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|Re-Volt Live > News > Announcing RVGL|
|Posted by: huki Friday, May 1 2015, 18:45|
| 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.
Get the latest RVGL build from the links below:
rvgl_17.1002a [ http://rv12.revoltzone.net/downloads/rvgl_17.1002a_win32.7z | http://rv12.revoltzone.net/downloads/rvgl_17.1002a_win64.7z | http://rv12.revoltzone.net/downloads/rvgl_17.1002a_linux.7z | http://rv12.revoltzone.net/downloads/rvgl_dc_pack.7z | http://rv12.revoltzone.net/downloads/rvgl_changelog.txt ]
[spoiler=Installation steps for Windows]
[spoiler=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.
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.
See http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2233&view=findpost&p=22010008 for a full list of dependencies. 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.[/spoiler]
|Posted by: kay Saturday, May 2 2015, 07:01|
| Hello, first congrats for releasing RVGL and making it this far
Actually, it feels very similar to Re-Volt, but I know that behind that, there was an enormous work done. Excellent work!
Although, not sure but it feels like the textures are darker?
@Linux: About renaming thing, hmmm wouldn't be better to get all the text files then test it to lower case to parameters?
Also about the debug error wouldn't be better to print them on console instead of minimizing the window and showing the message?
Other than that, I'm pretty happy and satisfied with the current results hoping it will allow later to make advanced techniques, primarily shaders, animation and of course more textures effeciency (size / graphic compression)
|Posted by: ElectricBee Saturday, May 2 2015, 07:34|
| I will give this a bash in Linux some time soon. Right now, the game in practice mode at Toys In The Hood 1 is taxing my processor pretty hard as the frames like to drop here or there but it's definitely playable, and if you can brute-force frames with power then this port plays rather nice.
Can't wait for control options to become available and see how multiplayer is handled.
|Posted by: Gel38 Saturday, May 2 2015, 08:48|
| Wow! This is totally the direction that Re-Volt NEEDS to go! The game looks WAY better and runs WAY smoother on my lappy.
However, there's a few things that need some work (which i'm sure you guys know).
-The cars seem to handle slightly different. I don't know if it's because of the smoothness of OpenGL, or it is a viable fact)
-Cars which use RV 1.2's Camber setting have a funky thing going on in which, as you turn the wheels, they don't actually turn, but rotate 360 degrees, then do it all again. (I think they turn relative to the starting position of the track, as, when you turn right or left, they stay in that same relative position.) It's rather odd.
-Lastly, just seeing on the fly, No options. Can't set my buttons and such. Kinda annoying.
I do understand that this is the 1st release. Get it to do everything like RV 1.2 does (features and such), then you've got some gold. This is totally the right direction for the game though. I'm loving it!
|Posted by: ElectricBee Saturday, May 2 2015, 09:29|
| error while loading shared libraries: libSDL2-2.0.so.0: cannot open shared object file: No such file or directory
Linux Mint 17.1 x64, file located in /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0
I've done all I've could with my somewhat-limited knowledge of Linux, and I am no terminal pro yet. If anyone can find a resolution to that as I nap, that would be lovely, thanks.
|Posted by: Gotolei Saturday, May 2 2015, 14:38|
| 32-bit program, so you'll want the i386 version.
Fun part is that for some reason the i386 packages of libsdl2 and libalure aren't listed in package managers from what I've seen.
If/when you have https://wiki.debian.org/Multiarch/HOWTO (not sure why he only links archwiki, usually it's useful but here it's too specific) can just do it CLI instead:
Worked for me anyways. The launcher stubbornly refuses to run even when made from scratch, but the executable itself runs about as well as expected for an early build.
|Posted by: ElectricBee Saturday, May 2 2015, 16:20|
|That should do it. I forgot you could use :i386 with apt-get on x86_64 builds of Debian for some reason.|
|Posted by: ElectricBee Saturday, May 2 2015, 16:28|
| This is definitely an 32-bit only game. libmodplug1:i386 conflicts with gstreamer and vlc so installing that would remove those applications.
I would rather not force the issue with Linux and play without sound until you guys figure out how to make a 64-bit compatible build that doesn't step on any other package's toes. I'll update this after my playthrough with it.
Update: The top half of my screen tears like mad. But the game runs smoothly. Is there any way I can resolve the screen tearing on my end? I use a Dell Inspiron 17R N1170. Otherwise I'm going to put a 32-bit OS installer on stick and run with that for a more comprehensive test.
|Posted by: huki Saturday, May 2 2015, 16:40|
Quick answer to this one: libmodplug is not needed, you might get a "missing" message in the console but rvgl should run without it, and sound should work too.
Edit: And I've now updated the first post to provide multiarch links for both Debian and Arch.
|Posted by: huki Saturday, May 2 2015, 17:14|
Thanks kay, and indeed there has been lots of work behind the scenes to achieve the current results.
It could be brightness / contrast (gamma settings). We don't support it in rvgl yet (and I don't think it can be supported the old way actually.. maybe it's enough to use the controls on the monitor?)
The "Parameters.txt" case was just an example. Using lowercase is the only way we can find various other hard-coded files. Also consider the case where the car's parameters file points to a specific model or texture, like "cars\MyCar\MyCar.bmp" but the actual file has a different case, maybe mycar.bmp or myCAR.bmp. In rvgl we consistently convert all the level.inf and parameters.txt path entries to lower case (and forward slash), so we should remember a simple rule: that all the data files inside re-volt folder should only use lower-case characters.
Hmm good idea.. in fact I turned on the console by accident, I'm going to keep it disabled for now. But logging error messages to the log file and console is something to consider for later.
Yep, I hope so too...
Great, thanks for the feedback, we're going to check the reported bugs.
|Posted by: huki Saturday, May 2 2015, 17:21|
| Some notes about the latest build, about logging some useful info and on how to configure rvgl by editing the ini which I've also posted on ORP.. would be nice to see everyone's logs..
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: Skarma Saturday, May 2 2015, 17:23|
Is this going to be a thing? Like, any car that has files that don't have lowercase letters won't work in RVGL? Is this also the case for any future cars that are released?
|Posted by: huki Saturday, May 2 2015, 17:26|
Well, first of all this only applies to Linux, not for Windows. For Linux users we provide scripts that automatically convert all the files to lower-case so there is not much to worry about for existing cars.
For future cars, car makers should remember to only use lower-case names - if they plan to support the Linux version of RVGL out of the box. Otherwise the user would have to manually run the script after installing the car...
|Posted by: Skarma Saturday, May 2 2015, 17:52|
|Alright, that's fine. I'm assuming files that aren't directly associated with RV (for example; a readme or a picture of the car for RVZ) won't matter?|
|Posted by: ElectricBee Saturday, May 2 2015, 18:30|
| 32-bit gameplay is practically flawless. No issues there.
I'll test with a 64-bit installer later.
|Posted by: lu9rv Saturday, May 2 2015, 19:45|
| This is amazing! Good job on everything, I didn't think the textures were darker, but I did notice a bit of difference in the handling of cars. But anyways, keep up the great progress, also, love how languages aren't hard-coded anymore, now I can get my portuguese translation done right
(also, much like some other modern games, someone should make a "Pirate Speak" language, just for fun, lol)
Oh, BTW, is the Track Editor also going to be remade or not?
|Posted by: ElectricBee Saturday, May 2 2015, 21:22|
| 64-bit gameplay for some reason was not jacked up when I was running from the 64-bit Linux Mint installer. But it's still messy to install as I still have to remove multiarch libs for a bunch of stuff to install libsdl2-2.0-0.
So because of that, should I reinstall as-is after installation, amd64 only or i386 only?
|Posted by: lu9rv Saturday, May 2 2015, 21:27|
|I also noticed that the 3D sound in some tracks (user tracks btw) has a longer range than it should have...|
|Posted by: MarvTheM Sunday, May 3 2015, 07:46|
| Some things are indeed different, I don't worry too much about it. 3D sounds sound overall better and louder, on 'Industry' they sound how I actually intended them to.
Then there are the mipmaps that behave differently. On 'Industry' again, it seems to ignore the high res bitmaps (I named them inorrectly), so that might be just a indicator that those work correctly now (I couldnt get them to show up until I renamed them, so bmp ended up to be 512).
This is just perfect and polished, even for an alpha release.
I am hugely impressed, you have all my respect.
I wish you all the best with the project. Should you ever need help, you know we're here.
|Posted by: Nero Sunday, May 3 2015, 09:07|
|For an Alpha it seems relatively stable, and Steam Overlay works on RVGL too now. Good job.|
|Posted by: ElectricBee Monday, May 4 2015, 20:41|
|So nobody else is going to investigate into making 64-bit installation easier? I would love to see a package for this some time in the future, if at all possible.|
|Posted by: huki Wednesday, May 6 2015, 17:56|
| Just to inform that I have quickly updated the http://rv12.revoltzone.net/rvgl.php in our website.
|Posted by: Citywalker Thursday, May 7 2015, 15:53|
| Just as quick typo notice:
"Welcome to the RVGL proect page"
|Posted by: huki Friday, Aug 7 2015, 15:07|
| [offtopic]Hi again.. busy these days and also had no PC for a few weeks inbetween... but I finally have some news to share! I'm replicating my post from ORP[/offtopic]
I'm making steady progress with the network. ENet is great to work with.. 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:
(Ok, I admit the 3 of them were AI controlled...)
|Posted by: Marv Friday, Aug 7 2015, 16:01|
|This looks so much better than Re-Volt's original network stuff. Thank you for dedicating your time to this.|
|Posted by: kay Friday, Aug 7 2015, 16:28|
So far excellent work! This would actually allow bots to play online
I'm actually a little concerned about AI? is it possible to put [AI] as tag name (like CHT I mean) ?
|Posted by: Red_Ricky Friday, Aug 7 2015, 19:54|
| Uhm RVGL???
Did i miss something?
|Posted by: ElectricBee Friday, Aug 7 2015, 21:09|
| You missed a lot.
I am going to be on and off with Microsoft Windows with RVGL, because I want to test the everything, everywhere, whenever netplay becomes something I can access in-game.
I deleted RVGL on my Linux OS I believe, because eventually they'll set up a package repo, or somebody else will grab the torch and do so. I'm active a bunch, but too lazy to learn how to compile a Debian package correctly.
Once it's in any format, Alien could be used to convert the package into other formats for different software management suites but that's the lazy-ass way of doing it; Developers are better off putting all their necessary assets into a single folder and have a script that opens and pipes commands to different VMs as necessary for compiling into different formats they want to distribute in.
|Posted by: dbs213 Saturday, Aug 8 2015, 01:48|
| Can anyone set up an RVGL "suggestion box" thread?
I missed most of WolfR4's features when I switched over to 1.2 since people were posting cars and tracks made for the update.
|Posted by: huki Wednesday, Aug 12 2015, 18:14|
| I'm releasing the new rvgl build with online support, you can get it from below:
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: huki Friday, Aug 14 2015, 10:00|
| After some reports from ORP I have fixed several bugs including a conflict with RV House because we were using the same port... I had earlier used port 2301 for rvgl as it seemed standard for me, but now I know why it sounded standard.
Here's the bugfix release 15.0814a:
The website has also undergone minor changes / cleanup (oh, and fixed the typo noticed by City). I have also added the thread from the Italian ARM site to the list of RVGL forum threads. If some elements seem off, reload the page using F5.
|Posted by: huki Tuesday, Aug 25 2015, 19:01|
| I'm releasing a new build
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.
Edit: updated post with a fixed build.
|Posted by: RyMi Thursday, Sep 17 2015, 18:23|
Wasn't sure where to chime in at, so if you want feel free to move my post. Not trying to hijack.
Love what you guys are doing, keeping the old game alive. Long time fan here, played it back on my cousin's Dell in the late 90s. Own a few copies of it as a result. Trying to get the latest solid update and figure out how to run it across three screens at a res of 5760x1080. Feel free to email me at RSwartzy at msn
I own an entire LAN (9 gaming PCs, I own about 15 that could play this game) for friends at home (for gaming) and do some IT stuff for the mil and am hoping to get the old game (new and improved) running across it as well. Thanks in advance!
|Posted by: huki Friday, Sep 18 2015, 15:30|
Both the original re-volt and v1.2 have a limitation of 2048x2048 for the screen resolution as they depend on DirectX 6. So your only choice is to use the new RVGL port (this project). It's still WIP but should be stable. Just get the latest build from this thread, or the http://rv12.revoltzone.net/rvgl.php.
To actually be able to select a triple-screen resolution you'll need support from your graphics card. Nuc has achieved this in the past with the v1.2 patch (see some of his videos like https://www.youtube.com/watch?v=gUWGDpLTBVw). I think he used dual Nvidia cards with an SLI setup. Of course, being v1.2 it was limited to a resolution lower than 2048x2048.
RVGL has not yet been tested in this kind of setup, so if you're able to get it working feel free to post some screenies.
|Posted by: RyMi Friday, Sep 18 2015, 16:21|
|I have an AMD 280x and can pull a second from my other system for X-fire if need be. I can play TF2 without being quite maxed on some settings like AA, across the three monitors. I have an eyefinity setup working off the one card and its capable but not ideal for more intensive games. I find it easy enough to limit most games to one screen. I really got the setup for Fallout 4, but the stand I'm using puts the monitors too close and I get feeling sick from it. Ideally it should be about 3 feet away or more and I think having them flat rather than angled around me may work best. I will have to play around some more. If I can get your release running on Win7 Pro x64 I'll show some screenies if I can get it working on all three monitors. Thanks for your response. Also got a PM from someone else here.|
|Posted by: ElectricBee Friday, Sep 18 2015, 20:52|
| A potential workaround for this might be to use a third-party application to remove the window decoration in rvgl.exe and use -window x y -aspect x:y but things might get funny then.
It is a bit harder to do this in Windows, but applications for performing the above exist.
|Posted by: Dave-o-rama Saturday, Sep 26 2015, 00:43|
|Is this the right place to report a bunch of bugs (or, rather, RVGL not really working at all on my machine)? Or should I head over to ORP and share my sob story there?|
|Posted by: Phantom Saturday, Sep 26 2015, 01:19|
Can you try this Dave and tell me if it works?
|Posted by: Dave-o-rama Saturday, Sep 26 2015, 17:41|
I'm afraid I'm getting the same results as the most recent build huki uploaded. With this version, the game runs a little faster, but that's not saying much. In both builds, I'm running at, like, <10 FPS, no textures are loaded (which makes the Probe intro a total mess), and the frontend looks like http://i.imgur.com/sYtihR7.png.
It may be something with my system, specifically, since I can't run Fez, MotionBuilder, or some things in Maya, either.
|Posted by: huki Sunday, Oct 25 2015, 04:27|
| New RVGL build 15.1025a is released.
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 (or create one in RVL).
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: Mace121 Monday, Oct 26 2015, 03:44|
|The good thing is that the audio is better, so you can use custom sounds without changing the pitch (which happens... A LOT in V1.2. Believe me, I want some great soundclips in the game, but ended up a slowed down version). Only drawback is that there's some sort of lag... also previous custom sounds will be somewhat unpleasant (examples are my tracks)|
|Posted by: Phantom Monday, Oct 26 2015, 05:37|
What do you mean? Internet lag?
|Posted by: yoshiwinsagain Wednesday, Nov 11 2015, 22:56|
|I think it would be useful if there was an advanced race setting that would not only match your opponents by bot only tank like pro and such, but also by car stats such as acceleration, too speed, handling, etc. It was just a crazy idea that I just recently thought about. But it would give great racers more of a challenge when racing, because some of us LOVE out fast cars!|
|Posted by: Gustavo6046 Thursday, Nov 12 2015, 14:52|
| There is a crash I got with RVGL: when I exit the freezer in Supermarket 2! Probably has to do with different frictions applied at the car's wheels, but it happened not matter which car I chose from the rookies...
Sorry if this is already reported or if I am posting it in the wrong place.
|Posted by: huki Wednesday, Dec 23 2015, 14:04|
| New RVGL build 15.1220a is released.
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.
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.
~ Huki & jigebren
|Posted by: indospot Tuesday, Jan 5 2016, 22:51|
|As a long time fan who playd RV 1.2 for a while (after which the project kinda looked like it was dying out), I am extremely happy to see this. However, I'm unable to play. The latest AMD Radeon Crimson driver seems to have broken OpenGL, and I get an error code 87 when running the game.|
|Posted by: huki Thursday, Jan 7 2016, 22:17|
Your problem seems to be common to many others using the Crimson driver. A quick search on Google for "https://www.google.com/search?q=amd+crimson+error+87" will let you know.
Some of the results are recent:
And some older ones like these:
|Posted by: indospot Friday, Jan 8 2016, 15:18|
|I know it's te driver I was hoping for a fix, but it seems AMD is leaving my GPU in the dust now. I don't wanna use an older driver, this one is pretty good aside from this :/|
|Posted by: huki Sunday, Jan 10 2016, 11:32|
Too bad.. have you tried the fix mentioned in the photoshop thread?
|Posted by: huki Sunday, Jan 10 2016, 15:53|
| New RVGL build 16.0110a is released.
|Posted by: Marv Sunday, Jan 10 2016, 18:31|
|Insane. Thank you very much!|
|Posted by: indospot Monday, Jan 11 2016, 20:29|
|Got a new driver that works with OpenGL and I'm about to test this. I was actually hoping this wouldn't require the original game anymore I'm getting it now, then I'll patch it and see.|
|Posted by: indospot Tuesday, Jan 12 2016, 13:55|
| Hm, so I tried out the game and I noticed something funny about the Botanical Garden track. When on the outside part of the track there is significant lag and stutter in the game. All the other tracks I've tried so far work great, and the more indoors parts of Botanical Garden are good too, but the outdoors has horrible framerate.
Furthermore, and I think this isn't a problem with the game, but with the driver, the game works when I set it to use the Intel graphics card on my laptop (with switchable graphics), but if try to use the AMD card, it refuses to open. No error message or anything, nothing happens.
EDIT: It seems, however, that the lag isn't recognized by the game's frame counter, as it seems to be doing just fine. Maybe it's my eyes deceiving me.
|Posted by: Gotolei Tuesday, Jan 12 2016, 14:07|
I know it says intel cards, but maybe give that a shot? I remember there was a topic on ORP where Huki wanted people to report instances like this, but ofc I can't find it now.
|Posted by: indospot Tuesday, Jan 12 2016, 14:10|
| Well, now I feel somewhat stupid. I am using the Intel card, so that makes perfect sense. I would like to use the AMD card, but the game won't open.
EDIT: Oh, by the way, in the Video settings, it says the render is "Primary Display Driver", is this the usual behavior? I can't change it there either, even though I have two GPUs, could this be related to the game not opening with the AMD card?
|Posted by: VaidX47 Tuesday, Jan 12 2016, 17:08|
It's the same behavior with Intel HD & NVIDIA GPU's.
I assume the option only works when you have (different) graphic cards connected to mutliple AGP/PCIe slots, since some people in the olde days used two different cards: one for 2D and other for 3D graphics, or for whatever else, each brand worked differently back then.
|Posted by: indospot Wednesday, Jan 13 2016, 17:41|
|Apparently, the issue I had where the game only opened using Intel is still related to the AMD driver. After a bit of modding from the awesome guys over at Leshcat labs, I can run the game on the AMD card and turn on Water Ripples without getting that weird effect in the Botanical Garden track.|
|Posted by: huki Sunday, Jan 17 2016, 13:56|
| New RVGL build 16.0115a is released.
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: Marv Monday, Jan 18 2016, 18:25|
|This is amazing. Thank you so much!|
|Posted by: Hot Violet Monday, Feb 15 2016, 19:09|
| Hi. I'm new to the game and have just today installed RVGL (the latest release).
I have an issue setting my controller. The default settings work and the controller is recognised as an x input device.
However, when I try to set my own control choice all that happens is the game detects AXIS 4 and then jumps down to the next control input. Regardless of what I press it will only fill with AXIS 4... This is the only game that has this issue. I have tried upping the dead zone setting but it's still the same. I've also disconnected then reconnected the controller and rebooted my PC.
Thanks for any pointers.
I'm using RVGL 16.0115a on top of a GOG install if that makes any difference. I'm also using Windows 7 Pro x64 with an i7 CPU and GTX 780 GPU all drivers are fully up to date.
EDIT: I just downloaded a 'standard' (non GOG) exe from here:
I did a fresh install. No dice - issue still persists.
|Posted by: Marv Monday, Feb 15 2016, 21:25|
| I used to have the same issue with my Xbox 360 controller. It probably is due to the sensitivity. If there's a way to set the deadzones outside of Re-Volt with some kind of software, that might help.
I'm sadly not a controller person.
Also, before more people download the weird GOG version, I'll put the download back up on http://re-volt.me/rvm/downloads/games
|Posted by: Adamodell Monday, Feb 15 2016, 22:52|
| Xinput Plus won't latch to this game- I figured as much. The best you can do is skip the triggers entirely. To set the controls- you have to beat the errant triggers before they can assign. First recommendation, don't use "Set All Controls". Set them individually. Twooo?
Hold the button or axis you want to assign on the 360 pad before you hit enter on the control slot. Hold left on the analog stick while you have Left highlighted, then hit enter. It'll take, do this for all buttons and axes.
This is my Controller1 string in my profile if you feel like pasting it. This is a digital layout (A and X for forward and reverse) and the rest may not be to someone's taste, including my use of the d-pad for Change Camera and Horn.
If the Joystick value works as I think it does- if you have multiple controllers connected at once, your 360 pad may not always be "0". I'm guessing -1 is "no joystick", and 0 is "first joystick". In that case, just make sure to keep the value you had (by either not pasting that portion of the strings ahead, or by filling it back in after pasting). I have all my other controllers hooked up to a hub I disable any time I'm not using them- this avoids the conflicts a lot of games with badly coded controller support tend to have with multiple controllers at once; including, but not limited to, crashing.
What's happening is it's not liking how Xbox 360 controllers use one axis for two triggers. The value of no triggers pressed is 0, or halfway between -10-thousand and 10-thousand; the full span of an axis. Some programs are unhappy with this layout because they expect or assume all triggers to go the full span, to them, it is like you are pushing one trigger halfway down all the time.
If you're willing to trash your XInput support and have a wired 360 pad, you can install the XBCD drivers. They map the triggers as separate axes. I believe wireless is out of luck. And Xinput Plus is great, but requires either xinput or dinput to hook into, and SDL2 seems to be a no go for it.
|Posted by: Hot Violet Tuesday, Feb 16 2016, 12:56|
| Thanks guys. I'll try out a fresh install (cheers Marv) and I'll try configuring that one. I'll let you know how I get on.
UPDATE: After a clean install and using your idea, Adamodell, of pushing the direction before hitting the enter key it's now all working nicely. Very happy now. Who said losing your job had to be a downer? Now I've got lots of time to play with toy cars that I could never afford!
Seriously though, the controller settings need to be fixed if the devs want RVGL to be noob friendly. As it stands, even if the dead zone/glitchy thang was fixed, the buttons to navigate the menus changes depending on what buttons you choose for controls... and they're not even that obvious sometimes. I was messing around using the right stick for forward and reverse a la real life RC car controls and I could no longer move accept an option in the menu with the controller. I had to use the enter key on the keyboard while I could use the Start button to back out of menus. Not intuitive at all!
PS: I hope this is an appropriate thread to air such things. I don't want to annoy anyone. I understand what it's like having a new face coming into a small community, shouting "OMG this gamez gr8 lol!!11!" and then leaving five minutes later never to be heard from again. I just thought it might be good to share a newcomers experience. I'm hoping to stay around for a while.
|Posted by: ElectricBee Tuesday, Feb 16 2016, 15:00|
Strangely enough, that's exactly what I do.
On your topic, though, I've had no controller issues whatsoever. What were you using before? Considering it's a PC game, I always use keyboard to configure. Also remember, since you have RVGL working now, in theory you can have it working outside of Windows with the correct dependencies installed.
I should check to see if I need to add any more libs on Linux. I had a topic dedicated to making the game work on 64-bit systems with 32-bit dependencies.
|Posted by: Hot Violet Tuesday, Feb 16 2016, 20:59|
| Yeah, it's quite good fun. I also tried playing in 'cockpit' mode but I felt like a bouncy ball! I'm just trying out different configurations to see what best suits me.
Before I switched over to the right stick for accelerate/brake I was just using the default face buttons (A and X if I remember correctly). It seems that the game happily uses these buttons to 'accept' of 'back out of' a menu option. I think that's perhaps where the problem lies. When one reassigns the the acc and brake buttons it confuses the game. Especially choosing analogue axes like I did - There were no 'buttons' for the game to read. Does that make sense. at all?
|Posted by: ElectricBee Thursday, Feb 18 2016, 05:29|
| Uhm, not really? I use a generic USB-connected X360-styled PS3 controller by Power-A called the Pro Ex and it works just fine.
Also tested with a generic PSX (pre-PS3) adapter and PS2 controller, with and without drivers for Windows, and both inside (Vista onward) and outside of Windows (via Wine), and RVGL for Windows and Linux. There's something wrong with your input device if things are getting funky like you described it, because conventional input devices work just fine. And I use some pretty oddball crap.
Care to share some device information? Also, try the latest version of RVGL; The original release and the first update after that had no controller config menus, while the latest version has controller config enabled.
|Posted by: SHOUBISHOCK Thursday, Feb 18 2016, 18:06|
| Hi i m new here,
does rv live build is compatible withwolfr4??
|Posted by: Marv Thursday, Feb 18 2016, 18:23|
| For WolfR4, use any original version of the game (no patch).
For 1.2 and RVGL you don't need WolfR4.
|Posted by: ElectricBee Thursday, Feb 18 2016, 18:47|
| Shame all the fun from WolfR4 and PheonixR3 didn't make it to either 1.2 or RVHouse, bu if you're not looking to ever play with 100 cars with collision disabled, then you can use 1.2 and be conrtent.
For graphical fixes, there's MilkFix you can install and use in Re-Volt mods. Or you can have some other silly fun with the game with some of the other mods we've got here.
|Posted by: Hot Violet Thursday, Feb 18 2016, 20:11|
As for my controller set up, I'm using the last build of RVGL with the controller config options.
I get the remapping of accept/cancel issue both my controllers. I mainly use a DS4 with the Xinput wrapper DS4Windows though I did test out my Logitech F710.
I'm using Windows 7 Pro x64 fully updated.
Like I mentioned, this is the only game on my system that has caused this to happen. But, since you tested it fully yourself, I presume it's just 'one of those things'.
Anyway, since I've got your ear, are you guys still actively working on RVGL? Just curious.
|Posted by: huki Monday, Mar 7 2016, 16:47|
| New RVGL build 16.0305a is released.
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.
Ports to more ARM devices, including https://en.wikipedia.org/wiki/DragonBox_Pyra and https://en.wikipedia.org/wiki/ODROID are planned.
|Posted by: kay Monday, Mar 7 2016, 22:17|
This is EXCELLENT!
Does this mean it's possible to use it on other generic ARM-based SBC (like PandaBoard, Raspberry or BeagleBone, all of them share ARM with Panda sharing almost the same SoC OMAP) ?
Can I hear that there will be some people developing NDK for RVGL to port it to android?
|Posted by: huki Thursday, Mar 10 2016, 19:57|
Yes, it means we're already capable of compiling a generic ARM / GLES build. On Pandora the gl calls in our code get mapped to gles with a help of a library called "glshim" developed by ptitSeb himself. So if we're going to release a generic build we might have to sort out the dependency on glshim.so, but otherwise it's definitely possible.
I haven't heard anything about NDK or Android support, we're only talking about devices running Linux.
|Posted by: R6TurboExtreme Thursday, Mar 10 2016, 21:40|
| I was thinking of making a rPi game console, Re-volt only (hopefully with multiplayer support, joining by IP, etc!) so.... let's hope this will work out!
Huki, I got so much respect for you mate. Keep up the good work!
|Posted by: ElectricBee Friday, Mar 11 2016, 03:29|
| In response to _What's Milkfix?_, it's a collection of graphical "Repairs" using the original bitmaps with improved 3D models, with occasional additions here or there. I worked somewhat on it, doing most of the Toy World stuff and some things for the other maps as I can.
Also includes a repaired beachball that is compatible with my aerials kit, if you give a rip about adding that tat to your game.
Hopefully with RVGL, and without the 101 different variations of Re-Volt, all with their own graphical hitches, we'll have a more comprehensive set of graphical and level fixes that only improve upon the original content.
|Posted by: OdieHerpaderp Thursday, Mar 17 2016, 16:25|
| I figured i'd leave a post here, since i'm having controller issues and i'd like to share whatever info i can in hope for a workaround ( that doesn't involve breaking xinput) or a fix.
The issue seems to occur on xinput devices ( i've tested the 360 controller, the xbone controller and several xinput-based knockoffs). Axis 4 is always depressed according to the game, so analog throttle/braking is out of the question for me currently ( since if you set it up, you'll always accelerate). I've currently only tested this on windows machines, but i'll give it another go on a device running linux shortly.
Any chances of addressing this issue shortly? It's the one thing that prevents me and my buddies to mess around with RVGL.
|Posted by: huki Thursday, Mar 17 2016, 18:08|
| New RVGL build 16.0315a is released.
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.
I've also updated the http://rv12.revoltzone.net/rvgl.php, to add some interesting articles / coverage about RVGL. 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: huki Thursday, Mar 17 2016, 18:16|
it could be an SDL2 bug. I'm curious about this issue as it's been mentioned before, but it's better to open a dedicated thread to continue discussing it (either here in error reports section or in ORP).
To begin with, how many axes does your controller have? And which ones do you want to configure for playing? (specifically which axes do you need for acc / reverse and left / right)?
And good idea about trying in Linux, let me know how that goes.
|Posted by: kajeuter Friday, Mar 18 2016, 14:35|
| After I did what Vaidux told me in order to transfer my profile from 1.2 to RVGL, my RVGL broke and I cant get it fixed. Restarting pc isnt helping, reinstallen rvgl isnt working either.
Vaidux told me I had to change my profile name to Profile.
Any help huki?
EDIT: this came in the log: Loading: profiles/rvgl.ini: Not Found
|Posted by: OdieHerpaderp Friday, Mar 18 2016, 14:39|
If we base this on what windows has to say about the dinput side of things, i'd want the X-axis for steering, Z-axis- ( Right Trigger) and Z-axis+ for braking ( Left Trigger). In RVGL, these correspond with Axis 0 and Axis4.
I'll probably set up a dedicated thread for this particular once i looked into the linux side of things.
EDIT: It should also be noted that if you don't hold any of the triggers, the Z axis is centered. in xinput, there should be proper support for having these controls properly seperated.
|Posted by: zipperrulez Saturday, Mar 19 2016, 01:51|
| Don't think this is worth it's own thread so I'm just putting it here.
First time I join a race from rv house, every single time the profile screen is completely unresponsive. I kill it, relaunch, then it works every time fine.
|Posted by: huki Thursday, Mar 24 2016, 19:11|
I found https://www.reddit.com/r/xboxone/comments/3j7pac/tech_xbox_one_controller_zaxis_and_zrotation/ which could be of help. Can you try the solution mentioned there? (http://pinnaclegameprofiler.com/forum/showthread.php?31550-Making-Xbox-One-Controller-Work-with-Windows-10-Please-Sticky).
SDL assumes an axis input range of -32767 to 32767, but the (recent?) Xbox drivers changed the Axis 4 range to unsigned 0 to 65535. That seems to be the source of the issue...
Also, I'm still wondering about the behaviour on Linux, so let me know about that too.
Could be a problem with RVHouse or some other program running in the background. The next time you can try Alt-Tab'ing out of the unresponsive game and then go back to it (instead of killing it).
|Posted by: kajeuter Friday, Mar 25 2016, 11:44|
|My RVGL still isnt working. Any solutions huki?|
|Posted by: Marv Friday, Mar 25 2016, 15:31|
You still didn't mention what exactly is not working. Does the game not start up at all? Does it give you an error message? Did you attempt a fresh installation of the whole game?
|Posted by: kajeuter Friday, Mar 25 2016, 19:04|
Thanks to vaidux, my game works again. But my savegame isnt working. I copied my profile from original rv 1.2, renamed it profile.ini, but it isn't working.
|Posted by: OdieHerpaderp Saturday, Mar 26 2016, 04:59|
Well, it seems like the problem is also present in linux. I managed to get RVGL working in kubuntu wiley with the help of the guys over at discord, and both the system settings' joypad menu and evtest-qt see the two axis' as seperate ones, but RVGL sees them as axis2- and axis2+ instead.
Also, i had used that guide already in windows10, as certain games (ie. Phantasy Star Online2) need it to fix issues related to the triggers also pressing the bumpers.
I also went ahead and confirmed this issue is also present on windows machines running windows 7 and 8, to rule out a faulty win10 driver issue.
This issue's the one thing holding me back from fully enjoying RVGL
EDIT: i also noticed that during the calibration in kubuntu's standard settings menu, the values for the axis related to the triggers is seen as a single one with values from 0 to 1023
|Posted by: huki Friday, Apr 8 2016, 01:56|
That sounds like what I mentioned - the values ranging from 0 to xx instead of the usual signed -xx to +xx.
I have uploaded a test build that displays the values of each axis in frontend. Make sure your controller is plugged in and selected for Player 1, then you should see the values displayed. Can you tell me what the values are when:
1) all axes are in rest position
2) when axis 4 is to the left and right extremes (Z-axis- and Z-axis+)
Download the test build here (both windows and linux builds included):
|Posted by: huki Tuesday, Apr 19 2016, 03:14|
| New RVGL build 16.0420a is released.
I found a mistake in the joystick deadzone / range calculation that reduced the utilizable range of each axis. Basically it could have made cars little slower or hard to steer. It's fixed now.
Also note that the axis used to accelerate and brake has a hardcoded deadzone / range of 15% and 90%. I thought it was safer that way, but let me know if there are any complaints / suggestions about that.
Boat Tracks: Recently Marv worked on a proof-of-concept track that shows that boat races are possible in Re-Volt with v1.2 / RVGL. See a video preview here: https://www.youtube.com/watch?v=NNFQBNxWC3Y
I made a few initial changes in this release of RVGL to support such tracks. It's not polished yet (some water ripples or smoky effect behind the boat would be nice), but I've already added:
|Posted by: R6TurboExtreme Tuesday, Apr 19 2016, 15:28|
| Very well done Huki! Really loving the changes. Keep it up, it'll only get better!
|Posted by: Matsilagi Wednesday, Apr 20 2016, 17:00|
|Amazing! Its nice to see ReVolt still offers new stuff after all this time.|
|Posted by: OdieHerpaderp Saturday, Apr 23 2016, 01:49|
This is from the controller test build, with the left not pressed and the right trigger fully pressed ( Axis 5 and 6, respectively).
EDIT: The triggers are registered seperately (ie. you could simultaneously brake and throttle without one trigger affecting the other like in some old dpinput games)
Also, on build 16.0420a in windows, the triggers no longer respond.
I'll be sure to test these builds in linux shortly.
|Posted by: huki Saturday, Apr 23 2016, 16:09|
| Yes, I temporarily disabled the triggers in the current release. There has been some more discussion / feedback about the Xbox controller issue in http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2204.
|Posted by: Gel38 Saturday, Apr 30 2016, 07:54|
| Just gonna say, Huki, currently i'm using the previous version of RVGL (i'm going to update after this post). But I've had a problem with the last few versions in that, when I open the application, sometimes it will open it an infinite number of times. I can try to keep up with it but it just gets worse when it happens and I have to end up restarting my computer.
Not a nice bug to have. Is this issue fixed, or does it still need to be sorted out?
And on that note, have you even heard this before?
|Posted by: huki Sunday, May 1 2016, 17:31|
I have never heard of this before. Could it be a problem with your shortcut file? Have you tried the rvgl.exe directly? You don't have this problem launching other applications on the desktop?
|Posted by: ElectricBee Monday, May 2 2016, 12:43|
|I've never had that problem. The game breaking my X display and forcing me to disgracefully quit my desktop manager in Linux, yeah, but never anything like that.|
|Posted by: drapheric Wednesday, May 4 2016, 22:16|
|I'm testing from my Ubuntu 16.04 x64 machine and I'm getting lots of flashing textures does anyone know who to fix it? :/|
|Posted by: fr13ndz0n3dguy Thursday, May 5 2016, 03:56|
| thanks for the update, Huki. i'm using windows 8 pro, the problems are:
before update/ version 15.
1. sometimes i go to desktop to change my car skins. for the result, i should restart the race first, then the skins changed. but when i do that thing while running the revolt.exe, the skins changed in game without restarting the race.
2. sometimes when i go to desktop and back in game again, then restart the race, the game crashed in loading screen. blue loading bar full, please wait, and then the program not responding.
after update/ version 16.0420a
1. two problems above happens less than the previous version.
2. same desktop problem, after back in game, those 3 clockwork cars in frontend option menu sometimes stops in diagonal line ( \ ) like they park themselves.
3. one more thing, why is the texture is 32 bit but the resolution is still in 24? i.e : 1366x768x24, 60Hz.
|Posted by: huki Friday, May 6 2016, 17:34|
No, the textures are not re-loaded after you minimize RVGL. In v1.2 we had no choice, because minimizing a DirectX application causes all textures to be unloaded from the graphics card. This is not the case with OpenGL as OpenGL keeps its own cache.
A crash according to your description does exist in 16.0420, but not in any of the previous releases. It's strange, but try updating to 16.0505 (which I'm about to release right now).
|Posted by: huki Friday, May 6 2016, 17:34|
| I'm releasing a minor update 16.0505a.
It fixes the crash after loading, and cars jittering in multiplayer noticeable in the last few releases.
The AI catchup code was further improved - it should be more subtle now, especially in Junior RC mode. It's something I discussed with meveric during the ODROID port.
Also updated the linux fix_cases script to prevent renaming the lib folder and contents inside (libGLEW for example).
I also added ODROID related news on the http://rv12.revoltzone.net/rvgl.php.
|Posted by: huki Tuesday, Jul 5 2016, 14:47|
| I'm releasing RVGL 16.0705a.
RVGL for Linux is now built on Ubuntu 16.04, so it links to newer version of some libs like libGLEW1.13. As usual, some frequently changing libs (glew, enet, unistring) are included with the package, so it should work on older distros too.
The release fixes some graphical glitches present with SDL 2.0.4 present in latest Linux distros (like black background against the re-volt icon, jagged edges in the splash screens). It has updated 32-bit textures.
Otherwise it's a pretty small release, but quite some users should be waiting for proper support on Ubuntu 16.04 and latest Arch already. That's it for now.
|Posted by: OdieHerpaderp Wednesday, Jul 6 2016, 14:53|
|Since there's no fix for the 360 controller trigger issue yet, i've went and made a workaround that doesn't involve breaking your drivers. Thread can be found http://z3.invisionfree.com/Revolt_Live/index.php?showtopic=4248|
|Posted by: Ace3000 Sunday, Jul 24 2016, 15:02|
|In failing my challenge of winning the Platinum Championship using non-cheat Semi-Pro cars, I discovered a glitch. If you pause and hit Give up try, selecting "No" will treat it as "Yes". Selecting "Yes", however, still returns the expected action. That is, treating it as "Yes" and restarting the race.|
|Posted by: ElectricBee Tuesday, Aug 16 2016, 02:44|
|Can this game be installed on a Mac using native libraries, and if so, where do the files need to be?|
|Posted by: huki Saturday, Sep 3 2016, 20:40|
Good catch, I fixed it.
I don't have a Mac, so I can't answer. In general, can you run a Linux binary on Mac?
Another option is to package the Windows version of RVGL with a Wine wrapper.
|Posted by: huki Saturday, Sep 10 2016, 18:43|
I added support for modern controllers like the X360, using the SDL GameController API. Can you test it? See http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2204&view=findpost&p=40000069.
What to expect:
1) GameController mapping is used for devices that support it: this means Triggers should work and be selectable along with other axes.
2) The Controller Config menu should show the axis and button names (instead of simply Axis 0, Button 1, etc).
3) The buttons used for menu navigation are: forward - Fire (Button A by default) and backward - Pause (Button Y by default).
4) Devices that don't support the new API will fallback to raw joystick input and keep working as before.
Download the build here:
|Posted by: huki Sunday, Sep 25 2016, 18:13|
| RVGL has been updated! The latest release is 16.0920a. I see that the last release I announced in this forum was 16.0705a. I'll quickly go through the major features added since then, for the benefit of RVL members.
* Build 16.0710a [http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2233]
-> 64-bit builds now available for Linux.
* Build 16.0904a [http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2243]
-> Rooftops is now integrated with the game.
-> 64-bit builds for both Windows and Linux.
* Build 16.0920a [http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2247]
-> Dreamcast cars are now integrated with the game.
-> GameController support.
-> Network improvements.
-> Various bugfixes.
Download the latest release:
Get the Dreamcast pack for RVGL:
|Posted by: plejcina Sunday, Sep 25 2016, 20:32|
|I cant create a profile.|
|Posted by: DC.all Monday, Sep 26 2016, 15:14|
|Great work! I was almost gonna look at getting the DC content at some point. The integration works really well.|
|Posted by: Dyspro50 Friday, Oct 14 2016, 16:41|
| Didn't check if this was already reported on ORP, but there's some issues on RVGL in the Lights editor in dev mode :
1- When saving the .lit file, the editor writes correctly all the nodes, but the integer written at offset 0x0 is incorrect. For example, if I placed 7 lights on the track, all 7 lights will be present in the file, but the integer at 0x0 will be 3694182... resulting in placement of infinite number of nodes at the last placed node while loading the file.
2- There's some random crashes when adding a Shadow Box.
I have alpha 16.0927 and I think that I had this issue even with the first release. v1.2 does not have this issue.
|Posted by: Marv Saturday, Oct 15 2016, 21:23|
| I uploaded a complete installer here: http://re-volt.me/rvm/downloads/games
Yes, this is just a Winrar installer
|Posted by: huki Sunday, Oct 16 2016, 13:33|
No it wasn't reported before. Good catch, it was a typo in the lights saving code that crept in while porting. I'm surprised it wasn't mentioned before. It's now fixed.
I can't reproduce the crash when adding a shadow box. Does it crash immediately upon selecting the Shadow type?
That's a good idea. It reminds me that I should start providing RVGL as an installer, just like v1.2. My installer sets the required folder permissions, and registry keys (to facilitate automatic detection by RVHouse, etc). Without the permissions, installing RVGL to a protected directory like Program Files would make profiles and times unsavable (unless running as admin).
I'm going to provide installers for both 32-bit and 64-bit versions of RVGL. I can also share the installer with you so you can use it to pack the entire game like you just did (I just need to move out some hardcoded stuff from the installer first).
|Posted by: Kipy Friday, Oct 21 2016, 08:44|
| https://www.youtube.com/watch?v=veUheaTZ71s still exist in the latest RVGL version too.
|Posted by: huki Saturday, Nov 26 2016, 20:00|
| RVGL 16.1125a is released.
The release has various bug fixes and a couple of improvements:
Lit file bug: A bug in previous rvgl versions caused any .lit file saved in Lights edit mode to become corrupted. This release fixes it, so if you're making or editing tracks using RVGL, be sure to update to this version. (originally reported http://z3.invisionfree.com/Revolt_Live/index.php?showtopic=3776&view=findpost&p=40002312)
DC pack update: Some cars from the dc pack were previously not using Strix's most recent textures. This is now updated (thanks to MightyCucumber for sending me the latest files).
I originally planned on providing an installer executable for Windows releases, but it's postponed for now. Meanwhile, if you wish to test the 64-bit Windows build, place RVGL somewhere you have write access to (like your Documents folder).
I also updated the http://z3.invisionfree.com/Revolt_Live/index.php?showtopic=3776 in this thread. It was long overdue and I could finally edit it as the LIST BB Code has started working again (for those who didn't know, invisionfree has been removing lists from new posts for some weeks, quite a strange glitch..).
|Posted by: Skitch2 Sunday, Nov 27 2016, 09:07|
| I just want to say what an AMAZING!! Job you have done on this dude!! You could put RVGL up against any modern racer and Re-Volt RVGL IMO still looks and plays better than them all.
I think by waiting these last few years was a wise move for me as I have jumped back into a very familiar hobby but with the bonus of allowing me to play around with some seriously cool toys and because you have removed tons of limitations as far as track building goes I can see myself having many long nights in Max and Makeitgood again.
If all of the old timers like me were to pop back back and see how far this has come I think they would all reconnect with the game like the first time we played and created for it and that is down to the ever humble and loyal community.
I have been thinking about the guys from the old days a few we have sadly lost and many grown up from kids to husbands, wives and parents ( Myself included ) and excited to find that new members are coming thick and fast! This game is good but it is all down to the fine talented people who have passed through over the years and continue to arrive and chat, play, create and generally hang out and find a common interest.
Many many thanks to you all.
Skitch2 ( Mike Fox Live )
|Posted by: huki Friday, Dec 9 2016, 20:26|
| Thanks for your kind words, Skitch. Don't hesitate to ask if you need any help with using or developing tracks with RVGL.
RVGL 16.1210a is released.
Improved Antialias support: I've attempted a new way of implementing Antialiasing support that uses OpenGL framebuffer objects. Antialias is now a proper option under Render Settings, and changes take effect instantly. For more information, see http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2257&view=findpost&p=40000208 in the previous release thread. Performance should be just as good, but I'm curious to hear other people's test results. Be sure to also post your re-volt.log as it now detects additional GL extensions.
Screenshot support: You can now take screenshots using the F8 key. The screenshots are timestamped and saved in the profiles folder in PNG format. I added this support mainly for cases when PrtScr doesn't work / results in a black screen, or there are tearing problems in fullscreen. Again, I'm curious about feedback from other users.
Compressed WAV formats: I've added support for the libsndfile decoder to handle various extended WAV formats, such as Apple IMA4 and MSADPCM. libsndfile.dll is included on Windows, while Linux users should get it from their package manager. See the original report and ensuing discussion http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=1701&view=findpost&p=40000175.
Unlimited instance collpolys: RVGL can now process virtually unlimited number of instance collision data. Each ncp file (eg., the world.ncp) is limited to 65536 polys, but the total number of all the world + instance collpolys together is now allowed to exceed this limit. Technically, the internal limit is now 2^30 polys.
I updated the builds, so re-download if you have already downloaded it.
|Posted by: MaLDo Tuesday, Dec 27 2016, 17:15|
| Hi, I found about those Re-Volt updates just yesterday.
Re-Volt was a endless fun game years ago in my home so I'm really happy to found this.
Anyway, I have a problem with RVGL (tested RV 1.2 and the problem is the same).
Game stutters and is not smooth. It miss frames here and there with regular periods.
I tried vsync on/off in game and other external tools to lock framerate with no luck.
Using vsync off the framerate is higher than 1000 fps but the framerate is not smooth.
I did a few test with CheatEngine SpeedHack and found that the game currently renders 62.5 frames every second no matter the options I use. So, the only way to play RVGL with smooth framerate is using SpeedHack at 0.96 that slowdowns the game a bit.
This way, the game is smooth, but I can only play without music. If I try to use MP3 files with edited .inf, music has slowdowns that affect framerate because the music system tries to syncronizes with the game renderer.
I tried both RVGL and RV 1.2 in another computer and the problem is exactly the same. My computer is a 2700K@5 ghz with a GTX1080 so is not a problem with the performance. I think the problem starts with a bad frametime rounded number. 62,5 fps means 16 miliseconds frametime instead of 16,666666 needed for 60 fps.
Looking at the Kotaku 60 fps video linked here
The stuttering is present too, so everybody suffer this problem.
Maybe someone can check this. Thank you.
|Posted by: huki Saturday, Dec 31 2016, 21:38|
| RVGL 16.1230a is released.
P2P Multiplayer: This release includes initial support for hosting P2P sessions. This is enabled by the host with the -p2p command line. Only the host needs to set the command line, clients simply take whatever setting the host uses. To host a P2P session from RV House, simply add -p2p to the Additional command-lines under the RVGL section in Settings dialog.
RVGL uses a technique called hole punching to connect players behind a NAT. This means clients will not need to forward any ports to communicate with each other. Only the host needs UDP 2310 open as usual. Initial tests in RV House have been very promising so far, and more test results are welcome.
Tweaks / Bugfixes:
Have a happy new year!
|Posted by: huki Sunday, Jan 15 2017, 14:46|
| RVGL 17.0115a is released.
P2P updates: P2P multiplayer is now the default mode. If you really want to host a client-server session, then set the "-nop2p" command line, otherwise no command line is needed.
Also, clients on the same LAN (like Passion and Pure) should now be able to see each other. Supporting this was tricky and required breaking compatibility once again, so everyone needs to download this new build.
New IP Server: I updated the Public IP provider to http://myexternalip.com/. I found it to be really responsive and reliable. It's maintained by someone who seems to be a nice guy. Anyway, if you do find it useful, send him a thank you note.
Camera Stuttering: I reverted the change in 1.2 related to stability at high fps, because it was found to cause some noticeable stuttering in the camera movement and other animations. Even without the change, I expect RVGL to be stable enough at high fps anyway. I think the main problem was the lights in Market1 flickering too fast, but that code was just buggy. I've now fixed that directly instead.
Note however that if you see some slight stuttering in moving objects, this is normal, because the Re-Volt physics engine is locked at 125 fps and will not function properly otherwise. There's currently no way to workaround this, although I http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2264&view=findpost&p=40000308 with this limitation removed, just as an interesting test.
I fixed an issue with audio clipping that was reported on ORP, so re-download if you have already downloaded it.
|Posted by: huki Saturday, Mar 25 2017, 10:38|
| RVGL 17.0325a is released.
The release brings several features discussed in the http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2274. Be sure to read the changelog for a full list of changes...
You can now have up to 16 playable cars (both online and offline), and 4 additional slots online for spectators. Set the "number of cars" in Options menu when you host for the first time with this build (you can reach the Options menu without closing the online session).
The host has several new commands in the Waiting Room:
Another short RVGL update 17.0327a.
This is a bugfix release and is compatible with 0325, so updating is not mandatory. The changes are mostly cosmetic.
|Posted by: huki Monday, Oct 2 2017, 18:44|
| Couple of announcements to get RVL folks up to speed:
The latest RVGL release is 17.1002a.
There is also a brand new shader based rendering engine for RVGL in the works. It's highly experimental, but you can follow the development http://z3.invisionfree.com/Our_ReVolt_Pub/index.php?showtopic=2300.
|Posted by: Gel38 Wednesday, Jan 3 2018, 16:09|
|Any help here? For the last few updates of rvgl ive been having the priblem (bug?) where car boxes and cars (all dlc) dont show in the frontend. What can i do to correct this? Or is it supposed to be like that?|