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Posted: 12 Apr 2010, 18:46
jigebren
Re: Objects are hiding
Ok, I see what you mean, but I'm more and more sure it's a matter of 'disrespectful' .w format.
For quite advanced tracks like Jailhouse Rock or Floating World, which I think are on the edge of re-volt limits, maybe thing could be improved by better exploiting some of the .w file format specificity. But I'm afraid nobody currently really know how to do.
Also, we can't exlude the possibility that there is a bug in the display engine of re-volt, but for now, nothing allows to affirm it.

Re: Feature Suggestion: Enabling Wireframe
Wireframe? Do you mean that? :)



Well, as you can see, I think it's possible.

Posted: 12 Apr 2010, 19:11
urnemanden
Re: Objects are hiding
Well, if that's the case, how should track makers like I start investigating & creating proper World files?

EDIT: Taking a look at world.cpp and Perror.de's w. file structure breakdown.

Re: Enabling Wireframe
Exactly! :) It's much easier to have an overview in Re-Volt, than for example Gmax. It would be usefull tool in order to see where you can spare on the polygons, and where you should keep a nice look.

Posted: 12 Apr 2010, 21:24
jigebren
urnemanden @ Apr 12 2010, 02:41 PM wrote:EDIT: Taking a look at world.cpp and Perror.de's w. file structure breakdown.
Unfortunately the interesting part is missing. Ali has called it 'FunnyBall'. In fact I think there are cubes, not balls. Anyway, I'm not sure any current available tools allows to do it properly:
The world mesh has to be cut out in little parts, each being englobed and associated with one of the above cubes...

Posted: 12 Apr 2010, 22:26
urnemanden
Jig wrote:The world mesh has to be cut out in little parts, each being englobed and associated with one of the above cubes...
Let me understand that right: Each cube is placed above each other in the Y-axis?

I thought the cubes where placed next to each other with a in-between distance at 0, like below. But if they were, in which way would Re-Volt then handle theese cubes, and what advantage is there is investigating in these cubes? SkindupTruk also talked a little about funnyballs, which in his belief (if I remember right) could help improving the FPS and such.


Posted: 12 Apr 2010, 23:04
Irck
As for integrating it to a re-volt complete version. Installing wolfR4 is as simple as installing a new track (just need ot decompress the files in the re-volt directory), so it's not really needed to have it already integrated, I think. A link to download the up to date wolfr4 version is probably enough (and better).
Yes, you would think that. But having seen many racers since I joined the online racing scene in 2004(?) from very different countries (and thus languages) and ages, I noticed that these kind of things are a lot more difficult than they appear. You can't imagine how much effort it takes to explain new people how to manage new tracks etc.. This is exactly why I suggested that option.
join an online race after it has already started (in between races?)
I'm sorry, I don't really see what you mean here (I'm not very used to all that concerns online racing). Could you explain with more details what is the current situation, and what would have to be changed?
When an online game is started, only people who were at the launch of that game can race together. This game consists of a serie of seperate races. When other people try to join this game they end up in the waiting room of the game while seeing the names of the other players appearing to be waiting too. But in fact they are already racing. It would be nice if the new player could actually join the races.

I'm not sure what your purpose of Wolf4R is, but taking into account that most of the fun in Re-Volt happens in multiplayer races, it might be an idea to try out this mode sometime. Maybe it'll give you some nice ideas and insights ;)

Irck

Posted: 12 Apr 2010, 23:08
jigebren
@urnemanden
By above, I just meant 'aforementioned', I didn't meant is has to be placed above something else...

The whole thing is not really easy to explain it quickly, and it does not really fit in this topic (and like I said above, I don't think any tools currently allows you to do things properly, even if you are ready to make it all by hand).
One cube, in position and size, is englobing some meshes. Every englobed meshes are known by this cube. So revolt can do quick test on the cube, before doing more thorough test on the meshes in case it appears to be necessary. That is what could help to increase the FPS, because it reduces the number of test to conduce (testing the cube is way simpler than testing all included meshes).

Posted: 12 Apr 2010, 23:29
jigebren
Irck @ Apr 12 2010, 06:34 PM wrote:I noticed that these kind of things are a lot more difficult than they appear. You can't imagine how much effort it takes to explain new people how to manage new tracks etc.. This is exactly why I suggested that option.
I understand, but as WolfR4 is quite an advanced tool (even if very simple to use, I think), I consider that if someone is not able to install it (ie. just decompress the archive), then he won't be able to manage it properly either.

Re: join an online race after it has already started (in between races?)
It would be nice if the new player could actually join the races.
Just to be sure I understand it clearly: you mean that during one online session, when the current race is finished, it would be nice that a new player could join for the next race in the same online session. Is that it?

Posted: 12 Apr 2010, 23:47
Irck
I understand, but as WolfR4 is quite an advanced tool (even if very simple to use, I think), I consider that if someone is not able to install it (ie. just decompress the archive), then he won't be able to manage it properly either.
True. Maybe this asks for a Wolf4R Lite without any options but just fixes some bugs.
Just to be sure I understand it clearly: you mean that during one online session, when the current race is finished, it would be nice that a new player could join for the next race in the same online session. Is that it?
Exactly.

Posted: 13 Apr 2010, 06:47
jigebren
Irck @ Apr 12 2010, 06:34 PM wrote:When other people try to join this game they end up in the waiting room of the game while seeing the names of the other players appearing to be waiting too. But in fact they are already racing.
Could you show me a screenshot of this? Because I made some test in IPX connection (LAN between 2 computers), and it seems to be different (in that case new players don't reach the wating room, they can't go further than "Select game to join', where other players clearly have status 'started').
Irck wrote:I'm not sure what your purpose of Wolf4R is, but taking into account that most of the fun in Re-Volt happens in multiplayer races, it might be an idea to try out this mode sometime. Maybe it'll give you some nice ideas and insights ;)
At first reading, I didn't noticed it was a proposition to go racing online.
Well, that's true, I could try sometime, but WolfR4 is so time consuming that, believe me or not, I have not enough time to play. It's been a long time since I really played re-volt, and now I'm quite a paltry racer... :)


Re: race without collision with other players
This new mode could be implemeted in WolfR4, as it has been discussed lately, but I'm still waiting to ear some points of view about this feature.
Just tell me if you think it's a good idea or not (check previous posts to see the idea and possible drawback).

Posted: 13 Apr 2010, 09:20
arto
jigebren @ Apr 13 2010, 02:17 AM wrote: Re: race without collision with other players
This new mode could be implemeted in WolfR4, as it has been discussed lately, but I'm still waiting to ear some points of view about this feature.
Just tell me if you think it's a good idea or not (check previous posts to see the idea and possible drawback).
It'd be very nice feature, but if it can't be detected if it's used or not... or forced by host to all players... then I'm of the opinion that possibilities for abuse are too much.

Posted: 13 Apr 2010, 20:44
miromiro
I just got an idea for WolfR4's features... but I think you'll need to edit the source code... but whatever, I'll tell it.

As you know, Re-Volt doesn't support custom cars with more than 4 workable wheels, now I wonder if it's possible to change it to at least 8 wheels, would this be possible?

Posted: 13 Apr 2010, 23:31
jigebren
@miromiro
As you said, having more than 4 wheels would mean to edit the source code. And I can't. And even with sources modification, I can't tell if it would be doable...


Re: race without collision with other players
I have a new idea about this mode, to compensate the aforementioned drawback in online racing. I think I can make this mode dependant of the first letter of the player's name, let's say, for example "C!"
It means collisions could be deactivated only when the player's name begins with "C!". Thus, when a player uses that mode, it can be seen from his name. That way, a mean-spirited racer can't use it to secretly cheat.
What do you think about that? Is it enough?

For info, I was also thinking about linking it to the 'enable pickup' setting, and for example only allow 'race without collision' mode when pickups are disabled (by host). But that means 'race without collision' would never be used concurrently with pickups enabled (even in offline racing).

Posted: 14 Apr 2010, 00:22
urnemanden
That sounds like a good idea, but how should the host kick a player if the players name begin with "C!"? Of course, you normally can't kick a user if he/she for example uses a custom car neither, but it would be easier to allow an other player into the race instead then.

Posted: 14 Apr 2010, 02:06
Juicy J
jigebren @ Apr 13 2010, 02:17 AM wrote: Re: race without collision with other players
This new mode could be implemeted in WolfR4, as it has been discussed lately, but I'm still waiting to ear some points of view about this feature.
Just tell me if you think it's a good idea or not (check previous posts to see the idea and possible drawback).
In my opinion it would kill the spirit of this game.

EDIT: Though, maybe hide it deep in the settings only for the "RVR's time maniacs"?

Posted: 14 Apr 2010, 02:31
jigebren
Juicy J @ Apr 13 2010, 09:36 PM wrote:In my opinion it would kill the spirit of this game.
Well, maybe... All opinions are welcome to help me taking a final decision.

Just a notice: I have always enjoyed the collision engine of re-volt (I can even say it was one of the grounds that made me hold re-volt in high regard).
But the goal here would be to provide a way to compare racing skills without hampering each others. That's why it could be logical to associate it with Pickups deactivated (see the end of my previous post).
I think the idea could be interesting, and fun. But not to be kept for each race, of course...

Posted: 14 Apr 2010, 10:21
arto
jigebren @ Apr 13 2010, 07:01 PM wrote: Re: race without collision with other players
I have a new idea about this mode, to compensate the aforementioned drawback in online racing. I think I can make this mode dependant of the first letter of the player's name, let's say, for example "C!"
It means collisions could be deactivated only when the player's name begins with "C!". Thus, when a player uses that mode, it can be seen from his name. That way, a mean-spirited racer can't use it to secretly cheat.
What do you think about that? Is it enough?
Sounds like good and workable idea.

Posted: 14 Apr 2010, 10:25
arto
urnemanden @ Apr 13 2010, 07:52 PM wrote: That sounds like a good idea, but how should the host kick a player if the players name begin with "C!"? Of course, you normally can't kick a user if he/she for example uses a custom car neither, but it would be easier to allow an other player into the race instead then.
That's not in any way a different problem than kicking out other asshole players, like JOKER or SADIST users or just otherwise assholes.

Posted: 14 Apr 2010, 17:32
nero
There should be an option to kick a specific player. Is this possible?

Posted: 14 Apr 2010, 17:41
human
my adds to a few questions here:

first of all: thanks again jiggie for all these achievements that you have been doing recently for this community!

funnyballs i would love to add my opinion to this question but its like chinese to me, ive no clue what these "balls" are

dissapearing objects 'bug' i have seen a lot of these during making tracks, i always considered them as video card issue, but if everybody sees them happening on the same place of a track, then the certainly arent a graphics card related thing, again, no clue what that can be.

join to a race that started online good request, very useful. it would help rv house to be a much busier place i think, people hang around for a couple of minutes if there is no race that they can join, and then they just leave. however there are lets say 3 races currently already started with 2-3 racers, while there is room for much more.

no collision cars i know there are many racers who like the nopickup way, for a pure driving race. for them, when they are accidentally pushed by another car can destroy the fun, because they feel they are limited by other racer's 'faults'. therefore i think an option for doing no coll car races would be justified. it is a tiny little bit kinda not matching the original idea of the game, but if it keeps more racers online, or attracts more people, its good i think.

one thing is important joining in midrace and no coll cars would have to be added (well, if it is possible) to the options in rv house, so people could see that a race is:
1 for how many players
2 wheather there are pickups or not
3 can new racers join while the race is on
4 cars have or not have collision
5 and so on

that would be cool i think if it is feasable. thanks jig again for your work!

Posted: 14 Apr 2010, 19:01
jigebren
Re: race without collision with other players
Following what arto said just above, it seems that I can keep the idea of the C! indicator in name.
About kicking player, I can't add anything like that. Too complicated. Maybe it could be added to RVHouse, but it's just a though, this is beyond my expertise.

To conclude about this subject, I'll try to resume the 2 possibility:

1) race without collision is active only if it's racer's name begins with 'C!'.
- advantage:
- when a player use that mode, it is know by all other racers, just by looking at his name.
- no-coll mode can be deactivated from frontend, just by using a name without 'C!'.
- drawback:
-the mode is in no way dependant of the host's choice, there is now way to prevent a user using this mode from joining the race (but like arto said, it the same for JOKER or SADIST).

2) race without collision is enabled only when pickups are deactivated.
- advantage:
- it can be deactivated from frontend by re-activating pickups.
- in multiplayer race, if the host activate pickups, no player will be able to use the no-coll mode (I think, not tested).
- drawback:
- in multiplayer race, in case the host deactivate pickups but don't want to use the no-coll, then each racer can still enable/disable the no-coll mode, without it being know from other players.
- we can't use the no-coll mode and activate pickups at the same time.

Please tell me your opinion/preference between this 2 options.

Posted: 15 Apr 2010, 01:59
arto
jigebren @ Apr 14 2010, 02:31 PM wrote: - drawback:
- in multiplayer race, in case the host deactivate pickups but don't want to use the no-coll, then each racer can still enable/disable the no-coll mode, without it being know from other players.
I wouldn't like this, there should always be a way for people to know if the no-coll mode is used. So the first option is what I'd want.

Another thing... the joining of racers after online session has started would be a fantastic feature. But I think it'd definitely need the possibility of kicking people out by host also. Without the latter it probably would be of limited use. You do need to keep assholes out occasionally. Nowadays we do it by quitting the race, and then in RV House kicking out assholes away from the room before starting the race.

Posted: 15 Apr 2010, 03:51
jigebren
@human
I don't think you feel like working again on Jailhouse Rock (I want to mention that the more I look at this track, the more I see the wonderfull work you've done), but if you want and have a little time, I could give you some ideas about operations you could try on your world meshes to maybe fix (or lessen) the dissapearing objects 'bug', and maybe increase a bit the FPS.

arto wrote:I wouldn't like this, there should always be a way for people to know if the no-coll mode is used. So the first option is what I'd want.
That's a bit my point of view too.
Also, I think it's clear, but I just want to point out that the situation with option 2) would be ambiguous only when pickup are deactivated, which I think is not the more current situation.


About joining of racers after online session has started, it looking like a very difficult feature to implement, maybe simply impossible. But I'm still waiting to see a screenshot (of a waiting room for a racer that try to join a started race) as I've asked lately before I can try to think about it.

And about kicking people, as I said somewhere before, I really think it's impossible to add this with a patch (too complicated).

Posted: 18 Apr 2010, 04:18
urnemanden
Mp3 Playback Lagg at low FPS
I I think I told you about that before, but I currently can't find the post. Anyways, this problem isn't anything you can fix, but as the header says, I often experience lagg when MP3 files is being played during a race with a little variation in FPS.

This evening I found out that the MP3 lagg only comes, if I use Windows 98 Compatibility, cause I ran at 1920x1080 (with ratio fix of course) on Bone Island and JungleVolt with no trouble, compared to with Windows 98 Compatibility at 1280x1024 where I can hear how the music scratches at certain places.

Now, the only thing that prevents me from not using Win98 comp. is the usual crashes that occurs for an unknown reason. But it's nice to have the music 100% perfect again, tho. :)

Posted: 18 Apr 2010, 04:38
jigebren
Ok, thanks for the info, Urne. It could be useful to know.
By the way, that gives a good reason to have developped fixes even for bugs that could already be fixed by Win98 comp. mode (as it allows to get rid of the comp. mode).
urnemanden wrote:Now, the only thing that prevents me from not using Win98 comp. is the usual crashes that occurs for an unknown reason.
Can you refresh my memory about this one, I can't remember, I think it's not a clear bug, isn't it? I mean, not something you can reproduce clearly? Or something I can't reproduce...

Posted: 18 Apr 2010, 05:51
urnemanden
It's a bug that happens during loading of a track, whether it's a stock or a custom. It happened for Crone94 twice at Jailhouse Rock, but I haven't been able to reproduce it. I've been driving around 7 stock tracks and 1 custom track, but I still haven't got any problems. Perhaps these crashes is connected with custom tracks, I'll try to do a test tomorrow maybe.

Posted: 18 Apr 2010, 07:21
jigebren
Yes, I remember that you've talked about that...
Does Crone94 also have Vista?
I mean, under XP, there is an utility call Dr Watson which can provide an useful report in case of a program crash. But it doesn't exist on Vista anymore.
It has been remplaced by a stuff called WER, about which I have no information, except that it doesn't seems to be as simple as Dr Watson...
I know that Dr Watson can be reinstalled under Vista, quite easily (more information here), provided you have the 'drwtsn32.exe' file, but I'm not sure you feel like doing this operation.

Posted: 18 Apr 2010, 14:45
Crone94
Atm im playing revolt with Urne on his Pc. I'm running on a mac as for now, i'll get myself a copy of windows XP anytime soon (:

Posted: 18 Apr 2010, 15:31
urnemanden
Re: Usual Crash with 1207
I found out what caused the crash, by using the Event Logs Event Viewer of Windows Vista.
Windows Vista Log Book translated from danish wrote: Program error revolt.exe, version 0.0.0.0, timestamp 0x384bc86f, module with error mss32.dll, version 3.0.0.0, timestamp 0x381e36c7, exception code 0xc0000005, displacement with error 0x0001cd14, process-id 0x1428, the programs start time 0x01cadeda40ce3dac
Also, it doesn't happen during loading of a track, it happens after the track has loaded (in the start or while racing). It has happened 3 times on Jailhouse Rock. The Re-Volt.log doesn't report any error, other than it was unable to find "FLIPPED.mp3" (that's the last line).

EDIT: I found the event logs from yesterday as well, and it seems to be the same error again. Only 2 values that has changed from crash to crash (I think it's the timestamps).

EDIT2: I was able to reproduce the bug I reported above! Here is the track I drove:

Code: Select all

PetroVolt
White Rose Chapel
Catfish Cove
Jailhouse Rock
JungleVolt
Quake!
Jailhouse Rock
Download the Re-Volt.log here.

Download the Event Log og WinVista here.

I will try race all the tracks again to see if I can reproduce the bug again exactly the same way.

Posted: 18 Apr 2010, 17:03
urnemanden
I was able to get the same error once again. But it looks like it's a coincidence every time. I played the exactly same tracks as listed above, but when racing Jailhouse Rock for the second time, revolt.exe didn't crash. I continued racing and crashed at Pisa Grandprix. Here is the tracks I drove:

Code: Select all

Isis
Luigi Raceway
Venice
Ghost Town 2
Jailhouse Rock
Pisa Grandprix
It took around 45 minutes before I crashed (Start 12:45 - End 13:30).

Download the Re-Volt log here.

Download the Event Log here.

Posted: 18 Apr 2010, 22:27
jigebren
Ok, from your report, we can already see that's is a sound issue, as it's coming from the Miles module 'mss32.dll'.
Thanks for the danish translation. Are you sure that 'starttidspunkt' means 'start time'? Isn't it rather something like 'start point', or 'entry point'.
Unfortunately, compared to XP report (Dr Watson), the Vista event log lacks useful information like the offset where the error took place, so it's not enough helpful.

Did you already use to have this bug before using MP3 in re-volt? Maybe it could come from that.
Also, I know that there is some updated version of 'mss32.dll' that could be used in re-volt, maybe it could worth the pain to try. But be careful, only a few vesion can be used, some are too recent and re-volt will refuse to start because some function names have been changed in later update.

Posted: 19 Apr 2010, 23:24
Irck
Irck wrote:When other people try to join this game they end up in the waiting room of the game while seeing the names of the other players appearing to be waiting too. But in fact they are already racing.
jigebren wrote:Could you show me a screenshot of this? Because I made some test in IPX connection (LAN between 2 computers), and it seems to be different (in that case new players don't reach the wating room, they can't go further than "Select game to join', where other players clearly have status 'started').

Posted: 20 Apr 2010, 02:29
human
@human
I don't think you feel like working again on Jailhouse Rock (I want to mention that the more I look at this track, the more I see the wonderfull work you've done), but if you want and have a little time, I could give you some ideas about operations you could try on your world meshes to maybe fix (or lessen) the dissapearing objects 'bug', and maybe increase a bit the FPS.
yes, jig, i am interested in anything that can make tracks better, like increasing fps and stuff. please tell me more about your ideas.

Posted: 20 Apr 2010, 05:21
jigebren
Re: join an online race after it has already started (in between races)
@Irck
Thanks for the screenshot.
What's weird here is that status indicate 'Ready' while other players are already racing.

From what I have seen in the source code, the support for joining an already started game has been implemented in some version, but I can't find any trace of it in the binary file. Maybe it has been done after the last patch for revolt was released by acclaim... I can't tell, I'm not very aware of the history of re-volt conception.

Honestly, there is not a lot of hope to fix this issue by a patch. I had a hard time trying to identify functions used for online race in the binary file, and I still haven't found a lot of things yet.
Even the source code is quite hard to follow here, because about this subject source code and binary file diverge a lot.
Moreover, even if I achieve to identify all multiplayers functions in the binary file, I don't think I could find a way to implement this feature with only a patch.


@human
Ok, I will probably have to create another topic, because this one is not really appropriate.

Posted: 21 Apr 2010, 02:32
arto
jigebren @ Apr 20 2010, 12:51 AM wrote: Even the source code is quite hard to follow here, because about this subject source code and binary file diverge a lot.
Moreover, even if I achieve to identify all multiplayers functions in the binary file, I don't think I could find a way to implement this feature with only a patch.
From what I analyzed about the code some years ago, I got the impression that the networking code has been largely rewritten for the Xbox version. The PC sources might be closer to the retail version in this case.

Posted: 22 Apr 2010, 07:18
jigebren
Re: join an online race after it has already started (in between races)
arto @ Apr 20 2010, 10:02 PM wrote:From what I analyzed about the code some years ago, I got the impression that the networking code has been largely rewritten for the Xbox version. The PC sources might be closer to the retail version in this case.
Yes, that's true, for that part I have not used the xbox version (xboxSrc), but mainly the play_TEMP.cpp and WaitingRoom.cpp files in xboxFrontEndSrc.

I was able to allow a client to enter a waiting room even when race has already started, but then, I can't find a way to have the client race datas initialized. Even when host retstart, this client doesn't 'catch' the proper values.
Moreover, all portions of source code I can see that could have helped to allow joining during a session don't exist in the compiled binary file.
And when I see the number of supplementary lines needed for this feature in source code, it seems obvious that this can't be implemented by a patch.

I have already spent too much time about this issue, so I regret but I have to stop now. Of course it would have been a nice feature, but not having it doesn't prevent to play at all.
Let's wait for Openvolt to see this feature implemented... B)

Posted: 23 Apr 2010, 01:00
urnemanden
Re: Mss32.dll crash
I'll test if I can get the same reason to a crash without using WolfR4 or any of it's features tomorrow. Sorry for the delay, but as it takes me around 45 minutes to crash, a lot of my free time has to be used on racing - I like racing, but I also have to prepare for exams and work on my website.

Suggestion: Kill the Windows button!
I am very tired of accidentically pressing the windows button, while racing and since I've been racing with the same control settings for 4 years, I don't feel like changing them. Is it possible to prevent the Windows button from minimizing Re-Volt and opening the Start menu when pressed?

Posted: 23 Apr 2010, 06:50
jigebren
Re: Mss32.dll crash
Don't spend too much time on this bug, Urne. If it happens once every 45 minutes, maybe you can live with it for now.
Moreover, it's not even sure I could do something about it, even if you were able to reproduce it (as it could be a Mss32.dll bug, an incompatibility with your soundcard, a defective driver, or anything else).

Suggestion: Kill the Windows button!
So, it means you play with keyboard :blink:
Well, honestly, I don't know how to do it. It's looking like I have to capture the whole keyboard activity and filter out that key... It's a bit complicated. And I don't want WolfR4 to become over bloated, you see. It's better to concentrate on essential feature, for the ease of code upkeep.
Maybe you can find a little utility dedicated to that task. Also, you can take a look here. If this trick is working, you could create 2 .reg files to activate/deactive this setting.
And last, why don't you try a gamepad? :)

Posted: 28 Apr 2010, 03:20
zagames
Hey jigebren, send me an email sometime. I'd like to make sure our ideas match in order to make RVZT compatible with this program. Thanks,
Zach

Posted: 01 May 2010, 05:46
jigebren
WolfR4 has been updated.

I'm happy to dedicate this release to Urnemanden who has kindly sent me an original re-volt CD recently.
changelog wrote: Add: No Collision mode:
     Race without collision with other players (Trackmania-like mode).
     Notice: Your name has to begins with ' C! ' to activate it (so you can
     activate/deactivate it from frontend, and when racing online, using this
     mode will be seen by other players).
Mod: Change camera keys option is now set to swap forwards/backwards and
     up/down action, for keyboard and now, for mouse too.
     (know limitation: I think it's not taken into account in some Edit modes)
Mod: 'Pack custom track' has been improved.
     Added an option to choose between Zip and 7zip compression.
Add: Delete / uninstall custom track Button.
     Add an option to use recycle bin.
     Be cautious with this option, I think it's ok, but it's still new, so not
     widely tested.
Add: New Button: Open custom track folders.
     It tries to list all folders used by the track (except '\gfx') and open
     them in Windows explorer.
Add: New Button: Open 'custom.ini' file.
     You can also double-clic in the list to open the custom.ini file.
Add: A Log Tab.
     Not abundantly used yet, but could be useful eventually.
Add: Option Helpers:
     For example when MP3 playing is activated, -no3Dsound command is
     automatically set.
Add: New Button: Default setting.
     Reset all WolfR4 settings to their default value (the current wolfR4.ini
     file is deleted).
Add: Wolf logo :)
Last release was a quite a long time ago, and this one introduces the new 'No Collision mode', which can be fun to try.
Other things are mainly concerning custom track makers.
There is also a new button to reset all WolfR4 settings to their default value.
Hope you will appreciate the new Wolf logo.

Posted: 01 May 2010, 14:36
urnemanden
Thanks, you didn't have to :)

The new features looks interesting. Why didn't you use the logo as the WolfR4 Icon?
Jig -> Features wrote: Mod: Change camera keys option is now set to swap forwards/backwards and
      up/down action, for keyboard and now, for mouse too.
Does that mean that I can move the camera around the car, just by moving my mouse?

I'll try out all the new features in next week!

Posted: 01 May 2010, 17:31
jigebren
About the Wolf icon, I'll do it. But I have to create a proper image for each usual size (16x16, 32x32, etc.) because simply resizing the existing image doesn't look clear for all sizes.
And I'll wait a little to be sure the logo is near its final state.

About the camera key, I said 'for mouse too', I should have said 'for mouse buttons too'.

I didn't felt comfortable with the setting of the camera key in revolt, and always tend to use the up key to go foward, maybe because it more usual to do so in a lot of FPS games.
But I have discovered just lately that, for example in edit AI mode, the old layout seems to be still used. I don't know if I'll try to patch all remaing old layout, or if I'll let this part down...

Posted: 01 May 2010, 23:12
Irck
Looking forward to the first official release :).

Is it possible (or are you planning) to view laptimes of opponents in multiplayer races? I think this would be a nice feature.

Posted: 02 May 2010, 01:38
jigebren
About the official, that is to say, the public release, I can't tell.
For now, I feel comfortable with the beta tester system, and I have no real reason to make it more public, as everyone here can easily ask it to me.
Of course, I have no real reason not to make it public neither, and when there will be some custom tracks released, WolfR4 will have to be released too, to make those tracks playable (in custom mode).

For now, the release date is "When it's done", like for duke4 ;)


About laptimes of opponents:
To be honest, I'm not really planning to add any other feature... Maybe improving the custom support to allow further tweaks, but not a lot of brand new stuff (there is already a lot of feature in wolf).

A lot of feature requests I got would need to recompile the source code to add thoroughly new functions, they can't be done with a simple patch, it would be way too hard.
To resume the situation, I can sometime modify the behavior of re-volt, or reactivate some deactivated features (ghost car, replay, etc.), but I can't add new features (in most cases).

Posted: 05 May 2010, 00:29
Irck
For me the new version doesn't launch automatically from RVHouse anymore ..

WolfR4 - © jigebren - beta WIP:10-05-01
Windows Vista

Posted: 05 May 2010, 00:56
urnemanden
I just tested that on Windows Vista 64-bit and it seems to work just fine here. Does it always happen?

Posted: 05 May 2010, 01:57
jigebren
Also tested and working for me.
Can you copy the content of the wolf log (in the Log tab), at least the line that begins with "Received command line:"

EDIT: and remember that for it to work, you have to launch re-volt once from WolfR4 with the "register lobby" option activated, quit re-volt, then you can launch RVHouse.
And this has to be done each time you change WolfR4 path or filename...

Posted: 05 May 2010, 15:53
Irck
EDIT: and remember that for it to work, you have to launch re-volt once from WolfR4 with the "register lobby" option activated, quit re-volt, then you can launch RVHouse.
And this has to be done each time you change WolfR4 path or filename...
oh that makes it work indeed..

Posted: 05 May 2010, 20:29
jigebren
@Irck
Glad to see it is fixed.


Well, I'm currently in the process of merging the 512 patch and the Screen ratio patch in WolfR4. The main advantage will be to have only one backup file for all patches, I think it will clarify things a bit when it comes to remove/reapply patches.

I was thinking about adding the png support also, but since I have worked on it a long time ago and forgot things a bit, I feel a bit lazy to dive again in it.
Moreover, the method I used (patching the import/export table) was quite 'heavy'. I'm aware of an other method that could be done at runtime (ie. in memory), but I don't know how to implement it...

Maybe the next release could be the last WIP one before the official public one, if everything goes well. :)

Posted: 06 May 2010, 01:41
arto
jigebren @ May 5 2010, 03:59 PM wrote: Maybe the next release could be the last WIP one before the official public one, if everything goes well. :)
That's great news indeed! Keeping my thumbs up, and thanks for all the hard work you've being doing so far.

Posted: 09 May 2010, 00:50
Irck
No collision seems to work fine :) It's a nice feature!