huki's work.

I keep my respect for that Acclaim has accomplished in 1999...

Posted by: MightyCucumber 25 Feb 2016, 08:53 PM
QUOTE (Dolo @ 25 Feb 2016, 07:55 PM)
QUOTE (MarvTheM @ 25 Feb 2016, 07:37 PM)
QUOTE (Dolo @ 25 Feb 2016, 06:28 PM)
<...>

I usually don't komment on things like this, but may I ask for a bit more respect? We all should appreciate Huki's work.

I keep my respect for that Acclaim has accomplished in 1999...

If it depended on Acclaim alone, Revolt would be dead for ages now.

If it wasn't for the community, you wouldn't even have your beloved RV House to play.

If it wasn't for the community's continuous efforts, there would be no new content produced.

Members like you didn't help the community in any way whatsoever throughout these years, I can guarantee it. So either start giving some constructive criticism or get lost? (to think people have been banned for less obnoxious conduct on this forum lol)

Posted by: Abc 25 Feb 2016, 09:09 PM
QUOTE (Huki @ 25 Feb 2016, 04:52 PM)
<...>

user posted image



QUOTE (Dolo @ 25 Feb 2016, 02:28 PM)
Useless blabla like always... I never saw with the 1.1 hosting a gameplay like you propose with alpha 1.2/RVGL Hosting...
I raced many many races in 1.1 and 1.2. And it's not because you write lines of code that it gives you reason since the beginning.

Do your complain have a full stop mr baguette? Huki says truth, i can confirm the game is improved since Acclaim builds. Face it, Nobody haves money for infinite internet, nobody's perfect and lag is everywhere simply because of geographical issues, the world isnt that close to each other.



QUOTE (MightyCucumber @ 25 Feb 2016, 04:53 PM)
QUOTE (Dolo @ 25 Feb 2016, 07:55 PM)

I keep my respect for that Acclaim has accomplished in 1999...

If it depended on Acclaim alone, Revolt would be dead for ages now.

If it wasn't for the community, you wouldn't even have your beloved RV House to play.

If it wasn't for the community's continuous efforts, there would be no new content produced.

Members like you didn't help the community in any way whatsoever throughout these years, I can guarantee it. So either start giving some constructive criticism or get lost? (to think people have been banned for less obnoxious conduct on this forum lol)

I agree with him too, One less point for the baguette again!

Posted by: nero 25 Feb 2016, 10:14 PM
[HIDE=Off-topic]
QUOTE (MightyCucumber @ 25 Feb 2016, 07:53 PM)
Members like you didn't help the community in any way whatsoever throughout these years, I can guarantee it. So either start giving some constructive criticism or get lost? (to think people have been banned for less obnoxious conduct on this forum lol)

Amen. He's been talking out of his arse and insulting almost everyone for far too long - I really am surprised he hasn't been banned yet, or at least given a warning.[/HIDE]

Anyway, how is V-Sync in RVGL since the latest update? The last time I tried it out (which was a while back, I'll admit), there was significant input lag. As revolting said, and if the problem still persists in the most recent update (which I have yet to try), wouldn't it be best to disable it by default for now?

Posted by: Touriga 26 Feb 2016, 10:14 AM
QUOTE (Huki @ 25 Feb 2016, 04:52 PM)
...
An improvement I can add is to display the "ping delay" in milliseconds next to the player's name (i.e., above the car). This will let you know whether your weapon has lesser chance of hitting the player.
...


That would be great, been trying to run ping tests but many are reluctant to give their ip :-)

Is there a way to run revolt just as server ? I have a few boxes spread over different ISP's that could fit the job and they could could improve the connections between players.

Posted by: Huki 26 Feb 2016, 05:47 PM
QUOTE (Dolo @ 26 Feb 2016, 12:25 AM)
QUOTE (MarvTheM @ 25 Feb 2016, 07:37 PM)
QUOTE (Dolo @ 25 Feb 2016, 06:28 PM)
<...>
I usually don't komment on things like this, but may I ask for a bit more respect? We all should appreciate Huki's work.
I keep my respect for that Acclaim has accomplished in 1999...
I'm sure we all respect what Acclaim has accomplished.. otherwise we won't be spending time playing / working on it.

QUOTE (Nero)
Anyway, how is V-Sync in RVGL since the latest update? The last time I tried it out (which was a while back, I'll admit), there was significant input lag. As revolting said, and if the problem still persists in the most recent update (which I have yet to try), wouldn't it be best to disable it by default for now?
This is definitely a driver issue.. can you and revolting give your graphics card info? You will find it in your re-volt.log (in the game's Profiles folder).
But yes, I'll keep it disabled by default from the next release as it's safer that way.

QUOTE (Touriga)
Is there a way to run revolt just as server ? I have a few boxes spread over different ISP's that could fit the job and they could could improve the connections between players.
Not yet, but it is planned smile.gif

Posted by: Phantom 26 Feb 2016, 06:15 PM
Huki can't something be done to support those graphics cards by default instead of forcing the user to downgrade / upgrade our drivers? Almost everybody has that screen tearing problem and we can't be all modifying our systems just for this game. Touching the drivers is something very delicate. I'm still not sure if I have to install the manufacturer's driver, downgrade to an old version of the driver or upgrade to the newest version of the driver in order to fix my screen lag problem.

On another note, a while ago you mentioned there was another approach to the lag management instead of server-client. I think it was P2P and that this could benefit hosts with slower internet. The current RVGL and v1.2 alpha have the same flaws when it comes to lag. There isn't a race in both versions when we don't see people surprised or frustrated because their electroshocks don't work because the positions of the cars we see are fake. It's certainly not fun and it's true what cosmo said that people drop off from rooms because of that. Isn't the cost of of "stable and smooth animation" a bit to high? When are we going to see P2P sysem approach or any other method that the new network sysem can provide?

Posted by: Huki 26 Feb 2016, 08:02 PM
QUOTE (Phantom @ 26 Feb 2016, 10:45 PM)
Huki can't something be done to support those graphics cards by default instead of forcing the user to downgrade / upgrade our drivers? Almost everybody has that screen tearing problem and we can't be all modifying our systems just for this game.
The only way to work around a driver issue is to disable the feature causing the trouble (i.e., turning off the water ripples, or turning off v-sync). Nothing else can be done to fix a badly written driver. Btw, it's not just this game, it affects all OpenGL games in general.
But turning vsync off is not a bad solution IMO.

QUOTE
On another note, a while ago you mentioned there was another approach to the lag management instead of server-client. I think it was P2P and that this could benefit hosts with slower internet.
P2P requires each player to open a port. It also complicates the code. In my experiences online with RVGL the gameplay was fine (except for sometimes ineffective weapons, which is normal with players are across the world). P2P will be eventually added as an option, but can't say when.

QUOTE
The current RVGL and v1.2 alpha have the same flaws when it comes to lag. There isn't a race in both versions when we don't see people surprised or frustrated because their electroshocks don't work because the positions of the cars we see are fake. It's certainly not fun and it's true what cosmo said that people drop off from rooms because of that. Isn't the cost of of "stable and smooth animation" a bit to high? When are we going to see P2P sysem approach or any other method that the new network sysem can provide?
Wait, you are confusing "smooth animation" feature with P2P (peer to peer), both are entirely different. v1.2 is already peer-to-peer from the beginning, RVGL is client-server.. I hope you understand the difference.
Both latest v1.2a and RVGL have jigebren's lag management improvements, and "smooth animation" is a small feature that is part of his work. This results in the fake positions. If you want I can provide some test builds that disable this feature.
And next time, please remember to use existing online topics in the bug reports section...

Posted by: nero 27 Feb 2016, 11:50 AM
QUOTE (Huki @ 26 Feb 2016, 04:47 PM)
This is definitely a driver issue.. can you and revolting give your graphics card info? You will find it in your re-volt.log (in the game's Profiles folder).
But yes, I'll keep it disabled by default from the next release as it's safer that way.

That's great to hear. thumbs-up.gif

When I have the time, I'll test the latest RVGL out with V-Sync enabled (in-game, not forced through the driver), as I not too long ago upgraded from a GTX 750 Ti to a Radeon R9 380. I used DDU to completely wipe any remnants of the nVidia drivers, and installed the most recent AMD Catalyst drivers (11/2015), since the latest drivers (Radeom Crimson) seem to be a bit finicky because of downclocking.

Posted by: Phantom 27 Feb 2016, 08:02 PM
OK can anybody tell me which drivers I should be installing? Because I'm not in the mood to put my computer in risk trying one by one just for rvgl. My options are:
The one that came in my manufacturer's cd-rom?
The updated one from my manufacturer's website?
The updated one from Intel's website?

Posted by: Alphacraft 27 Feb 2016, 09:04 PM
As a general rule I always install Intel drivers from either Windows itself or Intel's website (usually the latter), because motherboard manufacturers/OEM almost never keep those drivers up-to-date. I've run into problems where OpenGL isn't even part of the driver that comes with Windows, so the safest bet is to grab the .zip driver from Intel's website and use the Device Manager to install it.

EDIT: As for lag problems, I haven't experienced any so I can't help you there I'm afraid. With any driver, YMMV.

Posted by: Huki 7 Mar 2016, 05:44 PM
New RVGL build 16.0305a is released.
http://rv12.revoltzone.net/downloads/rvgl_16.0305a_win32.7z
http://rv12.revoltzone.net/downloads/rvgl_16.0305a_linux.7z
http://rv12.revoltzone.net/downloads/rvgl_changelog.txt
  • Initial support for UTF-8 (for filenames only). (http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2120&view=findpost&p=22009447)
  • Disabled v-sync by default.
  • Fix fin file exporter to workaround Blender plugin issue. (http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1500&view=findpost&p=22009412)
  • Fix spectator mode camera glitch. (http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2157&view=findpost&p=22009259)
  • Fix disconnecting in multiplayer when loading takes a long time.
  • Display the ping delay of lagging players.
For Linux users: there is an added dependency on libunistring. Also updated the setup scripts for better localization: now placed the launcher in ~/.local/share/applications rather than ~/Desktop, and the rename script should handle non-English characters.

RVGL Pandora Port: We are also proud to announce our first port to ARM devices. Check out RVGL running on https://en.wikipedia.org/wiki/Pandora_%28console%29, an ARM / OpenGLES handheld running Linux. The package is found here and is maintained by ptitSeb.
https://repo.openpandora.org/?page=detail&app=rvgl_ptitseb

Ports to more ARM devices, including https://en.wikipedia.org/wiki/DragonBox_Pyra and https://en.wikipedia.org/wiki/ODROID are planned.

Posted by: MarvTheM 7 Mar 2016, 06:27 PM
Great! Racing online now. The ping thing is nice!
[HIDE=Little bug]
This occured on the build before this one, only on nhood1 in splitscreen. Intel HD graphics (i5 4300U).
There's some weird tearing/flickering on the left screen.
https://youtu.be/G-pIiPzChjU[/hide]

With the most recent build we get this on Return to Thunder Lane:

https://i.gyazo.com/33cd6ed0639eba40b59cad2f31cedaa6.png

Pickups, explosion and everything else with additive rendering seems to be like that.

Posted by: revolting 10 Mar 2016, 08:17 AM
This new version does not allow me to put a date on the the "Progress table" neither, like for example the date I actually finish the whole progress table, back in the 2000, what I mean is I'd like to be able to modify the title of the translation of the "Progress table" to something like "Progress table finished on 07 28 2000" yet when I modify the strings the game shows in the title only "Progress table finished on blank" please add compatibility for numbers on titles, I think it would be a nice feature, as it makes the game more customizable in a personal preference

Posted by: Yohanov 11 Mar 2016, 01:52 AM
Personally i don't care about fake positions or item not working etc.
As Huki said the best experience is with a good host, same region, not too much players etc. When there are high ping differences it's normal that things dont work perfectly.

But some versions have a better drive feeling online than others. And there must be something in the netcode that is responsible for this, I supect the lag management to be different and to impact the gameplay.

If you drive online on 1.1 or on beta and you go to the last 1.2 or rvgl online right after, with the same players/same host the drive feeling is a lot heavier, hard to describe but it's a mix of perceived imput lag, small hiccups, your car feels heavy to turn...

I feel like the relation between the online code and the driving feelings is not really tested in these new versions. I don't care about fake positions or other stuff, I would like the lag to be felt visually by the players, and not in the car handling.

Posted by: Touriga 11 Mar 2016, 09:38 AM
QUOTE (Yohanov @ 11 Mar 2016, 01:52 AM)


If you drive online on 1.1 or on beta and you go to the last 1.2 or rvgl online right after, with the same players/same host the drive feeling is a lot heavier, hard to describe but it's a mix of perceived imput lag, small hiccups, your car feels heavy to turn...


Did all those tests had V-Sync off ? Because input lag, heavy to turn all seem VSYNC on symptoms.

Posted by: Huki 15 Mar 2016, 10:36 PM
New RVGL build 16.0315a is released.
http://rv12.revoltzone.net/downloads/rvgl_16.0315a_win32.7z
http://rv12.revoltzone.net/downloads/rvgl_16.0315a_linux.7z
http://rv12.revoltzone.net/downloads/rvgl_changelog.txt

I've added an optimization that can significantly reduce the track ncp loading time, especially when the track has lot of instances. The optimization targets the collision gridding computation (when instance ncp polys are fitted into the world ncp).
RVGL now loads some ncp's like that of NHood1 and http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2191 in half the time as before. Test results are welcome.

Other than that, there are few fixes for multiplayer and a small improvement in the lag management that should avoid lagging cars seem like they zoom past with high speed.

@Yohanov: your own car's driving has nothing to do with the network code, this is decided locally. If you feel any change in driving you should feel it offline too...
Have you tried turning v-sync off like Touriga suggested?


Posted by: MarvTheM 15 Mar 2016, 11:03 PM
QUOTE
lagging cars seem like they zoom past with high speed

Bonk.

It's amazing to see an optimization in ncp loading time. That'll be very good for my upcoming track.

We've had a few races with 5 people. While the cars look more stable at times, there was a lot more teleporting and jumping than before. We'll try more races the following days.

Posted by: kajeuter 16 Mar 2016, 12:23 PM
Is there a way to transport the old savegame from 1.2 to RVGL? I can't get it done,

Posted by: VaiDuX461 16 Mar 2016, 01:39 PM
QUOTE (kajeuter @ 16 Mar 2016, 01:23 PM)
Is there a way to transport the old savegame from 1.2 to RVGL? I can't get it done,
Copy your profile (in "profiles" folder) to RVGL. After that, inside RVGL\profiles\[$profilename], rename "[$profilename].ini" to "profile.ini". This should do it.

Posted by: Huki 16 Mar 2016, 01:42 PM
QUOTE (MarvTheM @ 16 Mar 2016, 03:33 AM)
QUOTE
lagging cars seem like they zoom past with high speed
Bonk.
Not Bonk, the improvement is for normal cars. There is something else wrong with Bonk and Honk, I don't know what it is.

QUOTE (kajeuter @ 16 Mar 2016, 04:53 PM)
Is there a way to transport the old savegame from 1.2 to RVGL? I can't get it done,
Create a profile with the same name as your 1.2 profile, that will import your 1.2 progress (you can backup your 1.2 progress just in case).
EDIT: Vaid's solution should work too.. smile.gif (my solution assumes rvgl and 1.2 are installed in the same folder).

Posted by: Yohanov 16 Mar 2016, 02:08 PM
Let's put this in another way. The few guys that actually pay both old and new versions online agree with the fact that lag management and online drive feelings are differents depending on versions.

Depending on how laggy is the online game, some versions have more animations hiccups/frameskip, other give you an heavier/lighter drive feeling, other give you a small imput lag, other(1.1, beta) just feels the same that if you were playing offline no matter what.

I hosted a beta game on GR the other day and I had some feedbacks in the chat like "wow fantastic drive feeling", like it was a miracle and like we found back some "lost" online sensations.

Now if you tell me that the netcode and your work has nothing to do with this, I believe you.

I just don't know where those differences come from then. Yes you can also feel small differences offline between versions but that's not comparable with the things you feel online.
Maybe those small offline differences becomes bigger online, I don't know.

Posted by: Abc 17 Mar 2016, 01:55 AM
The differences between versions actually come from network code and how physics is handled..... that's the only explanation i can think of.

EDIT: VSync|FPS is also a cause, Still points to programming bugs/changes.

Posted by: nero 17 Mar 2016, 12:43 PM
No, it's because Yohanov is dodging the question on whether or not he disabled V-Sync.

Posted by: Huki 17 Mar 2016, 06:49 PM
I've made a comprehensive update of the http://rv12.revoltzone.net/rvgl.php. Some elements may appear incorrectly because of the browser cache (at least on Firefox). Press F5 to reload the page and clear the cache.

Posted by: MarvTheM 17 Mar 2016, 09:07 PM
QUOTE (Huki @ 17 Mar 2016, 06:49 PM)
I've made a comprehensive update of the http://rv12.revoltzone.net/rvgl.php.

Sweet! Thanks for linking to my site!

Posted by: kajeuter 18 Mar 2016, 03:32 PM
QUOTE (VaiDuX461 @ 16 Mar 2016, 01:39 PM)
QUOTE (kajeuter @ 16 Mar 2016, 01:23 PM)
Is there a way to transport the old savegame from 1.2 to RVGL? I can't get it done,
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?

Posted by: VaiDuX461 18 Mar 2016, 06:59 PM
QUOTE (kajeuter @ 18 Mar 2016, 04:32 PM)
QUOTE (VaiDuX461 @ 16 Mar 2016, 01:39 PM)
QUOTE (kajeuter @ 16 Mar 2016, 01:23 PM)
Is there a way to transport the old savegame from 1.2 to RVGL? I can't get it done,
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.

Posted by: Dolo 18 Mar 2016, 09:02 PM
QUOTE (nero @ 17 Mar 2016, 12:43 PM)
No, it's because Yohanov is dodging the question on whether or not he disabled V-Sync.

Touriga's question was so stupid that it was useless and no necessary to answer something !

Il est évident que Huki, malgré les connaissances dont il fait usage pour continuer à développer et à "améliorer" ce jeu, ne maitrise pas les effets secondaires indésirables qui apparaissent depuis déjà pas mal de temps notamment en mode online...
Et le fait qu'il ne remarque même pas ces effets indésirables de sa propre expérience en dit long sur le peu de crédibilité à lui accorder à ce sujet. (et ceci est valable pour beaucoup de personnes ici)

[Vaid note]: Remove my edits, I remove your harsh responses in your posts. Keep that in mind from now on.

Don't edit my post !
[Vaid edit] If the post was edited that means there was a perfect reason for it. Read below.

Posted by: nero 18 Mar 2016, 10:43 PM
QUOTE (Dolo @ 18 Mar 2016, 08:02 PM)
QUOTE (nero @ 17 Mar 2016, 12:43 PM)
No, it's because Yohanov is dodging the question on whether or not he disabled V-Sync.

STFU !

Touriga's question was so stupid that it was useless and no necessary to answer something !

No, it's a perfectly valid question, as V-Sync has a negative impact on the game, and amplifies input lag. Yohanov still hasn't answered the question.

Posted by: Dolo 19 Mar 2016, 07:17 PM
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 edit]: Removed something completely unnecessary.
Stop to censor my post, Vaid
[Vaid]: Write politely and I won't need to censor your posts. Ignoring will earn you another warn level. Your choice.

Posted by: nero 19 Mar 2016, 10:20 PM
QUOTE (Dolo @ 19 Mar 2016, 06:17 PM)
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.

No, I am still going to assume that Yohanov is playing with V-Sync enabled, since he completely dodged the question when he was asked about whether he had it enabled or not; instead repeating the same old, same old rhetoric in response.

[HIDE=Off-Topic]And for you Dolo, I don't care about your opinions, nor what you have to say. I care about the responses those opinions of yours invoke, not what they actually are, since you have not once brought your point across without insulting someone, throwing the devs under the bus, or acting like an entitled prick.

It's time to stop.[/HIDE]

Posted by: Dolo 20 Mar 2016, 10:39 AM
QUOTE (nero @ 19 Mar 2016, 10:20 PM)
QUOTE (Dolo @ 19 Mar 2016, 06:17 PM)
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.

No, I am still going to assume that Yohanov is playing with V-Sync enabled, since he completely dodged the question when he was asked about whether he had it enabled or not; instead repeating the same old, same old rhetoric in response.

[HIDE=Off-Topic]And for you Dolo, I don't care about your opinions, nor what you have to say. I care about the responses those opinions of yours invoke, not what they actually are, since you have not once brought your point across without insulting someone, throwing the devs under the bus, or acting like an entitled prick.

It's time to stop.[/HIDE]

Mais il est pas possible ce gars, un vrai boulet !

Yohanov compare les deux versions avec la même configuration de jeu, sinon quel intérêt !
Il ne va pas s'amuser à jouer avec le v-sync désactivé sur la 1.1 ou la beta et avec le v-sync activé sur la 1.2 ou rvgl et venir expliquer ici les différences qu'il a remarquées !

Moi, j'ai longtemps joué avec le v-sync activé sur la 1.1 et sur la 1.2 et j'ai toujours remarqué de gros changement au moment de passer de l'une à l'autre version donc ton argument ne tient pas la route.

Après que le v-sync ait des impacts négatifs sur la conduite est un autre débat !

Donc les gars dans ton genre devrait plutôt ne rien dire que venir polluer inutilement la discussion, d'ailleurs merci à touriga d'avoir sabordé le post de Yohanov très intéressant par une question totalement débile.

[HIDE=Bulls.h.i.t English translation using Google Translate:]
But it is not possible this guy, a real ball!

Yohanov compares the two versions with the same configuration set, if any interest!
He will not have fun playing with the v-sync disabled in the 1.1 beta and with v-sync enabled on the 1.2 or rvgl and come here to explain the differences he has noticed!

I have long played with v-sync enabled on the 1.1 and the 1.2 and I always noticed big changes when passing from one to the other so version your argument does not hold .

After the v-sync has a negative impact on the conduct is another matter!

So the guys in your genre should rather say nothing than come unnecessarily pollute the discussion, also thank you for having scuttled the Touriga post Yohanov interesting by a completely stupid question.[/HIDE]

Posted by: nero 20 Mar 2016, 11:07 AM
[HIDE=@Dolo]
QUOTE (Dolo @ 20 Mar 2016, 09:39 AM)
french non-sense

In case you haven't realized, this is an English forum. You are expected and required to speak English, and at a comprehensible level.

Do not act as if you are exempt from that golden rule.[/HIDE]
[Vaid]: Marked as offtopic.
[Nero]: Thank you for clarifying - I wasn't quite sure at this point whether or not it was relevant to this topic.

Posted by: Dolo 20 Mar 2016, 11:58 AM
[HIDE=Offtopic]Je connais deux trois mots en anglais que j'apprécie particulièrement et que j'emploie très souvent...

Si tu tiens vraiment à ce que je m'exprime en anglais, je peux... jajaja

[Bulls.h.i.t quality English translation using Google Translate]:
I know two three words in English that I like and that I use very often ...

If you really want that I speak English, I can ... jajaja[/HIDE]
[Vaid note]: Since this is an English speaking forum, your posts must be in English. No other languages are allowed, unless there is an included English translation in the same post. Google Translate is accepted, but not recommended.
Keep in mind that from now on, all of your non-English posts will be removed without any warning. However, foreign posts with an included English translation will be still accepted.

Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)